Level from: to






custom background URL

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
WizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

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 Evocation cantrip

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration1 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, Illusion cantrip

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a cup of water

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,, 1st level Abjuration

Arms of Hadar

  • casting time1 action
  • rangeSelf (10-foot radius)

  • componentsV,S
  • durationInstantaneous

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, 1st level Conjuration

Cause Fear

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration,up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an 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.

Warlock (XGE), 1st level Necromancy

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 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,, 1st level Enchantment

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a cup of water

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,, 1st level Abjuration

Arms of Hadar

  • casting time1 action
  • rangeSelf (10-foot radius)

  • componentsV,S
  • durationInstantaneous

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, 1st level Conjuration

Cause Fear

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration,up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an 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.

Warlock (XGE), 1st level Necromancy

0 0
0 0
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 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,, 1st level Enchantment

Comprehend Languages (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a pinch of soot and salt

For the duration,you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see,but you must be touching the surface of 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 glyph,such as an arcane sigil,that isn't part of a written language.

Warlock, 1st level Divination

Expeditious Retreat

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,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 1st level Transmutation

Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV,S
  • durationInstantaneous

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 1st level Evocation

Hex

  • casting time1 bonus action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

the petrified eye of a newt

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,, 1st level Enchantment

Illusory Script (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsS,M
  • duration10 days

a lead-based ink worth at least 10 gp,which the spell consumes

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, 1st level Illusion

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

holy water or powdered silver and iron,which the spell consumes

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, 1st level Abjuration

Unseen Servant (ritual)

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • duration1 hour

a piece of string and a bit of wood

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 1st level Conjuration

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

Your body becomes blurred,shifting and wavering to all who can see you. For the duration,any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight,as with blindsight,or can see through illusions,as with truesight.

Warlock, 2nd level Illusion

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
2 2

Crown of Madness

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,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.

Warlock,, 2nd level Enchantment

Darkness

  • casting time1 action
  • range60 feet

  • componentsV,M
  • durationConcentration,up to 10 minutes

bat fur and a drop of pitch or piece of coal

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 or lower,the spell that created the light is dispelled.

Warlock 2nd level Evocation

Enthrall

  • casting time1 action
  • range60 feet

  • componentsV,S
  • duration1 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,, 2nd level Enchantment

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a small,straight piece of iron

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 on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Warlock 2nd level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

an eyelash encased in gum arabic

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 2nd level Illusion

Mind Spike

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration,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 benefit from that condition against you.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.

Warlock (XGE), 2nd level Divination

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 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.
If 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, 2nd level Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Warlock 2nd level Conjuration

Shadow Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in 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 a 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.

Warlock (XGE), 2nd level Illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage,and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Warlock (Undying) 2nd level Illusion

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a drop of bitumen and a spider

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 climbing speed equal to its walking speed.

Warlock 2nd level Transmutation

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

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 purses 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 five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't

Warlock 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

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

Warlock 2nd level Enchantment

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

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 3rd level Abjuration

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any 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, 3rd level Abjuration

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid,cold,fire,lightning,or thunder. For the duration,the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level,the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher,the bonus increases to +3 and the extra damage increases to 3d4.

Warlock, 3rd level Transmutation

Enemies Abound

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,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. lf an enemy provokes an opportunity attack from the affected creature,the creature must make that attack if it is able to.

Warlock (XGE) 3rd level Enchantment

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a white feather or the heart of a hen

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.

Warlock 3rd level Illusion

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3

Fly

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a wing feather from any bird

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, 3rd level Transmutation

Hunger of Hadar

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pickled octopus tentacle

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 with 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 3rd level Conjuration

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS,M
  • durationConcentration,up to 1 minute

a glowing stick of incense or a crystal vial filled with phosphorescent material

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 3rd level Illusion

Major Image [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a bit of fleece

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 of 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 of 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

Warlock 3rd level Illusion

Major Image [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a bit of fleece

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 of 6th level or higher,the spell lasts until dispelled,without requiring your concentration.

Warlock 3rd level Illusion

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

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

Warlock 3rd level Abjuration

Summon Lesser demons [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words,summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears. 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 ofchallenge 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 demon 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 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 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

Warlock (XGE) 3rd level Conjuration

Summon Lesser demons [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

ends.
At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level,you 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.

Warlock (XGE) 3rd level Conjuration

Thunder Step

  • casting time1 action
  • range90 feet

  • componentsV
  • durationInstantaneous

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 (XGE) 3rd level Conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Tongues

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a small clay model of a ziggurat

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, 3rd level Divination

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

The touch of your shadow-wreathed hand can siphon 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.

Warlock, 3rd level Necromancy

Banishment

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

an item distasteful to the target

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

Warlock,, 4th level Abjuration

Blight

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

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. This 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 or higher,the damage increases by 1d8 for each slot level above 4th.

Warlock, 4th level Necromancy

Charm Monster

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw,and it 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 (XGE),, 4th level Enchantment

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

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, 4th level Conjuration

Elemental Bane

  • casting time1 action
  • range90 feet

  • componentsV,S
  • durationConcentration,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.

Warlock (XGE) 4th level Transmutation

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV,S,M
  • duration24 hours

a stone,a twig,and a bit of green plant

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,, 4th level Illusion

Phantasmal Killer

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears,visible only to that creature. The target must make a Wisdom saving throw. On a failed save,the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends,the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the damage increases by 1d10 for each slot level above 4th.

Warlock (Hexblade) 4th level Illusion

3 3
3 3
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Shadow of Moil

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

an undead eyeball encased in a gem worth at least 150 gp

Flame-like shadows wreathe 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.

Warlock (XGE), 4th level Necromancy

Sickening Radiance

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,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 the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Warlock (XGE) 4th level Evocation

Staggering Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration,your weapon pierces both body and mind,and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save,it has disadvantage on attack rolls and ability checks,and can't take reactions,until the end of its next turn.

Warlock (Hexblade), 4th level Evocation

Summon Greater Demon [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

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 a 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 (requfring no action on your part),telling it what it must do on 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

Warlock (XGE),, 4th level Conjuration

Summon Greater Demon [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

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 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.

Warlock (XGE),, 4th level Conjuration

Banishing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends,your weapon crackles with force,and the attack deals an extra 5d10 force damage to the target. Additionally,if this attack reduces the target to 50 hit points of fewer,you banish it. If the target is native to a different plane of existence than the one you're on,the target disappears,returning to its home plane. If the target is native to the plane you're on,the creature vanishes into a harmless demiplane. While there,the target is incapacitated. It remains there until the spell ends,at which point the tart reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Warlock (Hexblade) 5th level Abjuration

Contact Other Plane (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV
  • duration1 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,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 5th level Divination

Danse Macabre [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,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 a 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 this spell,issuing the same command to all of them. To receive the command,a creature 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 level or higher,you animate up to two additional corpses for each slot level

Warlock (XGE),, 5th level Necromancy

Danse Macabre [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 hour

above 5th.

Warlock (XGE),, 5th level Necromancy

4 4
4 4
4 4
4 4
4 4
5 5
5 5
5 5
5 5

Dream [1/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV,S,M
  • duration8 hours

a handful of sand,a dab of ink,and a writing quill plucked from a sleeping bird

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

Warlock 5th level Illusion

Dream [2/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV,S,M
  • duration8 hours

a handful of sand,a dab of ink,and a writing quill plucked from a sleeping bird

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 5th level Illusion

Enervation

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,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 a 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.

Warlock (XGE), 5th level Necromancy

Far Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,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.

Warlock (XGE),, 5th level Conjuration

Hold Monster

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a small,straight piece of iron

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 on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Warlock 5th level Enchantment

Infernal Calling [1/3]

  • casting time1 minute
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a ruby worth at least 999 gp

Uttering a dark incantation,you summon a devil from the Nine Hells. You choose the devil's type,which must be one 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 its 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

Warlock (XGE), 5th level Conjuration

Infernal Calling [2/3]

  • casting time1 minute
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a ruby worth at least 999 gp

contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. Ifyour check fails,the devil becomes immune to your verbal commands for the duration of the spell,though it can still carry out your commands 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 it 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

Warlock (XGE), 5th level Conjuration

Infernal Calling [3/3]

  • casting time1 minute
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a ruby worth at least 999 gp

increases by 1 for each slot level above 5th.

Warlock (XGE), 5th level Conjuration

Negative Energy Flood

  • casting time1 action
  • range60 feet

  • componentsV,M
  • durationInstantaneous

a broken bone and a square of black silk

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead,it mus t make a Constitution saving throw,taking 5d12 necrotic damage on a failed save,or half as much damage 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. Statistics for the zombie are in the Monster Manual.
If you target an undead with this spell,the target doesn't make a saving throw. Instead,roll 5d12. The target gains half the total as temporary hit points.

Warlock (XGE), 5th level Necromancy

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 1,000 gp,such as a crystal ball,a silver mirror,or a font filled with holy water

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 - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection 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

Warlock, 5th level Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 1,000 gp,such as a crystal ball,a silver mirror,or a font filled with holy water

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.

Warlock, 5th level Divination

Synaptic Static

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in 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 rolled from all its attack rolls 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 (XGE), 5th level Enchantment

Wall of Light [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a hand mirror

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 bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears,each creature in its 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 from the wall at one creature you can see within 60 feet of it. Make a

Warlock (XGE) 5th level Evocation

Wall of Light [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a hand mirror

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.

Warlock (XGE) 5th level Evocation

5 5
5 5
5 5
5 5
5 5