You create a bonfire on ground that you can see within range. Until the spells ends, the magic 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 bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
(Slain humanoid) You can curse the soul of a person you slay, temporarily binding it to your service.
When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level.
Roll initiative for the specter, which has its own turns.
It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the
Once you bind a specter with this feature, you can’t
use the feature again until you finish a long rest.
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack
and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow,
longbow, light crossbow, or heavy crossbow.
You can see normally in darkness, both magical and
nonmagical, to a distance o f 120 feet.
When you hit a creature with a melee weapon attack you can expend a spellslot to deal radiant damage to the target, in addition to the weapons damage.
The extra damage is 2 d8 for a 1st. lvl. spellslot, plus 1 d8 pr. spell level higher than 1, to a maximum of 5d8.
the damage increases by 1d8 if the target is an undead or a fiend.
You know the location of any Celestial, Fiend or Undead that is not behind total cover. You know the type of any being you sense, but not its identity.
Whithin the range you also detect the presence of any playce or object that has been consecrated or desecrated with the hallow spell.
You can use this feature a nubmer of thimes equal to 1+ your Char. modifier .
Regain all expended uses after a long rest.
You can heal any amount from a pool of 5x Paladin lvl.
Alternatively you can expend 5 hitpoints from the pool to cure the target of 1 disease or neutralize 1 poison. You can remove several at the same time, but pay seperatly.
This pool replenishes every long rest.
This abbility has no effect on constructs and undead
Choose one enemy that you can see within range.
you gain advantage on all attack rolls against that creature for the duration, until it drops to 0-hitpoints or until it falls unconcious.
Choose one enemy that you can see, that creature must make a wisdom saving throw, unless it is immune to being frightend. Fiends and undead have disadvantage on the throw.
On a failed save the Creature is frightened for 1 minute or until it takes damage. While frigthened, the creatures speed is 0, and it cant benefit from any bonus to its speed.
On a successesful, the creatures speed is halved for 1 minute or until it takes damage.