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Sculptor of Flesh [1/2]

  • casting time 1 action
  • range 60 feet

  • components V S M
  • duration up to 1 hour

Prerequisite: 7th level
You can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a Long Rest.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the Duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose Challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a Challenge rating). The target's game statistics, including mental Ability Scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. 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

Warlock Eldritch Invocation

Sculptor of Flesh [2/2]

  • casting time 1 action
  • range 60 feet

  • components V S M
  • duration up to 1 hour

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

Warlock Eldritch Invocation

Witch Sight

  • casting time none
  • range 30 feet

  • components none
  • duration passive

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.

Warlock Eldritch Invocation

Whispers of The Grave

  • casting time 1 action
  • range 10 feet

  • components V S M
  • duration 10 minutes

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

You grant the semblance of life and Intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be Undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no Compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Warlock Eldritch Invocation

Voice of the Chain Master

  • casting time 1 action
  • range infinite

  • components none
  • duration passive

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.
Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of Speech.

Warlock Eldritch Invocation

Visions of Distant Realms

  • casting time 1action
  • range 30 feet

  • components V S M
  • duration up to 1 hour

Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

You create an Invisible, magical eye within range that hovers in the air for the Duration.

You mentally receive visual information from the eye, which has normal vision and Darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's Movement, but the eye can pass through an opening as small as 1 inch in diameter.

Warlock Eldritch Invocation

Thirsting Blade

  • casting time 1 action
  • range melee

  • components none
  • duration passive

Prerequisite: 5th level, Pact of the Blade feature

You can Attack with your pact weapon twice, instead of once, whenever you take the Attack action on Your Turn.

Warlock Eldritch Invocation

Thief of Fates

  • casting time 1 action
  • range 30 feet

  • components V S M
  • duration up to 1 minute

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a Long Rest.

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw.

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.

Warlock Eldritch Invocation

Sign of Ill Omen [1/2]

  • casting time 1 action
  • range touch

  • components V S
  • duration up to 1 minute

Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a Long Rest. You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the Duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has disadvantage on Ability Checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on Attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target.
A Remove Curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher,

Warlock Eldritch Invocation

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Sign of Ill Omen [2/2]

  • casting time 1 action
  • range touch

  • components V S
  • duration up to 1 minute

the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher removes concentraion..

Warlock Eldritch Invocation

Repelling BLast

  • casting time 1 action
  • range 120 feet

  • components none
  • duration instant

Prerequisite: Eldritch Blast cantrip

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Warlock Eldritch Invocation

Otherwordly Leap

  • casting time 1 action
  • range self

  • components V S M
  • duration 1 minute

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material Components.

You touch a creature. The creature's jump distance is tripled until the spell ends.

Warlock Eldritch Invocation

One With Shadows

  • casting time 1 action
  • range self

  • components none
  • duration

Prerequisite: 5th level

When you are in an area of dim light or Darkness, you can use your action to become Invisible until you move or take an action or a reaction.

Warlock Eldritch Invocation

Misty Visions

  • casting time 1 action
  • range 60 feet

  • components V S M
  • duration up to 10 minutes

You can cast Silent Image at will, without expending a spell slot or material Components.

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the Duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any 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.

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.

Warlock Eldritch Invocation

Mire The Mind

  • casting time 1 action
  • range 120 feet

  • components V S M
  • duration up to 1 minute

Prerequisite: 5th level
You can cast slow once using a warlock spell slot.

You can’t do so again until you finish a Long Rest.
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the Duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn.

If the creature attempts to Cast a Spell with a Casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Warlock Eldritch Invocation

Minions of Chaos [1/2]

  • casting time 1 action
  • range 90 feet

  • components V S M
  • duration up to 1 hour

Prerequisite: 9th level
You can cast Conjure Elemental once using a warlock spell slot. You can’t do so again until you finish a Long Rest. You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of Challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a Fire Elemental emerges from a bonfire, and an Earth Elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the Duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your Concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might Attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels: When you

Warlock Eldritch Invocation

Minions of Chaos [2/2]

  • casting time 1 action
  • range 90 feet

  • components V S M
  • duration up to 1 hour

cast this spell using a spell slot of 6th level or higher, the Challenge rating increases by 1 for each slot level above 5th.

Warlock Eldritch Invocation

Master Of Myriad Forms [1/2]

  • casting time 1 action
  • range self

  • components V S
  • duration up to 1 hour

Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.
You assume a different form. When you cast the spell, choose one of the following options.
Aquatic Adaptation: You adapt your body to an aquatic Environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the Duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 damage. Finally, the natural weapon is magic and you have a +1 bonus to the Attack

Warlock Eldritch Invocation

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Master Of Myriad Forms [2/2]

  • casting time 1 action
  • range self

  • components V S
  • duration up to 1 hour

and Damage Rolls you make using it.

Warlock Eldritch Invocation

Mask Of Many Faces

  • casting time 1 action
  • range self

  • components V S
  • duration 1 hour

You can cast Disguise Self at will, without expending a spell slot.
You make yourself, including your clothing, armor, Weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Warlock Eldritch Invocation

Lifedrinker

  • casting time none
  • range none

  • components none
  • duration Passive

Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Warlock Eldritch Invocation

Gaze of Two Minds

  • casting time 1 Action
  • range Self

  • components none
  • duration renewed each turn

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any Special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.

Warlock Eldritch Invocation

Fiendish Vigor

  • casting time 1 action
  • range self

  • components V S M
  • duration 1 hour

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material Components.

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 Temporary Hit Points for the Duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

Warlock Eldritch Invocation

Eyes of The Rune Keeper

  • casting time none
  • range self

  • components none
  • duration passive

You can read all writing.

Smarty pants.

Warlock Eldritch Invocation

Eldritch Spear

  • casting time 1 action
  • range 300 feet

  • components V S
  • duration instant

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.

Warlock Eldritch Invocation

Eldritch Sight

  • casting time none
  • range self (30 feet)

  • components none
  • duration passive

You can cast Detect Magic at will, without expending a spell slot.

For the Duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Warlock Invocation

Dreadful Word [1/2]

  • casting time
  • range

  • components
  • duration

Prerequisite: 7th level
You can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally.
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot

Warlock Eldritch Invocation

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Dreadful Word [2/2]

  • casting time
  • range

  • components
  • duration

above 4th.

Warlock Eldritch Invocation

Devils Sight

  • casting time none
  • range 120 feet

  • components none
  • duration passive

You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.

Warlock Eldritch Invocation

Agonizing Blast

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Instant

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Warlock Eldritch Invocation

Armor of Shadows

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 8 hours

You can cast Mage Armor on yourself at will, without expending a spell slot or material Components.

-You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Warlock Eldritch Invocation

Ascendant Step

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 Minutes

Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material Components.

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the Duration. The spell can levitate a target that weighs up to 500 pounds.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on Your Turn. If you are the target, you can move up or down as part of your move.
When the spell ends, the target floats gently to the ground if it is still aloft.

Warlock Eldritch Invocation

Beast Speech

  • casting time 1 action
  • range self

  • components V S
  • duration 10 minutes

You can cast Speak with Animals at will, without expending a spell slot.

You gain the ability to comprehend and verbally communicate with Beasts for the Duration. The knowledge and awareness of many Beasts is limited by their Intelligence, but at minimum, Beasts can give you information about nearby locations and Monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Warlock Eldritch Invocation

Beguiling Influence

  • casting time none
  • range self

  • components none
  • duration Passive

You gain proficiency in the Deception and Persuasion skills.

Warlock Eldritch Invocation

Bewitching Whispers

  • casting time 1 action
  • range 30 feet

  • components V S
  • duration up to 1 minute

Prerequisite: 7th level

You can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Warlock Eldritch Invocation

Book of Ancient Secrets

  • casting time none
  • range self

  • components none
  • duration passive

Prerequisite: Pact of the Tome feature.
You can now inscribe magical Rituals in your Book of Shadows. Choose two 1st-level Spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The Spells appear in the book and don’t count against the number of Spells you know. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual Spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Warlock Eldritch Invocation

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Chains of Carceri

  • casting time 1 action
  • range 90 feet

  • components V S M
  • duration up to 1 minute

Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material Components. You must finish a Long Rest before you can use this invocation on the same creature again.

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 Eldritch Invocation

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