0,Booming Blade,Evocation cantrip,1 action,Self (5-foot radius),S, M,1 round,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).,Warlock
0,Chill Touch,Necromancy cantrip,1 action,120 feet,V, S,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
0,Eldritch Blast,Evocation cantrip,1 action,120 feet,V, S,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
0,Mage Hand,Conjuration cantrip,1 action,30 feet,V, S,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 magical items, or carry more than 10 pounds. ,Warlock
1,Charm Person,1st level Enchantment ,1 action,30 feet,V, S,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
1,Wrathful Smite,1st level Evocation,1 bonus action,Self,V, S, M,Concentration, up to 1 minute,The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.,Smite
2,Branding Smite,2nd level Evocation,1 bonus action,Self,V,Concentration, up to 1 minute,The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. ,Smite
2,Invisibility,2nd level Illusion,1 action,Touch,V, S, M,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
2,Spider Climb,2nd level Transmutation,1 action,Touch,V, S, M,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 climbing speed equal to its walking speed.,Warlock
2,Suggestion,2nd level Enchantment ,1 action,30 feet,V, M,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 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 performed.
If you or any of your companions damage the target, the spell ends. ,Warlock
2,Gust of Wind,2nd level Evocation,1 action,Self (60-foot line),V, S, M,Concentration, up to 1 minute,A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. ,Axesickle (2 charges)
3,Counterspell,3rd level Abjuration,1 reaction,60 feet,S,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
3,Pity in Pink,3rd level Conjuration,1 action,150 feet,V, S, M,Concentration, up to 1 minute,You open a gateway to the moment between death and life. A 20-foot-radius sphere of pink void appears, centered on a point within range and lasting for the duration. This void is filled with the sound of bells and a burnt crimson smell, both of which can be sensed up to 30 feet away.
The area is difficult terrain. Creatures fully within the area suffer as Mawd suffered. Any creature that starts its turn in the area takes 2d6 psychic damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 necrotic damage. ,Warlock
3,Hypnotic Pattern,3rd level Illusion,1 action,120 feet,S, M,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
3,Fungal Growth,3rd level Transmutation,1 action or 8 hours,60 feet,V, S,Instantaneous,If you cast this spell using 1 action, choose a point within range. All normal fungi (yeasts, molds, mushrooms) in a 10-foot radius centered on that point grow rapidly, decomposing materials around them. Fungal growth produces spores in the affected area
0,Booming Blade,Evocation cantrip,1 action,Self (5-foot radius),S, M,1 round,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).,Warlock
0,Chill Touch,Necromancy cantrip,1 action,120 feet,V, S,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
0,Eldritch Blast,Evocation cantrip,1 action,120 feet,V, S,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
0,Mage Hand,Conjuration cantrip,1 action,30 feet,V, S,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 magical items, or carry more than 10 pounds. ,Warlock
1,Charm Person,1st level Enchantment ,1 action,30 feet,V, S,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
1,Wrathful Smite,1st level Evocation,1 bonus action,Self,V, S, M,Concentration, up to 1 minute,The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.,Smite
2,Branding Smite,2nd level Evocation,1 bonus action,Self,V,Concentration, up to 1 minute,The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. ,Smite
2,Invisibility,2nd level Illusion,1 action,Touch,V, S, M,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
2,Spider Climb,2nd level Transmutation,1 action,Touch,V, S, M,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 climbing speed equal to its walking speed.,Warlock
2,Suggestion,2nd level Enchantment ,1 action,30 feet,V, M,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 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 performed.
If you or any of your companions damage the target, the spell ends. ,Warlock
2,Gust of Wind,2nd level Evocation,1 action,Self (60-foot line),V, S, M,Concentration, up to 1 minute,A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. ,Axesickle (2 charges)
3,Counterspell,3rd level Abjuration,1 reaction,60 feet,S,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
3,Pity in Pink,3rd level Conjuration,1 action,150 feet,V, S, M,Concentration, up to 1 minute,You open a gateway to the moment between death and life. A 20-foot-radius sphere of pink void appears, centered on a point within range and lasting for the duration. This void is filled with the sound of bells and a burnt crimson smell, both of which can be sensed up to 30 feet away.
The area is difficult terrain. Creatures fully within the area suffer as Mawd suffered. Any creature that starts its turn in the area takes 2d6 psychic damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 necrotic damage. ,Warlock
3,Hypnotic Pattern,3rd level Illusion,1 action,120 feet,S, M,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
3,Fungal Growth,3rd level Transmutation,1 action or 8 hours,60 feet,V, S,Instantaneous,If you cast this spell using 1 action, choose a point within range. All normal fungi (yeasts, molds, mushrooms) in a 10-foot radius centered on that point grow rapidly, decomposing materials around them. Fungal growth produces spores in the affected area