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any creatures that pass through the area in the next minute must make a Constitution saving throw or be poisoned. The affected creature can repeat the saving throw at the end of each of their turns. Any structure in the affected area has their max health reduced by half and becomes vulnerable to all damage.
If you cast this spell over 8 hours, you enrich the capabilities of the fungi. All fungi in a half-mile radius centered on a point within range become enriched for 1 year. The fungi grow at twice the normal rate

  • casting time 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.,Invocation 1,Searing Smite,1st level Evocation,1 bonus action,Self,V,Concentration, up to 1 minute,The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
    At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.,Smite 1,Thunderous Smite,1st level Evocation,1 bonus action,Self,V,Concentration, up to 1 minute,The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.,Smite 3,Blinding Smite,3rd level Evocation,1 bonus action,Self,V,Concentration, up to 1 minute,The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.,Smite 2,Bone Corrupting Smite,2nd level Necromancy & Transmutation,1 bonus action,Self,VSM,Concentration, up to 1 minute,You call forth the bones inside of you to envelop your melee weapon of your choice for the duration of the spell, embedding sharp bones into the weapon.
    The next time you hit a creature with this bone infused weapon, the bones stab your target dealing an extra 2d8 piercing damage to the target and have the bones be stabbed into the target. At the start of each of the target’s turns, the target takes necrotic damage equal to your spellcasting modifier while the bones are still in the target. Additionally, the target can’t benefit from healing while the bones are still in the target. A creature can spend an action to take out the bones, ending the effect. The bones crumble into the dust after a minute of being in a target.,Smite 4,Staggering Smite,4th level Evocation,1 bonus action,Self,V,Concentration, 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.,Smite 2,Warding Wind,2nd level Evocation,1 action,Self,V,Concentration, up to 10 minutes,A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
    The wind has the following effects:
    • It deafens you and other creatures in its area.
    • It extinguishes unprotected flames in its area that are torch-sized or smaller.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
    • It hedges out vapor, gas, and fog that can be dispersed by strong wind.,Axesickle (2 charges) 6,Investiture of Wind,6th level Transmutation,1 action,Self,V, S,Concentration, up to 10 minutes,Until the spell ends, wind whirls around you, and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.,Axesickle (6 charges) 7,Whirlwind,7th level Evocation,1 action,300 feet,V, M,Concentration, up to 1 minute,A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.
    When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
    A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.,Axesickle (7 charges) 4,Galder’s Speedy Courier,4th level Conjuration,1 action,10 feet,V, S, M,10 minutes,You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.
    As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
    The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
    At Higher Levels: When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.,Warlock 3,Deadly Strike,3rd level Transmutation,1 bonus action,60 feet,V, S, M,Concentration, up to 1 minute,For the duration, when you make a weapon attack the weapon’s damage die is treated as if you rolled the maximum damage.,Warlock (Other)
  • range

Warlock this produces twice the usual amount of spores and decomposes twice the usual amount of material.,Warlock (Other) 3,Speak with Dead,3rd level Necromancy,1 action,10 feet,V, S, M,10 minutes,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. ,Invocation 3,Thunder Step,3rd level Conjuration,1 action,90 feet,V,Instantaneous,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 3,Wind Wall,3rd level Evocation,1 action,120 feet,V, S, M,Concentration, up to 1 minute,A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. ,Axesickle (3 charges) 4,Charm Monster,4th level Enchantment ,1 action,30 feet,V, S,1 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 (Hexblade) 5,Banishing Smite,5th level Abjuration,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, 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.,Smite 5,Dream,5th level Illusion,1 minute,Special,V, S, M,8 hours,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 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 1,Disguise Self,1st level Illusion,1 action,Self,V, S,1 hour,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.,Invocation 1,Silent Image,1st level Illusion,1 action,60 feet,V, S, M,Concentration, up to 10 minutes,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

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