Warlock is a class in Baldur’s Gate 3. Bound by a pact to an all-powerful patron, warlocks trade their loyalty for supernatural abilities and unique magic.
Warlock
Class
Bound by a pact to an all-powerful patron, warlocks trade their loyalty for supernatural abilities and unique magic.
- Hit points at level 1
- 8
- Hit points per level
- 5
- Spellcasting ability
- Charisma
- Subclasses
- 4
Warlock progression
Class levels 1–12 · Select a feature to read its game description.
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1LevelChoose a subclass 4 branchesPact Magic × 1 Current spell slots
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2LevelPact Magic × 2 Current spell slots
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3LevelPact Magic × 2 Current spell slots
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4LevelPact Magic × 2 Current spell slots
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5Level
Deepened Pact
Granted feature
Pleased with your service, your otherworldly patron added new boons to the terms of your pact.
Pact of the Blade: You gain an Extra Attack with your pact weapon.
Pact of the Chain: Your
familiar gains an Extra Attack.
Pact of the Tome: You can cast
Animate Dead,
Haste, and
Call Lightning once each per Long Rest.
Animate Dead
Action
Create an undead servant from a corpse.
Call Lightning
Action
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a
spell slot.
Haste
Action
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.Pact Magic × 2 Current spell slots -
6LevelPact Magic × 2 Current spell slots
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7LevelPact Magic × 2 Current spell slots
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8LevelPact Magic × 2 Current spell slots
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9LevelPact Magic × 2 Current spell slots
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10LevelPact Magic × 2 Current spell slots
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11LevelPact Magic × 3 Current spell slots
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12LevelPact Magic × 3 Current spell slots
The Fiend subclass progression
The Fiend
Subclass
You have pledged your soul to the Hells or Abyss in return for a deadly arsenal of fiendish arcana.
Related entry
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1Level
Dark One's Blessing
Granted feature
When you reduce a hostile creature to 0, this gift from your patron grants you [2]. -
2Level
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3Level
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4Level
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5Level
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6Level
Dark One's Own Luck
Granted feature
Call on your patron to change your fate and add a 1d10 to an
Ability Check. -
7Level
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8Level
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9Level
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10Level
Fiendish Resilience
Granted feature
Choose a damage type and become Resistant to it. You can pick a new damage type each Short Rest. -
11Level
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12Level
The Great Old One subclass progression
The Great Old One
Subclass
You pledged something unthinkable to an unspeakably ancient entity - which in return furnished you with powers of cerebral entropy and control.
Related entry
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1Level
Mortal Reminder
Granted feature
When you land a Critical Hit against a creature, that creature and any nearby enemies must succeed a Wisdom
Saving Throw or become
Frightened until the end of their next turn. -
2Level
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3Level
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4Level
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5Level
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6Level
Entropic Ward
Granted feature
As a reaction, you can impose
Disadvantage on an
Attack Roll against you.
If the attack misses, you gain
Advantage on your next Attack Roll against your attacker for 1 turn. -
7Level
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8Level
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9Level
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10Level
Thought Shield: Psychic Resistance
Granted feature
An elder being shields your brain. You gain Resistance to Psychic damage.
Thought Shield: Psychic Reflection
Granted feature
Your patron doesn't appreciate attempts to attack your mind. When you take Psychic damage, your attacker takes the same damage. -
11Level
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12Level
The Archfey subclass progression
The Archfey
Subclass
Graced by a lady or lord of the fey, you are imbued with all the sumptuous and scary qualities of your patron's extraordinary realm.
Related entry
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1Level
Fey Presence
Granted
Charm or
Frighten nearby foes with the feywild's beguiling, disturbing magics. -
2Level
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3Level
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4Level
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5Level
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6Level
Misty Escape
Granted feature
Upon taking damage, become
Invisible. On your next turn, you can cast
Misty Step, though this will break your invisibility. -
7Level
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8Level
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9Level
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10Level
Beguiling Defences
Granted feature
You have built stoic barriers in your heart and mind, and cannot be
Charmed. -
11Level
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12Level
The Hexblade subclass progression
The Hexblade
Subclass
You have made your pact with a mysterious entity from the Shadowfell - a force that manifests in sentient magic weapons carved from the stuff of shadow.
Related entry
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1Level
Hex Warrior
Granted feature
You gain proficiency with Medium Armour, Shields, and Martial Weapons.
You gain
Bind Hexed Weapon, which lets you use your Charisma modifier instead of Strength or Dexterity when attacking with weapons that you are proficient with.
Hexblade's Curse
Granted
Curse a target. Your damage rolls against the target gain a bonus equal to your
Proficiency Bonus. The number you need to
roll a Critical Hit while attacking the target is also reduced by 1. -
2Level
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3Level
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4Level
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5Level
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6Level
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7Level
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8Level
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9Level
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10Level
Armour of Hexes
Granted feature
When a creature you cursed with
Hexblade's Curse attacks you, potentially nullify the attack as a
reaction. This has a 50% chance of succeeding. -
11Level
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12Level
Arcana
Intelligence skill
Deception
Charisma skill
History
Intelligence skill
Intimidation
Charisma skill
Investigation
Intelligence skill
Nature
Intelligence skill
Religion
Intelligence skill
Blade Ward
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
Poison Spray
Project a puff of noxious gas.
Mage Hand
Create a spectral hand that can manipulate and interact with objects.
Toll the Dead
Ring the bell of impending doom. If the target is at full health, you deal [1] instead.
Bone Chill
Prevent the target from healing until your next turn. The target cannot help
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Eldritch Blast
Conjure [1] beam(s) of crackling energy.
True Strike
Gain
Advantage on your next
Attack Roll.
Advantage on your next
Attack Roll.
Friends
Gain
Advantage on Charisma
Checks against a non-hostile creature.
Advantage on Charisma
Checks against a non-hostile creature.
Minor Illusion
Create an illusion that compels nearby creatures to investigate.
Booming Blade
Strike with your weapon, afflicting your foe with a resonance that hurts them for [1] when they move.
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Repelling Blast
When you hit a creature with
Eldritch Blast, you can push the creature up to 4.5m away from you.
Agonising Blast
When you cast
Eldritch Blast, add your
Charisma Modifier to the damage it deals, unless it is negative.
Charisma Modifier to the damage it deals, unless it is negative.
Beguiling Influence
You invoke your patron's bewitching charm. You gain
Proficiency in Deception and Persuasion.
Proficiency in Deception and Persuasion.
Armour of Shadows
You can cast
Mage Armour on yourself at will, without expending a
spell slot.
spell slot.
One with Shadows
You learn how to cast
One with Shadows.
Thief of Five Fates
Once per Long Rest, you can cast Bane using a Warlock Spell Slot.
Fiendish Vigour
You can cast
False Life on yourself at will as a Level 1 spell without expending a
spell slot.
spell slot.
Mask of Many Faces
You can cast
Disguise Self at will, without expending a
spell slot.
spell slot.
Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 24m.
Beast Speech
You can cast
Speak with Animals at will, without expending a
spell slot.
spell slot.
Pact of the Blade
You can
Summon a pact weapon, or
Bind the one you are wielding, making it magical.
Pact of the Chain
Gain the service of a familiar, a fey spirit that takes a form of your choosing. This can be an animal, imp, or quasit.
Pact of the Tome
Your patron grants you a grimoire called 'The Book of Shadows', which allows you to cast
Guidance,
Vicious Mockery, and
Thorn Whip.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Repelling Blast
When you hit a creature with
Eldritch Blast, you can push the creature up to 4.5m away from you.
Agonising Blast
When you cast
Eldritch Blast, add your
Charisma Modifier to the damage it deals, unless it is negative.
Charisma Modifier to the damage it deals, unless it is negative.
Beguiling Influence
You invoke your patron's bewitching charm. You gain
Proficiency in Deception and Persuasion.
Proficiency in Deception and Persuasion.
Armour of Shadows
You can cast
Mage Armour on yourself at will, without expending a
spell slot.
spell slot.
One with Shadows
You learn how to cast
One with Shadows.
Thief of Five Fates
Once per Long Rest, you can cast Bane using a Warlock Spell Slot.
Fiendish Vigour
You can cast
False Life on yourself at will as a Level 1 spell without expending a
spell slot.
spell slot.
Sign of Ill Omen
You can cast
Bestow Curse with a Warlock spell slot.
Mask of Many Faces
You can cast
Disguise Self at will, without expending a
spell slot.
spell slot.
Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 24m.
Beast Speech
You can cast
Speak with Animals at will, without expending a
spell slot.
spell slot.
Mire the Mind
You can cast
Slow with a Warlock spell slot.
Repelling Blast
When you hit a creature with
Eldritch Blast, you can push the creature up to 4.5m away from you.
Agonising Blast
When you cast
Eldritch Blast, add your
Charisma Modifier to the damage it deals, unless it is negative.
Charisma Modifier to the damage it deals, unless it is negative.
Book of Ancient Secrets
You can inscribe magical rituals in your Book of Shadows.
Gain the
Ray of Sickness,
Chromatic Orb, and
Silence spells. You can cast these spells once per Long Rest, and they don't expend any
spell slots when cast.
Gain the
spell slots when cast.
Dreadful Word
You can cast
Confusion with a Warlock spell slot.
Beguiling Influence
You invoke your patron's bewitching charm. You gain
Proficiency in Deception and Persuasion.
Proficiency in Deception and Persuasion.
Armour of Shadows
You can cast
Mage Armour on yourself at will, without expending a
spell slot.
spell slot.
One with Shadows
You learn how to cast
One with Shadows.
Thief of Five Fates
Once per Long Rest, you can cast Bane using a Warlock Spell Slot.
Fiendish Vigour
You can cast
False Life on yourself at will as a Level 1 spell without expending a
spell slot.
spell slot.
Sign of Ill Omen
You can cast
Bestow Curse with a Warlock spell slot.
Sculptor of Flesh
You can cast
Polymorph with a Warlock spell slot.
Mask of Many Faces
You can cast
Disguise Self at will, without expending a
spell slot.
spell slot.
Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 24m.
Beast Speech
You can cast
Speak with Animals at will, without expending a
spell slot.
spell slot.
Mire the Mind
You can cast
Slow with a Warlock spell slot.
Repelling Blast
When you hit a creature with
Eldritch Blast, you can push the creature up to 4.5m away from you.
Agonising Blast
When you cast
Eldritch Blast, add your
Charisma Modifier to the damage it deals, unless it is negative.
Charisma Modifier to the damage it deals, unless it is negative.
Book of Ancient Secrets
You can inscribe magical rituals in your Book of Shadows.
Gain the
Ray of Sickness,
Chromatic Orb, and
Silence spells. You can cast these spells once per Long Rest, and they don't expend any
spell slots when cast.
Gain the
spell slots when cast.
Dreadful Word
You can cast
Confusion with a Warlock spell slot.
Beguiling Influence
You invoke your patron's bewitching charm. You gain
Proficiency in Deception and Persuasion.
Proficiency in Deception and Persuasion.
Armour of Shadows
You can cast
Mage Armour on yourself at will, without expending a
spell slot.
spell slot.
One with Shadows
You learn how to cast
One with Shadows.
Thief of Five Fates
Once per Long Rest, you can cast Bane using a Warlock Spell Slot.
Fiendish Vigour
You can cast
False Life on yourself at will as a Level 1 spell without expending a
spell slot.
spell slot.
Whispers of the Grave
You can cast
Speak with Dead without expending a
spell slot.
spell slot.
Sign of Ill Omen
You can cast
Bestow Curse with a Warlock spell slot.
Sculptor of Flesh
You can cast
Polymorph with a Warlock spell slot.
Mask of Many Faces
You can cast
Disguise Self at will, without expending a
spell slot.
spell slot.
Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 24m.
Beast Speech
You can cast
Speak with Animals at will, without expending a
spell slot.
spell slot.
Mire the Mind
You can cast
Slow with a Warlock spell slot.
Otherworldly Leap
You can cast the
Enhance Leap spell without expending a
spell slot.
spell slot.
Minions of Chaos
You can cast
Conjure Elemental with a Warlock spell slot.
Eyebite
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
Arcane Gate
Create two linked teleportation portals.
Create Undead
Raise a corpse as a heinous mummy that fights by your side.
Flesh to Stone
Atrophy a foe,
Restraining them until they temporarily turn to stone.
Circle of Death
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.
Repelling Blast
When you hit a creature with
Eldritch Blast, you can push the creature up to 4.5m away from you.
Agonising Blast
When you cast
Eldritch Blast, add your
Charisma Modifier to the damage it deals, unless it is negative.
Charisma Modifier to the damage it deals, unless it is negative.
Book of Ancient Secrets
You can inscribe magical rituals in your Book of Shadows.
Gain the
Ray of Sickness,
Chromatic Orb, and
Silence spells. You can cast these spells once per Long Rest, and they don't expend any
spell slots when cast.
Gain the
spell slots when cast.
Dreadful Word
You can cast
Confusion with a Warlock spell slot.
Beguiling Influence
You invoke your patron's bewitching charm. You gain
Proficiency in Deception and Persuasion.
Proficiency in Deception and Persuasion.
Armour of Shadows
You can cast
Mage Armour on yourself at will, without expending a
spell slot.
spell slot.
One with Shadows
You learn how to cast
One with Shadows.
Thief of Five Fates
Once per Long Rest, you can cast Bane using a Warlock Spell Slot.
Fiendish Vigour
You can cast
False Life on yourself at will as a Level 1 spell without expending a
spell slot.
spell slot.
Whispers of the Grave
You can cast
Speak with Dead without expending a
spell slot.
spell slot.
Sign of Ill Omen
You can cast
Bestow Curse with a Warlock spell slot.
Sculptor of Flesh
You can cast
Polymorph with a Warlock spell slot.
Lifedrinker
Attacks made with your weapon deal additional Necrotic damage equal to your
Charisma modifier.
Charisma modifier.
Mask of Many Faces
You can cast
Disguise Self at will, without expending a
spell slot.
spell slot.
Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 24m.
Beast Speech
You can cast
Speak with Animals at will, without expending a
spell slot.
spell slot.
Mire the Mind
You can cast
Slow with a Warlock spell slot.
Otherworldly Leap
You can cast the
Enhance Leap spell without expending a
spell slot.
spell slot.
Minions of Chaos
You can cast
Conjure Elemental with a Warlock spell slot.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Command
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Command
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Command
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Command
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Fire Shield
Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Command
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Fire Shield
Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Hold Monster
Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Flame Strike
Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Arms of Hadar
Prevent targets from using reactions.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Evard's Black Tentacles
Tentacles sprout from the ground, turning the area into
Difficult Terrain, attacking and
Smothering creatures within.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Evard's Black Tentacles
Tentacles sprout from the ground, turning the area into
Difficult Terrain, attacking and
Smothering creatures within.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Hold Monster
Telekinesis
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a
spell slot.
spell slot.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Hold Monster
Seeming
Disguise up to 4 members of your adventuring party.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Wrathful Smite
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Wrathful Smite
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Branding Smite
Possibly marks your target with light, preventing it from turning
Invisible.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Wrathful Smite
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Branding Smite
Possibly marks your target with light, preventing it from turning
Invisible.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Elemental Weapon
Imbue a weapon with elemental power. It receives a +1 bonus to
Attack Rolls, and deals an additional 1d4 damage of your choice.
Attack Rolls, and deals an additional 1d4 damage of your choice.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Wrathful Smite
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Branding Smite
Possibly marks your target with light, preventing it from turning
Invisible.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Elemental Weapon
Imbue a weapon with elemental power. It receives a +1 bonus to
Attack Rolls, and deals an additional 1d4 damage of your choice.
Attack Rolls, and deals an additional 1d4 damage of your choice.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Staggering Smite
Possibly
Stagger your target. It can't take reactions and is more likely to miss.
Phantasmal Killer
Haunt a creature with its worst nightmares. It takes 4d10 Psychic damage per turn, cannot move, has
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Wrathful Smite
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Arms of Hadar
Prevent targets from using reactions.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Branding Smite
Possibly marks your target with light, preventing it from turning
Invisible.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Elemental Weapon
Imbue a weapon with elemental power. It receives a +1 bonus to
Attack Rolls, and deals an additional 1d4 damage of your choice.
Attack Rolls, and deals an additional 1d4 damage of your choice.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Hypnotic Pattern
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Staggering Smite
Possibly
Stagger your target. It can't take reactions and is more likely to miss.
Phantasmal Killer
Haunt a creature with its worst nightmares. It takes 4d10 Psychic damage per turn, cannot move, has
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Hold Monster
Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Banishing Smite
Possibly
Banish your target to another plane of existence.