Spells
Eldritch Blast
Source: Player's Handbook
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack
against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two
beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the
beams at the same target or at different ones. Make a separate attack roll for each beam.
Spell Lists. Warlock
Mind Sliver
Source: Tasha's Cauldron of Everything
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within
range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and
subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Spell Lists. Sorcerer (Optional), Warlock (Optional), Wizard (Optional)
Minor Illusion
Source: Player's Handbook
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion
also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice,
someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The
sound continues unabated throughout the duration, or you can make discrete sounds at different
times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must
be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
effect. Physical interaction with the image reveals it to be an illusion, because things can pass
through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is
an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Armor of Agathys
Source: Player's Handbook
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your
gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack
while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the
temporary hit points and the cold damage increase by 5 for each slot.
Spell Lists. Warlock
Hex
Source: Player's Handbook
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an
extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one
ability when you cast the spell. The target has disadvantage on ability checks made with the
chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a
subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain
your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher,
you can maintain your concentration on the spell for up to 24 hours.
Spell Lists. Warlock
Comprehend Languages
Source: Player's Handbook
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You
also understand any written language that you see, but you must be touching the surface on
which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t
part of a written language.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Invisibility
Source: Player's Handbook
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks
or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target
one additional creature for each slot level above 2nd.
Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard
Suggestion
Source: Player's Handbook
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature
you can see within range that can hear and understand you. Creatures that can’t be charmed are
immune to this effect. The suggestion must be worded in such a manner as to make the course of
action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action
you described to the best of its ability. The suggested course of action can continue for the entire
duration. If the suggested activity can be completed in a shorter time, the spell ends when the
subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For
example, you might suggest that a knight give her warhorse to the first beggar she meets. If the
condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Summon Undead
Source: Tasha's Cauldron of Everything
3rd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a gilded skull worth at least 300 gp)
Duration: Concentration, up to 1 hour
You call forth an undead spirit. It manifests in an unoccupied space that you can see within
range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose
the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the
chosen form, which determines certain traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher
level wherever the spell’s level appears in the stat block.
Spell Lists. Warlock (Optional), Wizard (Optional)
Undead Spirit
Medium undead
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell
above 3rd
Speed: 30 ft., fly 40 ft. (hover) (Ghostly only)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 9 (−1)
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet
of the spirit must succeed on a Constitution saving throw against your spell save DC or be
poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects
as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest
unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded
down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach
5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must
succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead
until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150
ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5
ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it
must succeed on a Constitution saving throw against your spell save DC or be paralyzed until
the end of its next turn.
Animate Dead (1/long)
Source: Player's Handbook
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small
humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an
undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a
corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made
with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can
command any or all of them at the same time, issuing the same command to each one). You
decide what action the creature will take and where it will move during its next turn, or you can
issue a general command, such as to guard a particular chamber or corridor. If you issue no
commands, the creature only defends itself against hostile creatures. Once given an order, the
creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve
given it. To maintain the control of the creature for another 24 hours, you must cast this spell on
the creature again before the current 24-hour period ends. This use of the spell reasserts your
control over up to four creatures you have animated with this spell, rather than animating a new
one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate
or reassert control over two additional undead creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile of bones.
Spell Lists. Cleric, Wizard
Traits
Breath Weapon. When you take the Attack action on your turn, you can replace one of your
attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must
make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On
a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry.
On a successful save, it takes half as much damage. This damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon
a number of times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.
Draconic Resistance. Thunder
Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you.
You don’t need to share a language with the creature, but the creature must be able to
understand at least one language.
Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your
body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your
walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long
rest.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form
that this melee weapon takes each time you create it. You are proficient with it while you wield it.
This weapon counts as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also
disappears if you use this feature again, if you dismiss the weapon (no action required), or if you
die.
You can transform one magic weapon into your pact weapon by performing a special ritual while
you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during
a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears
whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient
weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-
hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The
weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Improved Pact Weapon
Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus
for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic
weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Thirsting Blade
Source: Player's Handbook
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack
action on your turn.
Undying Servitude
Source: Tasha's Cauldron of Everything
Prerequisite: 5th-level warlock
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way
again until you finish a long rest.
Polearm Master
Source: Player's Handbook
You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you
can use a bonus action to make a melee attack with the opposite end of the weapon. This attack
uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a
d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an
opportunity attack from you when they enter the reach you have with that weapon.
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action,
choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The
curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you
gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency
bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma
modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain
proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular
weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with
and that lacks the two-handed property. When you attack with that weapon, you can use your
Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit
lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends
to every pact weapon you conjure with that feature, no matter the weapon's type.
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often
know where and from whom you can obtain it. Usually, this information comes from a library,
scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the
knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be
found. Unearthing the deepest secrets of the multiverse can require an adventure or even a
whole campaign.