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Brittle Bone Throw

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

bone powder

You hurl a splintered bone fragment at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage. On a miss, you can shatter the bone mid-air and redirect the remnant towards another creature within 15 feet of the original target. Make another ranged spell attack. On a hit, the new target takes 1d4 piercing damage.

This spell's damage increases by 1d8 and 1d4,
respectively, when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8, 4d4).

Warlock Conjuration cantrip

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Warlock, Necromancy cantrip

Gravity Spike

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You create a localized gravitational field that temporarily shifts the landscape to impale a creature.
Choose a creature on the ground you can see within range. The creature must make a Dexterity saving throw.
On a failed save, the target takes 1d4 piercing damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Warlock Transmutation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

Warlock,, Conjuration cantrip

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 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.

Warlock Illusion cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Warlock, Evocation cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Warlock, Evocation cantrip

Gravity Leap

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You enhance the gravitational field around your body, allowing you to jump higher and farther. For the duration, your jump distance is tripled. Additionally, once per turn immediately after you jump, a wave of gravity is unleashed, and each creature within 5 feet of the space you left must make a Strength saving throw.
On a failed save, a creature is knocked prone.

Warlock 1st-level transmutation

Bone Shield

  • casting time 1 reaction, which you take when you are hit by an attack
  • range Self

  • components V, S
  • duration Instantaneous

You generate a barrier of elongated femurs that protects you. You reduce the incoming damage by 1d12, and if the attacking enemy is within 10 feet of you, the osseous barrier explodes, dealing slashing damage to them equal to the amount reduced.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d12 for each slot level above 1st.

Warlock 1st-level abjuration

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Fall

  • casting time 1 action
  • range Self

  • components V, M
  • duration Instantaneous

an elastic band

As an action, you can temporarily change which way gravity pulls you and immediately fall 200 feet in that direction. If you hit a solid surface, you take falling damage based on the distance you have travelled.

Warlock 1st-level transmutation

Bludgeoning Horror

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

the body part of a Great One

You summon a large number of tentacles and slugs from your palm to strike a creature within range. Make a melee spell attack against the target. On a hit, it takes 3d6 bludgeoning damage. If you score a critical hit, the target is also stunned until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and range increases by 5 feet for each slot level above 2nd.

Warlock 2nd-level conjuration

Gravity Storm

  • casting time 1 action
  • range 120 feet (20-foot radius)

  • components V, S
  • duration 2 rounds

You create a localized gravitational field that unleashes a storm of gravity waves. Choose a point within range that you can see. When you cast this spell and at the start of each of your subsequent turns for the duration, each creature within 20 feet of that point must make a Dexterity saving throw. On a failure, a target takes 2d6 bludgeoning damage and is knocked prone. On a success, a target takes half as much damage and isn’t knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6, the radius increases by 5 feet, and the duration increases by 1 round, for each slot level above 2nd.

Warlock 2nd-level transmutation

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