the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;
or the size of the cube increases by 5 feet
fiend
the creature becomes hostile again
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the spell that created the light is dispelled. ;Warlock;;;;;;;;;;;
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
you can move the sphere up to 30 feet. If you ram the sphere into a creature
you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Warlock;;;;;;;;;;;
and if it's invisible
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
temperature
it dissipates at the end of the turn. Thereafter
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Warlock;;;;;;;;;;;
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
such as those of lanterns
such as those of lanterns
temperature
which is cast in shades of gray
and it can't be attacked or otherwise interacted with. When you cast the spell
the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level
it must choose the target at random from among the creatures it can see within range of the attack
the spell ends for that creature. ;Warlock;;;;;;;;;;;
the disease and poison have no effect until the spell ends. ;Warlock (Undying);;;;;;;;;;;
and it has advantage on Strength
can illuminate the area
fiends
smells
or repetitive
any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
which determines one of the 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
including you. Roll initiative for the summoned demons as a group
which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
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 damage increases by 1d10 for each slot level above 3rd.;Warlock (XGE);;;;;;;;;;;
but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled
or half as much damage on a successful one.
The strong wind keeps fog
it must make a Dexterity saving throw. On a failed save
it must make a Dexterity saving throw. On a failed save
the target is banished with a faint popping noise
it doesn't make a saving throw
Run over there
or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type
it frees itself. ;Warlock (Great Old One);;;;;;;;;;;
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
open fields or a road can be made to resemble a swamp
the damage increases by 1d10 for each slot level above 4th. ;Warlock (Hexblade);;;;;;;;;;;
whenever a creature within 10 feet of you hits you with an attack
greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Warlock (XGE);;;;;;;;;;;
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
and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon
20 feet high
or coffer
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
choose an element: Air
the damage increases by 1d10 for each slot level above 4th. ;Warlock (Genie);;;;;;;;;;;
you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
returning to its home plane. If the target is native to the plane you're on
can't read
and the spell ends.
Since this spell induces a natural disease in its target
such as to guard a chamber or passageway against your foes. If you issue no commands
Run over there
or a willing creature you touch
and until the spell ends
and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Warlock;;;;;;;;;;;
which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns
forgotten stories
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
10 feet high
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns
or metal. The object created must be no larger than a 5-foot cube
you are blinded and deafened in regard to your own surroundings. ;Warlock (TCE);;;;;;;;;;;
a fey
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Warlock (TCE);;;;;;;;;;;
and the casting is lost.
The portals are two-dimensional glowing rings filled with mist
the fey creature doesn't disappear. Instead
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
it is restrained as its flesh begins to harden. On a successful save
but you can't end your movement there. If you do so
or half as much damage on a successful one. If a Large or smaller creature fails the save
you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends
or hideous maws filled with dripping teeth. Whatever form the illusion takes
and the spell ends. While a soul is trapped
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
and when you make a weapon attack
the creature has truesight
the number of motes created increases by two for each slot level above 7th.;Warlock (XGE);;;;;;;;;;;
the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
any creature that is completely inside the cage's area is trapped. Creatures only partially within the area
for example
if the target tries to cast a spell
or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally
Run over there
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
it must make a Wisdom saving throw
replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you
the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit
the creature doesn't need to breathe
or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration
and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points
you can speak the name of a specific creature (a pseudonym
it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save