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Creating a Warlock How does your patron communicate with you? If you have a
chained companion, it might occasionally speak with your
As you make your warlock character, spend some time patron’s voice. Some warlocks find messages from their
thinking about your patron and the obligations that your pact patrons etched on trees, mingled among tea leaves, or adrift in
imposes upon you. What led you to make the pact, and how the clouds — messages that only the warlock can see. Other
did you make contact with your patron? Were you seduced warlocks converse with their patrons in dreams or waking
into summoning a devil, or did you seek out the ritual that visions, or deal only with intermediaries.
would allow you to make contact with an alien elder god? Did
you search for your patron, or did your patron find and choose Quick Build
you? Do you chafe under the obligations of your pact or serve You can make a warlock quickly by following these
joyfully in anticipation of the rewards promised to you? suggestions. First, Intelligence should be your highest ability
Work with your DM to determine how big a part your pact score, followed by Constitution. Second, choose the charlatan
will play in your character’s adventuring career. Your patron’s background. Third, choose the thaumaturgy and chill touch
demands might drive you into adventures, or they might cantrips, along with the 1st-level spells charm person and
consist entirely of small favors you can do between armor of Agathys.
adventures.
What kind of relationship do you have with your patron? Is Class Features
it friendly, antagonistic, uneasy, or romantic? How important
does your patron consider you to be? What part do you play in As a warlock, you gain the following class features.
your patron’s plans? Do you know other servants of your
patron?
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Spell save DC = 8 + your proficiency bonus + You can only have one target hexed active at a time and a
your Intelligence modifier remove curse cast on the target ends this effect early.
Spell attack modifier = your proficiency bonus + Ability Score Improvement
your Intelligence modifier When you reach 4th level, and again at 8th, 12th, 16th, and
Spellcasting Focus 19th level, you can increase one ability score of your choice by
You can use an arcane focus as a spellcasting focus for your 2, or you can increase two ability scores of your choice by 1. As
warlock spells. normal, you can’t increase an ability score above 20 using this
feature.
Eldritch Invocations You can forgo taking this feature to take a feat of your
choice instead.
In your study of occult lore, you have unearthed eldritch
invocations, fragments of forbidden knowledge that imbue you Mystic Arcanum
with an abiding magical ability.
At 2nd level, you gain one eldritch invocation of your choice. At 11th level, your patron bestows upon you a magical secret
Your invocation options are detailed at the end of the called an arcanum. Choose one 6th-level spell from the
document. When you gain certain warlock levels, you gain warlock spell list as this arcanum.
additional invocations of your choice, as shown in the You can cast your arcanum spell once without expending a
Invocations Known column of the Warlock table. spell slot. You must finish a long rest before you can do so
To swap an Invocation you must come to an understanding again.
with your patron, something which might require completing At higher levels, you gain more warlock spells of your
a task for your patron. choice that can be cast in this way: one 7th-level spell at 13th
level, one 8th-level spell at 15th level, and one 9th-level spell at
Hex 17th level. You regain all uses of your Mystic Arcanum when
you finish a long rest.
At 2nd level, you hinder your enemies with mere words. Using
a bonus action, you can expend a spell slot to hex a target Eldritch Master
within 90 feet for 1 minute.
Until the hex ends, you deal an extra 1d6 necrotic damage At 20th level, you can draw on your inner reserve of mystical
to the target whenever you hit it with an attack. Also, choose power while entreating your patron to regain expended spell
one ability when you cast the target. The target has slots. You can spend 1 action to regain all your expended spell
disadvantage on ability checks made with the chosen ability. slots from your Pact Magic feature. Once you regain spell
If the target drops to 0 hit points before the hex ends, you slots with this feature, you must finish a long rest before you
can use a bonus action on a subsequent turn of yours to move can do so again.
the hex to a new creature.
Pact Boons
Pact of the Blade
The Pact of the Blade turns a warlock into an eldritch warrior,
supplementing their magical prowess with martial skills.
Warlocks who receive this boon are warriors of the occult.
They may fight in their patron's name, slaying those who
would threaten or oppose them; or they may use their
knowledge of the occult to attempt to stop the spread of its
influence.
Pact Weapon
Starting at 1st level, you gain proficiency with medium armor,
shields, and martial weapons.
Also, you can transform up to two weapons (one can be a
shield) into your Pact Weapons by performing a special ritual
while you hold them. You perform the ritual over the course of
1 hour. 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.
A Pact Weapon counts as a spellcasting focus and magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Weapon Bond
Starting at 3rd level, you can shunt your Pact Weapons into an
extradimensional space (no action required), and you can
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make one or both reappear as an action.
The weapons appear at your feet if they are in the
Your Pact Boon extradimensional space when the bonds break.
Each Pact Boon option produces a special creature A Pact Weapon disappears into its extradimensional space
or an object that reflects your patron's nature. if it is more than 5 feet away from you for 1 minute or more. It
Pact of the Blade. If your patron is the Archfey, also disappears if you use this feature again or if you die.
your weapon might be a slender blade wrapped in
leafy vines. If your patron is the Great Old One, your Thirsting Strikes
weapon might be an ancient-looking spear, wilh a
gemstone embedded in its head, carved to look like
At 5th level, you can attack with your pact weapon twice,
a terrible unblinking eye.
instead of once, whenever you take the Attack action on your
Pact of the Chain. Your Chained Companion is an turn.
extension of your patron, a servant granted by the
Archfey could be a mischievous sprite, the Demon Hexblade
Lord could have sent a lowly but power-hungry At 9th level, when you hit a creature with your pact weapon,
quasit to oversee that you not stray from your path, the creature takes extra necrotic damage equal to your
while the Undying might have given you a capable Intelligence modifier (minimum 1).
undead creature to help you gather information. Additionally, after you hit a creature with an attack, you can
Pact of the Tome. Your Book of Erudition might use or transfer your Hex ability on the target (no action
be a fine, gilt-edged tome gifted to you by the lordly required) and when a target is under the effect of your Hex
Archfey. It could be a weighty tome bound in ability, any weapon attack roll you make against the cursed
demon hide studded with iron, a gift of the Demon
Lord, or it could be the tattered diary of a lunatic
target is a critical hit on a 19 or 20.
driven mad by contact with the Great Old One, that Rune-marked Blade
only your own burgeoning insanity allows you to
understand.
At 18th level, during your turn when you hit a creature with
your pact weapon, you can use your bonus action to cast a
Pact Magic spell with a casting time of 1 action.
30 feet of you. This target must succeed on an Intelligence book and don't count against the number of spells you know.
saving throw or be teleported to an unoccupied space that you With your Book of Erudition in hand, you can cast the chosen
can see within 5 feet of your familiar. The targeted creature spells as rituals. You can't cast the spells except as rituals,
has advantage on this saving throw if they would be teleported unless you've learned them by some other means. You can
to a dangerous location, like the middle of a bonfire or over also cast a warlock spell you know as a ritual if it has the
the edge of a cliff. ritual tag.
Pact of the Tome On your adventures, you can add other ritual spells to your
Book of Erudition. When you find such a spell, you can add it
The Pact of the Tome provides a warlock with a means of to the book if the spell's level is equal to or less than half your
recording their spells and other pieces of arcane knowledge, warlock level (rounded up) and if you can spare the time to
allowing them to more easily catalogue their findings and transcribe the spell. For each level of the spell, the
spells. Warlocks who have such a book spend much of their transcription process takes 2 hours and costs 50 gp for the
time studying forbidden and long-forgotten lore in order to rare inks needed to inscribe it.
increase their knowledge and magical ability.
Agonizing Incantations
Book of Erudition At 5th level, when you cast a damaging cantrip, add your
At 1st level, your patron gives you a grimoire called a Book of Intelligence modifier to the damage it deals on a hit.
Erudition. When you gain this feature, you gain the eldritch
blast cantrip and two other cantrips of your choice. While the Ledger of the Deceased
book is on your person, you can cast those cantrips at will. At 9th level, your Book of Erudition is no longer destroyed
They don’t count against your number of cantrips known. If when you die, and it can be used in place of your corpse to
they don’t appear on the warlock spell list, they are restore you to life.
nonetheless warlock spells for you. Additionally, whenever a creature that you can see within
If you lose your Book of Erudition, you can perform a 1- 120 feet of you dies or you touch a corpse, you can choose to
hour ceremony to receive a replacement from your patron. have their name be magically inscribed in your Book of
This ceremony can be performed during a long rest, and it Erudition. That creature’s corpse is always considered to be
destroys the previous book. The book turns to ash when you present and whole within your Book, creating a new copy of
die. the body when needed. If your Book of Erudition is destroyed,
all the names within are lost, even if the book is restored.
Book of Ancient Secrets
At 3rd level, you can now inscribe magical rituals in your Book Occultist's Tome
of Erudition. Choose two 1st-level spells that have the ritual At 18th level, whenever you cast a cantrip on your turn, you
tag from any class's spell list. The spells appear in the can use your bonus action to cast a different cantrip.
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Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in
their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their
will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same
patron might view each other as allies, siblings, or rivals.
Archetype Description
Your patron is an archdevil of the nine hells, a being of great power which is bound its word and
The Archdevil
stature.
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten
The Archfey
before the mortal races were born.
Your patron is a powerful being of the Upper Planes which allows you to experience the barest
The Celestial
touch of the holy light that illuminates the multiverse.
Your patron is an unpredictable demon lord, a being born out of the chaos of the abyss for one
The Demon Lord
purpose, to bring ruin to the universe.
The Grandmaester Your patron is an exceptional spellcaster, strong enough to change the world.
The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality.
The Great Wyrm Your patron is an ancient dragon, its destructive power is frightening to behold.
The Legion Your patron is a collection of souls, willing to work with you to finish what they could not.
Your patron is a sphinx, a creature with power over time and space, made to keep secrets and hold
The Sphinx
the knowledge of the world.
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although
The Undying
such a prize- like all power- comes at a price.
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The Archdevil
You have made a pact with an archdevil from the depths of
hell, a being bound by its word and stature. Devils spend their
lives making deals, granting power for service, goods, or most
commonly souls. Signing a contract with a devil is not as
straight forward as it does seem, even with all the words in
front of you they can be twisted to mean something
completely different, something devils have spent their entire
existence perfecting.
Bestowed Spells
You gain bestowed spells at the warlock levels listed.
Archdevil Bestowed Spells
Warlock Level Spells
1st burning hands, command
3rd devilish hunt, scorching ray
5th fireball, Lilliander's hellspear
7th fire shield, wall of fire
9th immolation, infernal calling
Hellforged
Beginning at 1st level, your powers burn with the intensity of
the flames of hell. Once on your turn when you deal damage,
you can choose to deal an additional 1d6 fire damage to one
target you damaged.
Infernal Luck
Starting at 6th level, you can call on your patron to alter fate in
your favor. When you make an ability check or a saving throw,
you can use this feature to add a d10 to your roll. You can do
so after seeing the initial roll but before any of the roll’s effects
occur.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when
you finish a short or long rest. You gain resistance to that
damage type until you choose a different one with this feature.
Damage from magical weapons or silver weapons ignores this
resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack,
you can use this feature to instantly transport the target
through the lower planes. The creature disappears and
hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space
it previously occupied, or the nearest unoccupied space. If the
target is not a fiend, it takes 10d10 psychic damage as it reels
from its horrific experience.
Once you use this feature, you can’t use it again until you
finish a long rest.
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The Archfey Misty Escape
Your patron is a lord or lady of the fey, a creature of legend Starting at 6th level, you can vanish in a puff of mist in
who holds secrets that were forgotten before the mortal races response to harm. When you take damage, you can use your
were born. This being’s motivations are often inscrutable, and reaction to turn invisible and teleport up to 60 feet to an
sometimes whimsical, and might involve a striving for greater unoccupied space you can see. You remain invisible until the
magical power or the settling of age-old grudges. Beings of start of your next turn or until you attack or cast a spell.
this sort include the royalty of the fey courts, particularly Once you use this feature, you can’t use it again until you
strong fey, and ancient hags. finish a short or long rest.
Bestowed Spells Beguiling Defenses
You gain bestowed spells at the warlock levels listed. Beginning at 10th level, your patron teaches you how to turn
the mind-affecting magic of your enemies against them. You
Archfey Bestowed Spells are immune to being charmed, and when another creature
Warlock Level Spells attempts to charm you, you can use your reaction to attempt
1st faerie fire, sleep to turn the charm back on that creature. The creature must
succeed on a Wisdom saving throw against your warlock spell
3rd calm emotions, phantasmal force save DC or be charmed by you for 1 minute or until the
5th blink, plant growth creature takes any damage.
7th dominate beast, greater invisibility Dark Delirium
9th dominate person, seeming Starting at 14th level, you can plunge a creature into an
illusory realm. As an action, choose a creature that you can
Fey Presence see within 60 feet of you. It must make a Wisdom saving
Starting at 1st level, your patron bestows upon you the ability throw against your warlock spell save DC. On a failed save, it
to project the beguiling and fearsome presence of the fey. As is charmed or frightened by you (your choice) for 1 minute or
an action, you can cause each creature in a 10-foot cube until your concentration is broken (as if you are concentrating
originating from you to make a Wisdom saving throw against on a spell). This effect ends early if the creature takes any
your warlock spell save DC. The creatures that fail their damage.
saving throws are all charmed or frightened by you (your Until this illusion ends, the creature thinks it is lost in a
choice) until the end of your next turn. misty realm, the appearance of which you choose. The
Once you use this feature, you can’t use it again until you creature can see and hear only itself, you, and the illusion.
finish a short or long rest. You must finish a short or long rest before you can use this
feature again.
Divine Light
At 1st level, you gain the ability to channel celestial energy to
heal wounds. You have a pool of d6s that you spend to fuel this
healing. The number of dice in the pool equals 1 + your
warlock level.
As a bonus action, you can heal one creature you can see
within 60 feet of you, spending dice from the pool. The
maximum number of dice you can spend at once equals your
Intelligence modifier (minimum of one die). Roll the dice you
spend, add them together, and restore a number of hit points
equal to the total. Your pool regains all expended dice when
you finish a long rest.
Additionally, you learn the sacred flame cantrip.
Radiant Projection
Starting at 6th level, you can project your patrons power to
assist your allies. When a creature within 30 feet of you
makes an ability check or a saving throw, you can use your
reaction to add a d8 to the roll. You can do so after seeing the
initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Additionally, you gain resistance to radiant damage.
Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever
you finish a short or long rest. These temporary hit points
equal your half your warlock level + your Intelligence modifier.
Additionally, choose up to five creatures you can see at the
end of the rest. Those creatures each gain temporary hit
points equal to your Intelligence modifier.
Consume Power
Starting at 1st level, the power of those who fell to you
empowers you. When you reduce a hostile creature to 0 hit
points, you gain temporary hit points equal to your
Intelligence modifier + your warlock level (minimum of 1).
Reach of the Abyss
Starting at 6th level, whenever you expend a spell slot of 1st
level or higher, you can let yourself be empowered by the
power of the abyss. When you do so, enemies within 5 feet of
you take necrotic damage equal to your Intelligence modifier
as black tendrils grasp anything close to your body.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when
you finish a short or long rest. You gain resistance to that
damage type until you choose a different one with this feature.
Damage from magical weapons or silver weapons ignores this
resistance.
Embrace of the Void
At 14th level, you can use an action to surround yourself with
the void of the abyss. The effect of a 9th level darkness and
silence spell are centered on you for 1 minute. You are
unaffected by both these effects.
A creature hostile to you who starts its turn within the
darkness takes 3d4 cold damage. This effect lasts for 1
minute or until you end it (no action required).
Once you use this feature, you can't use it again until you
finish a short or long rest.
Student of Time
At 1st level, your patron teaches you how to step through time
just ahead of others around you. When you make an initiative
check, you can add a bonus to the check equal to your
Intelligence modifier.
Additionally, you gain proficiency in the History skill.
Chronic Slip
Beginning at 6th level, you have become able to alter others
passage in time. After initiative is rolled, you can choose a
number of creatures equal to your Intelligence modifier to
reroll their iniative check. They must use the new result.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Inscrutable Defence
At 10th level, you have become able to shift others place in
time. When a creature you can see makes an attack against a
creature within 60 feet of you, you can use your reaction to
alter time for the creature being attacked. The target of the
attack gains a bonus to their AC equal to your Intelligence
modifier until the end of their next turn. After the attack they
can move 5 feet in a direction of their choosing.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Additionally, Wisdom (Insight) checks made to ascertain
your intentions or sincerity are made with disadvantage.
Roar of Censure
At 14th level, you can use your action to channel a fraction of
your patron's thunderous roar. Each creature of your choice
within 30 feet of you that can hear your roar must succeed on
a Constitution saving throw or take 8d8 thunder damage and
be stunned until the end of your next turn. On a success, it
takes half as much damage and is not stunned. This roar is
audible out to 500 feet.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
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The Undying
Death holds no sway over your patron, who has unlocked the
secrets of everlasting life, although such a prize- like all
power- comes at a price. Once mortal, the Undying has seen
mortal lifetimes pass like the seasons, like the flicker of
endless days and nights. It has the secrets of the ages to
share, secrets of life and death.
Bestowed Spells
You gain bestowed spells at the warlock levels listed.
Undying Bestowed Spells
Warlock Level Spells
1st ray of sickness, shed skin
3rd gentle repose, silence
5th life link, speak with dead
7th aura of life, death ward
9th enervation, reap
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Ascendant Witch Sight
You can cast fly on yourself at will without expending a spell You can see the true form of any shapechanger or creature
slot or material components. concealed by illusion or transmutation magic while the
creature is within 30 feet of you and within line of sight.
Chains of the Outsider
You can cast hold monster at will - targeting a celestial, fiend, Worldly Anchors
or elemental - without expending a spell slot or material You can cast teleportation circle once without using a warlock
components. You must finish a long rest before you can use spell slot. You can't do so again until you finish a long rest.
this invocation on the same creature again.
Prerequisite: 17th level
Eldritch Brand
You can cast contingency once without using a warlock spell Between Worlds
slot. You cannot do so again until you finish a long rest. You can cast plane shift once without expending a spell slot.
You regain the ability to do so when you finish a long rest.
Master of Myriad Forms
You can cast alter self at will, without expending a spell slot. Broken Dreams
Once during a long rest, you can cast dream without
Minions of Chaos expending a spell slot. Casting this spell does not interfere
You can cast conjure elemental once without using a warlock with your rest.
spell slot. You can't do so again until you finish a long rest.
Master of Hexes
Miracle Cure You no longer need to expend a spell slot when using your
You can cast greater restoration without expending a spell slot Hex ability.
or material components. You can't do so again until you finish
a long rest. Otherworldly Secrets
You can ignore the verbal component of a warlock spell if it
Sanguine Darkness also has a somatic component. If the spell is on your bestowed
You can cast muder of crows once without using a warlock spell list, it instead requires no components.
spell slot. You can't do so again until you finish a long rest.
Sanctum of the Forgotten
Shroud of Shadow You can cast Mordenkainen's magnificent mansion once per
You can cast invisibility at will, without expending a spell slot. long rest without expending a spell slot.
Visions of Distant Realms Wicked Waltz
You can cast arcane eye at will, without expending a spell slot. You can cast Otto's irresistible dance once without using a
warlock spell slot. You cannot do so again until you finish a
Whispers of the Grave long rest.
You can cast speak with dead at will, without expending a
spell slot.
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Defence Enhancement Descriptions
Choose one of the following Armor Class options: Amphibious. Your Companion can breathe air and water.
Aquatic. Your Companion gains a 30 feet swim speed.
Adapting. When not wearing armor your Companion's AC Climber. Your Companion gains a 30 feet climb speed.
is equal to 10 + Strength modifier + Dexterity modifier. Darkvision. Your Companion can see in dim light within 60
Enduring. When not wearing armor your Companion's AC feet of it as if it were bright light, and in darkness as if it
is equal to 12 + Constitution modifier. were dim light. It can't discern color in darkness, only
Fleeting. When not wearing armor your Companion's AC shades of gray.
is equal to 10 + Dexterity modifier and opportunity attacks Darting. Increase one of your Companion's movement speeds
made against it are made with disadvantage. by 5 feet. This ability can be taken multiple times.
Natural Armor. When not wearing armor your Delicate. Your Companion can use its Dexterity modifier
Companion's AC is equal to 13 + Dexterity modifier. when making attacks and damage rolls using its natural
weapon. Its movement speed is reduced by 5 feet and its
Abilities damage die is reduced by two steps, for example d8 to d4.
Ethereal. Your Companion can use its action to turn
You get 9 Enhancement Points which you can divide across incorporeal and be able to move through other creatures
the special abilities in the table below. You cannot pick an and objects as if they were difficult terrain, but if it ends its
ability more than once unless specified. turn inside a creature or object it is immediately shunted to
Ability Cost Ability Cost Ability Cost the nearest empty space and takes 1d6 psychic damage for
every 5 feet of forced movement.
Amphibious 1 Extraplanar 2 Magic
3 Extraplanar. Choose acid, cold, fire, lightning, necrotic,
Aquatic 1 Fading 3
Resistance psychic, or radiant. Your Companion gains resistance to the
Magical chosen type and you can change its natural weapon attacks
Climber 2 Flight 5 Aptitude
1-2 to deal damage of the chosen type instead of the regular
Darkvision 2 Limited damage type.
Telepathy
2 Malicious 2 Fading. Your Companion can use its action to magically turn
Darting 1 Reach 1 invisible until it attacks, casts a spell, or until its
Delicate 0
Low-light
Vision
1
Shapechanger 2
concentration ends (as if concentrating on a spell). Any
equipment it wears or carries is invisible with it.
Ethereal 3 Tough 1 Flight. Your Companion gains a 30 feet fly speed.
Limited Telepathy. Your Companion can magically
communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it that can
Low-light vision understand a language.
You can see in dim light within 60 feet of you as if
Low-light Vision. Your Companion can see in dim light
it were bright light.
within 60 feet of it as if it were bright light.
Magic Resistance. Your Companion has advantage on saving
throws against spells and other magical effects.
Magical Aptitude. Choose a class: Cleric, Druid, Sorcerer, or
Wizard. Your Companion learns 1 cantrip of your choice
from that class's spell list. Its spellcasting ability for these
spells depends on the class you chose: Charisma for
Sorcerer: Wisdom for Cleric or Druid: or Intelligence for
Wizard. If you choose a non-damaging cantrip it costs 1
Enhancement Point, if you choose a damaging cantrip it
costs 2 Enhancement Points. When determining the power
of the cantrip, you can use the warlock's level.
You can take this ability multiple times.
Malicious. Increase your Companion's natural attack damage
die by two steps, for example d8 to d12. At level 11, your
Companion can attack twice using its action.
Reach. Your Companion's natural attack reach is increased to
10 feet.
Shapechanger. Your Companion can use its action to
polymorph into a beast its own size or smaller (to a
minimum of Tiny) it has seen, or back into its true form. Its
statistics are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It instantly reverts to
its true form if it attacks, casts a spell, or if it dies.
Tough. Increase your Companion's Hit Die size to a d6.
Axe Demon
Small fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 12 (+1) 14 (+2) 12 (+1) 8 (-1) 16 (+3) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Enduring. When not wearing armor the wyrmling's AC Amphibious. The faerog can breathe air and water.
is 12 + Constitution modifier.
Limited Telepathy. The faerog can magically
Magical Aptitude. The wyrmling's spellcasting ability communicate simple ideas, emotions, and images
is Charisma. The wyrmling can innately cast the telepathically with any creature within 100 feet of it
following cantrip, requiring no material components: that can understand a language.
At will: fire bolt Magical Aptitude. The faerog's spellcasting ability is
Wisdom. The faerog can innately cast the following
Actions cantrip, requiring no material components:
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one At will: purge
creature. Hit: 5 (1d8) piercing damage.
Natural armor. When not wearing armor the faerog's
AC is equal to 13 + Dexterity modifier.
Actions
Headbutt. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d4 + 2) bludgeoning
damage.
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Lost Child Speck of Radiance
Small undead, neutral evil Tiny celestial, neutral good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 16 (+3) 10 (0) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 9 (-1)
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Appendix A: Homebrew Spells
The majority of these spells are not made by me, though I've Explosion
tweaked a fair number. I've listed them here because it does 1st-level evocation
impact the balance of the brew.
Casting Time: 1 action
Cantrips Range: 60 feet
Components: V, S
Jolt Duration: Instant
Evocation cantrip Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action You create a small but powerful explosion centered on a point
Range: 30 feet within range. All creatures within 5 feet of that point take
Components: V, S 1d4+1 force damage, and must make a Strength saving throw
Duration: Instantaneous or be thrown 5 feet from the blast and knocked prone.
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard At Higher Levels. When you cast this spell using a spell
Sparks fly from your fingertips, shocking a creature within slot of 2nd level or higher, increase the damage by 1d4 + 1 and
range. If the target is unconscious and reduced to 0 hit points, push effect by 5 feet per spell level.
they gain advantage on their next death saving throw, and any Shed Skin
ability check made to aid them also gains advantage. If you
target a hostile creature, they must make a Constitution 1st-level transmutation
saving throw. If they fail, they take 1d8 lightning damage. Casting Time: 1 action
This spell’s damage increases by 1d8 when you reach 5th Range: Self
level (2d8), 11th level (3d8), and 17th level (4d8). Components: V, S
Duration: Instantaneous
Purge Classes: Druid, Ranger, Wizard
Abjuration cantrip You channel the peculiarity of reptiles and gain the ability to
Casting Time: 1 action shed your skin the same manner as a snake. Casting this spell
Range: Touch while you are being grappled ends the condition and allows
Components: V, S you to move up to 5 feet as part of casting the spell without
Duration: Instantaneous provoking opportunity attacks.
Classes: Cleric, Druid At Higher Levels. When you cast this spell using a spell
Choose a humanoid that you can see within range. That slot of 2nd level or higher, you can move an additional 5 feet
creature can immediately make a saving throw against an for each slot level above 1st.
effect that allows it to make saving throws at the end on each Tilt
of its turns.
At 5th level, the target can use your saving throws instead of 1st-level illusion
its own. At 11th level, the spell gains a range of 30 feet and Casting Time: 1 action
you can target any creature. At 17th level, you can target up to Range: 30 feet
two creatures with this spell. Components: S, M (a small metal ball and spring)
Duration: Instantaneous
1st level Classes: Bard, Sorcerer, Wizard
Corruption You twist a creature's sense of balance and trick it into seeing
1st-level necromancy the world shift beneath its feet. Choose a creature on a
surface within range. The target must succeed on an
Casting Time: 1 action Intelligence saving throw, or fall prone and slide 20 feet in a
Range: 120 feet straight line in a direction of your choice. If the target would
Components: V, S fall off a ledge as a result of this movement, it can make a
Duration: 1 minute Strength or Dexterity saving throw to prevent itself from
Classes: Warlock falling and end the movement.
Your inflict a withering curse upon a 5-foot square of ground At Higher Levels. When you cast this spell using a spell
at a location you can see within range, withering plants and slot of 2nd level or higher, the distance sled increases by 5 feet
darkening the earth with fell power. At the start of each of your for each slot level above 1st.
turns for the duration, the corruptive curse grows 5 feet in
every direction. Whenever a creature starts its turn in a space
afflicted by the curse, it must make a Charisma saving throw.
If it fails, it takes 1d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the necrotic damage increases by
1d6 for each slot level above 1st.
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2nd level You create a small forcefield that attempts to pull all the
creatures in the area towards the center. Any creature within
Devilish Hunt 30 feet of a point you can see within range must make a
2nd-level conjuration Strength saving throw. Large or larger creatures have
advantage on the saving throw. On a failure, the creature is
Casting Time: 1 action pulled into a non-occupied space, as close to the center as
Range: Self (90 feet) possible and left prone.
Components: V, S, M (a silver fork) At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 3rd level or higher, increase the radius of the effect by 5
Classes: Warlock feet for each slot level above 2nd.
You conjure three barbed harpoons of intricately twisted
silver, which float in the air above your head for the spell’s Slipstream
duration. When you cast the spell, and as an action while the 2nd-level transmutation
spell lasts, you can make a ranged spell attack to hurl a Casting Time: 1 action
harpoon at a target you can see within 90 feet of you. If you Range: 60 feet
miss, the harpoon returns to the air above you. Components: V, S, M (a length of silk)
If you hit, the target takes 1d6 piercing damage and the Duration: Concentration, up to 1 minute
harpoon lodges in their flesh. For each harpoon lodged inside Classes: Wizard
a creature, its speed is reduced by 5 feet and you can use a
bonus action to pull the creature 10 feet towards you. The A 15-foot wide, 60 foot long corridor of flowing space-time
target can use an action to pull any number of harpoons out, unfurls in a straight line in front of you, aiding or hindering
taking 2d6 necrotic damage for each harpoon removed and travel along its length. You may choose whether the line flows
causing the harpoon to fade. Once all three harpoons have towards or away from you. Creatures moving with the flow
faded, the spell ends. may move 2 feet for every one foot of spent movement, and
At Higher Levels. When you cast this spell using a spell those moving against it treat the area as difficult terrain.
slot of 3rd level or higher, the necrotic damage increases by For the duration, you can use your bonus action on your
1d6 for each slot level above 2nd. turn to reverse the polarity of the flow.
At Higher Levels. When you cast this spell using a spell
Objectify slot of 3rd level or higher, the length of the spell increases by 5
2nd-level transmutation feet for each slot level above 2nd.
Casting Time: 1 action Sunder
Range: 30 feet 2nd-level evocation
Components: V, S, M (a glass lens)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Classes: Artificer, Bard, Warlock, Wizard Range: Self (30-foot line)
Components: V, S, M (a piece of broken stone)
Choose one creature that you can see within range. You Duration: Instantaneous
transform that creature into a nonmagical object. An unwilling Classes: Warlock
creature can make a Wisdom saving throw, and if it succeeds,
isn't affected by the spell. A target can make a Wisdom saving You send out a blast of chaotic dark energy in a line 30 feet
throw at the end of each of its turns, ending the effect on a long and 5 feet wide in a direction you choose. Each creature
success. in the line must make a Constitution saving throw. A creature
The target transforms along with whatever it is wearing and takes 3d8 force damage on a failed save, or half as much on a
carrying into that form, as long as the object's size is no larger successful one. Any objects or constructs in the path of the
than the creature's size. The target gains 10 temporary hit spell takes the maximum amount of damage per die.
points. These temporary hit points can't be replaced by At Higher Levels. When you cast this spell using a spell
temporary hit points from another source. A target reverts to slot of 3rd level or higher, the force damage increases by 1d8
its normal form when it has no more temporary hit points or for each slot level above 2nd.
the spell ends. If the spell ends before then, the creature loses Wing Buffet
all its temporary hit points and reverts to its normal form.
At Higher Levels. When you cast this spell using a spell 2nd-level transmutation
slot of 4rd level or higher, you can target an additional Casting Time: 1 action
creature for every two slot levels above 2nd. Range: Self
Components: V, S, M (a red cloth scrap)
Pull of the Abyss Duration: Instantaneous
2nd-level conjuration Classes: Sorcerer, Wizard
Casting Time: 1 action You summon large wings behind you that beat with a furious
Range: 90 feet cadence. Each creature within 10 feet of you must make a
Components: V, S, M (a lodestone) Dexterity saving throw or be knocked prone and take 3d6
Duration: Instantaneous bludgeoning damage. On a success, a creature takes half
Classes: Sorcerer, Warlock, Wizard damage but is not knocked prone. Until the end of your turn
you gain a fly speed of 15 feet.
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At Higher Levels. When you cast this spell using a spell Liliander's Hellspear
slot of 3rd level or higher, the damage increases by 1d6 for 3rd-level evocation
each slot level above 2nd.
Casting Time: 1 action
3rd level Range: 60 feet
Components: V, S, M (a scorched twig)
Blasphemy Duration: Instantaneous
3rd-level abjuration Classes: Ranger, Sorcerer, Wizard
Casting Time: 1 action You summon a burning incorporeal spear and launch it
Range: Self (90-feet radius) towards a target with range. Make a ranged spell attack
Components: V against that target. If there are any creatures 10 feet or less
Duration: Concentration, up to 1 minute directly behind the target you in a line and the attack roll
Classes: Bard, Cleric, Warlock would also hit them, they are also hit. On a hit, a creature
You project a sphere of magic which turns the positive energy takes 5d10 fire damage.
of healing magic into negative energy. Each time a creature Additionally, their speed drops to 0 until the start of your
within a 90-foot radius of you would recover hit points from a next turn, when the spear dissipates.
spell, it must make a Charisma saving throw. If it fails, it takes At Higher Levels. When you cast this spell using a slot of
1d8 necrotic damage and does not recover hit points. 4th level or higher, the damage increases by 1d10 for each slot
At Higher Levels. When you cast this spell using a spell level above 3rd.
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd. Transposition
3rd-level conjuration
Detect Interference Casting Time: 1 action
3nd-level divination Range: 60 feet
Casting Time: 1 action Components: V, S
Range: Self (300-foot radius) Duration: Instantaneous
Components: V, S Classes: Bard, Sorcerer, Warlock, Wizard
Duration: Concentration, up to 10 minutes You swap the positions of two creatures of the same size
Classes: Artificer, Warlock (Medium and Small counts as the same) that you can see
You cast your senses out into the universe, seeking to detect within range. If a creature is unwilling, it can make a
the magical emanations of other spellcasters, energies from Charisma saving throw to resist being teleported. If either
beyond the Material Plane, or other eldritch powers. creature succeeds, the spell is lost.
Whenever a creature within 300 feet casts a spell, you are At Higher Levels. When you cast this spell using a spell
aware of the level of the spell and the school of magic. You are slot of 4th level or higher, you can target an additional
aware of the starting and ending location of any teleportation creature for each slot level above 3rd. As long as two creatures
within 300 feet of you. Whenever a creature that is not native fail their save, the spell succeeds.
to your current plane enters the range of this spell, you
become aware of their plane of origin, general direction, and 4th level
approximate distance. Awareness
Life Link 4th-level divination
3rd-level necromancy Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Touch Components: V, S, M (a glass eye)
Components: V, S, M (a rusted iron ring worth at least 10 gp) Duration: Concentration, up to 1 hour
Duration: 1 minute Classes: Artificer, Druid, Ranger, Warlock, Wizard
Classes: Cleric, Warlock You create an invisible magical sensor that floats just above
You reach out and snatch a creature you can see within range. your head and shares your space. You can see through the
Make a melee spell attack against the target. On a hit, the sensor in all directions. For the duration, no melee attack roll
target is grappled by you (escape DC equal to your spell save can have advantage against you, and you have advantage on
DC). While you are grappling the target, you have resistance to Wisdom (Perception) and Intelligence (Investigation) checks
all damage, and each time you take damage the target takes that rely on sight.
the same amount of damage. Divine Empowerment
The spell ends if the grapple ends or if the target dies. 4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin
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You channel divine energies into your body, enlarging you and Temporal Acceleration. The target is banished to a
enhancing your most poignant attributes. Your size increases harmless demiplane until the start of its next turn. Any spells
to Large if it is smaller, and your equipment grows to suit your affecting the target with a duration less than one hour end, as
expanded form. While in this form, your attacks inflict an well as any such spells the target is concentrating on.
additional 1d8 radiant or necrotic damage (your choice) and After the effect, the target appears 15 feet away from the
you gain 10 temporary hit points equal at the start of each of location you teleported to, in a straight line. If there isn't a
your turns that last for the duration of the spell. clear path to the destination, the creature appears in front of
At Higher Levels. When you cast this spell using a spell the obstruction.
slot of 6th level or higher, the damage increases by 1d8 for At Higher Levels. When you cast this spell using a spell
every two slot levels above 4th. slot of 5th level or higher, the range and distance the target is
teleported increases by 5 feet for each slot level above 4th.
Gleam
4th-level divination 5th level
Casting Time: 1 bonus action Angelic Rebuke
Range: 10 feet 5th-level evocation
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 reaction, which you take in response to
Classes: Bard, Wizard being damage by a creature within 60 feet of you that you
You peer into the machinations of an enemy's mind, and use can see
this information against them. A creature in range that you Range: 60 feet
can see must make an Intelligence saving throw. On a failure, Components: V
you have advantage on all skill checks and attacks against Duration: Instantaneous
them and they have disadvantage on all skill checks and Classes: Cleric, Paladin
attacks against you as long as they are within 10 feet of you. With a word, you invoke the searing radiance of the higher
You automatically know the target’s location if it is on the planes to strike down your attacker. The creature must make a
same plane of existence. The target can never be hidden from Charisma saving throw. If they fail, they are blinded until the
you. You can see through any illusions conjured by the target, start of your next turn and take 5d10 radiant damage. If they
or of the target. Any time that creature would need to guess succeed, they take half as much damage and are not blinded.
your location (for example, if there are multiple images of you
or because you are hidden), it guesses wrong. Immolation, Revised
5th-level evocation
Moment Casting Time: 1 action
4th-level divination Range: 90 feet
Casting Time: 1 bonus action Components: V
Range: 30 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a four-leaf clover made of gold, worth Classes: Sorcerer, Wizard
at least 75 gold) Flames wreathe one creature you can see within range. The
Duration: Instantaneous target must make a Dexterity saving throw. It takes 7d6 fire
Classes: Bard, Cleric, Druid, Wizard damage on a failed save, or half as much damage on a
You and your allies have a perfect moment of luck. Until the successful one. On a failed save, the target also burns for the
start of your next turn, you and up to 7 other creatures you spell’s duration. The burning target sheds bright light in a 30-
choose within range have advantage on one attack or saving foot radius and dim light for an additional 30 feet. At the end
throw of their choice. of each of its turns, the target takes 4d6 fire damage and
repeats the saving throw, ending the spell on a success. These
Temporal Thrust magical flames can’t be extinguished by nonmagical means.
4th-level conjuration If damage from this spell kills a target, the target is turned
Casting Time: 1 action to ash.
Range: 15 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 6th level or higher, the initial damage increases by 1d6
Duration: Instantaneous for each slot level above 5th.
Classes: Bard, Sorcerer, Warlock, Wizard Mass Tilt
You brace yourself and briefly thrust yourself through the 5th-level illusion
ethereal plane, teleporting to a location within range. If you Casting Time: 1 action
exit within 5 feet of a creature you can force it to make a Range: Self (45 feet cube)
Charisma saving throw as you try to thrust them away from Components: S, M (two copper tokens)
the Material plane. On a failed save one, choose one of the Duration: Instantaneous
following effects: Classes: Bard, Sorcerer, Wizard
Temporal Jump. The target is banished to a harmless
demiplane until the end of its next turn. While there, the
target is Incapacitated. No time passes for the target while it is
banished.
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A wave of vertigo erupts from your hands as the world bends, You drain the life energies of creatures around you, damaging
spins, and collapses in the minds of your enemies. Choose any them and healing yourself. Up to 5 creatures of your choice
number of creatures within range. Target creatures must within 15 feet of you must make a Constitution saving throw.
succeed on an Intelligence saving throw, or fall prone and On a failed save, they take 3d6 necrotic damage, or half as
slide 20 feet in a straight line in a direction of your choice. If much on a successful one. You regain hit points equal to half
the target would fall off a ledge as a result of this movement, it the necrotic damage dealt.
can make a Strength or Dexterity saving throw to prevent At Higher Levels. When you cast this spell using a spell
itself from falling and end the movement. slot of 6th level or higher, increase the damage by 1d6 per
At Higher Levels. When you cast this spell using a spell spell level.
slot of 6th level or higher, the distance sled increases by 5 feet
for each slot level above 5th. Voidsight
5th-level divination
Murder of Crows Casting Time: 1 action
5th-level conjuration Range: Touch
Casting Time: 1 action Components: V, S, M (a glass eye)
Range: 180 feet Duration: 1 hour
Components: V, S, M (a raven feather) Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Warlock,
Duration: Concentration, up to 1 minute Wizard
Classes: Druid, Warlock This spell gives the willing creature you touch the ability to
You conjure a storm of crows, centered on a point you can see perceive its surroundings without relying on sight. It gains
within range and spreading to a radius of 30 feet. Each blindsight 60 feet for the duration.
creature within the area when it appears must make a
Constitution saving throw. On a failed save, a creature takes
6d4 slashing damage and becomes blinded for 1 minute. On a
success it is not blinded and takes half damage. A blinded
creature can repeat the save at the end of each of its turns,
ending the effect on a success.
At the start of each turn any creature within the area takes
6d4 slashing damage.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, both damage instances increases by
2d4 for each slot level above 5th.
Nightmarish Flight
5th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Warlock
You call forth large dark and twisted wings from your back,
followed by darkness, granting you a flying speed of 60 feet
and lightly obscuring you.
As an action while you have these wings, you can choose to
unleash the nightmares trapped within them, ending the spell
and releasing a wave of darkness. Magical darkness spread
from a point centered on you, filling a 30-foot radius for the
remainder of the spell's duration. The darkness spreads
around corners. A creature with darkvision can’t see through
this darkness. Non-magical light can't illuminate the area.
Whenever a creature starts its turn in the sphere, it must
make a Wisdom saving throw. On a failed save, it drops prone
and becomes frightened until the end of your next turn.
Reap
5th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a skull)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
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