Spells and Abilities

Spell Attack and Spell Saves:

Want to use a spell on an enemy ? They have to roll a saving throw baked on your Spell save DC (basically how strong your magic is).

Want to attack an enemy directly with a spell ? You have to roll a Spell Attack roll.

Your Spell Save DC is 16

You add 8 to a Spell Attack roll

Abilities

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Cantrips (Free Spells)

Eldritch Blast

Casting Time: 1 action
Range: 120 feet

Cast 2 beams of crackling energy streaks toward creature(s) within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + 5 force damage. You can push the creature up to 10 ft. straight away from you.

Guidance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Faerie Fire

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Detect Magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Mage Hand

Casting Time: 1 action
Range: 30 feet
Duration: 1 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.

Thaumaturgy

Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Levelled Spells

Command

Casting Time: 1 action
Range: 60 feet
Duration: 1 round

You speak a one-word command to 3 creatures you can see within range. The targets must succeed on a Wisdom saving throw or follow the command on their next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

2 creatures you touch become 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.

Tasha's Hideous Laughter

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute

3 creatures of your choice that you can see within range perceive everything as hilariously funny and falls into fits of laughter if this spell affects it. The targets must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of their turns, and each time they takes damage, the targets can make another Wisdom saving throw. The targets have advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Darkness

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

Hold Person

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

Choose 2 humanoids that you can see within range. The targets must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Scorching Ray

Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

You create 4 rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Earthbind

Casting Time: 1 action
Range: 300 feet
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Hunger Of Hadar

Casting Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Spells and Abilities

Spell Attack and Spell Saves:

Want to use a spell on an enemy ? They have to roll a saving throw baked on your Spell save DC (basically how strong your magic is).

Want to attack an enemy directly with a spell ? You have to roll a Spell Attack roll.

Your Spell Save DC is 16

You add 8 to a Spell Attack roll

Abilities

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Cantrips (Free Spells)

Eldritch Blast

Casting Time: 1 action
Range: 120 feet

Cast 2 beams of crackling energy streaks toward creature(s) within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + 5 force damage. You can push the creature up to 10 ft. straight away from you.

Guidance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Faerie Fire

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Detect Magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Mage Hand

Casting Time: 1 action
Range: 30 feet
Duration: 1 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.

Thaumaturgy

Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Levelled Spells

Command

Casting Time: 1 action
Range: 60 feet
Duration: 1 round

You speak a one-word command to 3 creatures you can see within range. The targets must succeed on a Wisdom saving throw or follow the command on their next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

2 creatures you touch become 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.

Tasha's Hideous Laughter

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute

3 creatures of your choice that you can see within range perceive everything as hilariously funny and falls into fits of laughter if this spell affects it. The targets must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of their turns, and each time they takes damage, the targets can make another Wisdom saving throw. The targets have advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Darkness

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

Hold Person

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

Choose 2 humanoids that you can see within range. The targets must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Scorching Ray

Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

You create 4 rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Earthbind

Casting Time: 1 action
Range: 300 feet
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Hunger Of Hadar

Casting Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.