Dungeons & Dragons: Warlock (Archfey Patron)
This is the full pool of cantrips and spells a level 7 Warlock with the Archfey patron can pick from.
Covers the core Player's Handbook Warlock spell list plus the Archfey expanded list. Sourcebooks like Xanathar's Guide to Everything and Tasha's Cauldron of Everything add further options (e.g. more cantrips and a few extra spells at each level) — worth checking with whoever's running the game about which books are allowed at the table before finalizing picks.
Sources
Pages consulted to compile the spell lists and full-text descriptions on this page:
- 5thsrd.org – Warlock Spells — core PHB Warlock cantrip/spell list
- D&D 5e Wikidot – Archfey Patron — used to confirm the Archfey Expanded Spell List table
- D&D 5e Wikidot individual spell pages. e.g. Hex, Eldritch Blast, Armor of Agathys, Hunger of Hadar — full stat blocks, descriptions, dice, and higher-level scaling text for all 58 spells in the "Spell Descriptions" section below, including PHB-exclusive spells not in the 5.1 SRD
Level 7 quick facts
- Cantrips known: 3
- Spells known: 8 total, and each can be any level from 1st through 4th (Warlocks don't need "low level" spells first — any known spell can be as high as your slot level allows)
- Spell slots (Pact Magic): 2 slots, both 4th level — every slot is the same highest level, unlike other casters
How spell slots actually work
Cantrips are free. Cast them as many times per day as you want — no cost, no limit. They don't touch your spell slots at all.
Everything else costs a spell slot. You know 8 spells (chosen from the lists below), and to actually cast one of them in the moment, you spend one of your spell slots. At level 7 you have 2 slots total, and both are 4th-level slots — this is a Warlock quirk. Other casters (Wizards, Clerics, etc.) have a spread of slots at different levels (a few 1st-level, a couple 2nd-level, and so on), but a Warlock just gets a small number of slots, all sitting at your current highest level. Casting any of your known spells — whether it's technically a 1st-level spell like Hex or a 4th-level spell like Banishment — spends one of those same 2 slots. So in a fight, you might cast 2 spells total before you're out of slots (though some spells, like Hex, only cost a slot once to start, and then keep working turn after turn for free until they end or get interrupted — check each spell's own description).
Once both slots are spent, you're out of leveled spells until you get them back — though you can always keep tossing out cantrips in the meantime.
Getting your slots back — the part that's different for Warlocks. Most spellcasters only recover spell slots after a long rest (roughly 8 hours, basically an uninterrupted night's sleep) — so a Wizard has to ration their spells across an entire day of adventuring. Warlocks are the exception: your slots come back after a short rest, which only takes about 1 hour of downtime and can often happen more than once in a single day (whenever the party stops to catch its breath, loot a room, make camp for a bit, etc.). That means you can go all-in with both slots during a tough fight, then take a short rest afterward and be back to full power — you're not stuck saving spells "just in case" the way other casters are. A long rest restores your slots too, of course, along with everything else (hit points, hit dice, etc.), but for a Warlock the short rest is your main recharge button.
Are your 8 known spells locked in forever? Not quite. You can't swap them day-to-day the way a Wizard re-prepares spells each morning, but whenever you level up, you get to trade out exactly one spell you know for a different one from the lists below — plus you learn new spells outright as your known-spell count grows with level. So a spell you picked that turns out to be situational or weak isn't permanent; you're just stuck with it until your next level-up, not forever.
Cantrips (pick 3)
- Chill Touch
- Eldritch Blast
- Mage Hand
- Minor Illusion
- Poison Spray
- Prestidigitation
- True Strike
- Blade Ward
- Friends
1st-Level Spells
- Armor of Agathys
- Arms of Hadar
- Charm Person
- Comprehend Languages
- Expeditious Retreat
- Hellish Rebuke
- Hex
- Illusory Script
- Protection from Evil and Good
- Unseen Servant
- Witch Bolt
2nd-Level Spells
- Cloud of Daggers
- Crown of Madness
- Darkness
- Enthrall
- Hold Person
- Invisibility
- Mirror Image
- Misty Step — D&D Beyond
- Ray of Enfeeblement
- Shatter
- Spider Climb
- Suggestion
3rd-Level Spells
- Counterspell
- Dispel Magic
- Fear
- Fly
- Gaseous Form
- Hunger of Hadar
- Hypnotic Pattern
- Magic Circle
- Major Image
- Remove Curse
- Tongues
- Vampiric Touch
4th-Level Spells
Archfey Expanded Spell List (also selectable)
The Archfey patron gives access to these additional spells when choosing spells known:
| Level | Spells |
|---|---|
| 1st | Faerie Fire, Sleep |
| 2nd | Calm Emotions, Phantasmal Force |
| 3rd | Blink, Plant Growth |
| 4th | Dominate Beast, Greater Invisibility |
| 5th | Dominate Person, Seeming |
(The 5th-level entries are listed for completeness but aren't reachable until higher character level, since slots cap at 4th level at level 7.)
Spell Descriptions (Alphabetical)
This is a markdown render of our local cache: spells.json
Armor of Agathys
1st-level Abjuration — 1 action, Self, V, S, M (a cup of water), 1 hour
A protective magical frost surrounds you, granting you 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these temporary hit points, the attacker takes 5 cold damage. Higher levels: when cast using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Arms of Hadar
1st-level Conjuration — 1 action, Self (10-foot radius), V, S, Instantaneous
You invoke the power of Hadar, sending tendrils of dark energy out in a 10-foot radius around yourself. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 necrotic damage and can't take reactions until its next turn; on a success it takes half damage with no other effect. Higher levels: when cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Banishment
4th-level Abjuration — 1 action, 60 feet, V, S, M (an item distasteful to the target), Concentration, up to 1 minute
You attempt to send one visible creature within range to another plane of existence. The target must succeed on a Charisma saving throw or be transported. If the target is native to the plane you're on, it's incapacitated while banished and returns to its original space (or the nearest unoccupied space) when the spell ends. If it isn't native to the plane, it's banished to its home plane; if the spell ends before the full minute elapses it returns to where it was, otherwise it's banished permanently. Higher levels: when cast using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Blade Ward
Cantrip, Abjuration — 1 action, Self, V, S, 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Blight
4th-level Necromancy — 1 action, 30 feet, V, S, Instantaneous
Necromantic energy washes over a creature of your choice within range, draining moisture and vitality from it. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much on a success. Undead and constructs are unaffected. A plant creature or magical plant makes the save with disadvantage and takes maximum damage; a nonmagical plant that isn't a creature automatically withers without a save. Higher levels: when cast using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Blink
3rd-level Transmutation — 1 action, Self, V, S, 1 minute
At the end of each of your turns for the duration, roll a d20; on a roll of 11 or higher, you vanish into the Ethereal Plane (the spell fails with no effect if you're already there). At the start of your next turn, or when the spell ends while you're on the Ethereal Plane, you return to an unoccupied space of your choice within 10 feet of where you vanished (or the nearest unoccupied space if that one is occupied). While ethereal, you can see and hear the plane you originated from, but only in shades of gray and out to 60 feet, and only ethereal creatures can affect or perceive you. You can end the spell early with an action.
Calm Emotions
2nd-level Enchantment — 1 action, 60 feet, V, S, Concentration, up to 1 minute
You attempt to soothe strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point within range must make a Charisma saving throw (creatures can choose to fail), and you choose one of two effects for each affected creature. You can suppress any effect causing a target to be charmed or frightened (the suppressed effect resumes when the spell ends if its duration hasn't expired), or you can make a target indifferent toward creatures of your choice that it's hostile toward — this indifference ends if the target is attacked or harmed by a spell, or if it witnesses its allies being harmed. When the spell ends, any suppressed hostility typically resumes.
Charm Person
1st-level Enchantment — 1 action, 30 feet, V, S, 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, with advantage if you or your companions are fighting it. On a failed save, it's charmed by you until the spell ends or until you or your companions do anything harmful to it — it regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. Higher levels: when cast using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, as long as the targets are within 30 feet of each other when you target them.
Chill Touch
Cantrip, Necromancy — 1 action, 120 feet, V, S, 1 round
You create a ghostly, skeletal hand in the space of a creature within range and make a ranged spell attack against it. 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. Cantrip scaling: the damage increases at higher character levels — 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Cloud of Daggers
2nd-level Conjuration — 1 action, 60 feet, V, S, M (a sliver of glass), Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. Higher levels: when cast using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Comprehend Languages
1st-level Divination (ritual) — 1 action, Self, V, S, M (a pinch of soot and salt), 1 hour
For the duration, you understand the literal meaning of any spoken language you hear, and any written language you see, as long as you touch the surface it's written on. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages, codes, or magically encrypted text.
Counterspell
3rd-level Abjuration — 1 reaction (when you see a creature within 60 feet of you casting a spell), 60 feet, S, Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it's casting a spell of 4th level or higher, make an ability check using your spellcasting ability, DC 10 + the spell's level; on a success, the creature's spell fails and has no effect. Higher levels: when cast using a spell slot of 4th level or higher, the interrupted spell automatically fails if its level is less than or equal to the level of the slot you used.
Crown of Madness
2nd-level Enchantment — 1 action, 120 feet, V, S, Concentration, up to 1 minute
One humanoid you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration, with a crown of twisted iron appearing on its head. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose; if you don't choose a target, it attacks a creature of its own choice. You must use your action each turn to maintain control, or the spell ends. At the end of each of its turns, the target can make another Wisdom save to end the effect.
Darkness
2nd-level Evocation — 1 action, 60 feet, V, M (bat fur and a drop of pitch or a piece of coal), 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 it, and nonmagical light can't illuminate it. If the point you choose is on an object you're holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it; completely covering the source blocks the darkness. If any of this spell's area overlaps with the area of light created by a spell of 2nd level or lower, that spell is dispelled.
Dimension Door
4th-level Conjuration — 1 action, 500 feet, V, Instantaneous
You teleport yourself from your current location to any other spot within range that you can visualize, describe by distance and direction, or picture from familiarity. You can bring along objects up to your carrying capacity, plus one willing creature no larger than Large who is carrying gear up to its own carrying capacity, provided that creature is within 5 feet of you when you cast the spell. If the space where you would arrive is already occupied by a solid body, you and any companion each take 4d6 force damage, and the spell fails to teleport you.
Dispel Magic
3rd-level Abjuration — 1 action, 120 feet, V, S, Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability, DC 10 + the spell's level; on a success, that spell ends. Higher levels: when cast using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Dominate Beast
4th-level Enchantment — 1 action, 60 feet, V, S, Concentration, up to 1 minute
You attempt to beguile a beast you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration (it has advantage on the save if you or your companions are fighting it). While charmed, you have a telepathic link with it while both of you are on the same plane, and you can use this link to issue commands (no action required) that it obeys unless it deems them suicidal. On your turn, you can spend an action to take total, precise control of the target — until your next turn it takes only the actions you choose, including reactions, and you make all its ability checks and saves. Each time the target takes damage, it gets a new saving throw, ending the spell on a success. Higher levels: the duration extends with a higher spell slot — Concentration, up to 10 minutes at 5th level; up to 1 hour at 6th level; up to 8 hours at 7th level or higher.
Dominate Person
5th-level Enchantment — 1 action, 60 feet, V, S, Concentration, up to 1 minute
You attempt to beguile a humanoid you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration (advantage on the save if you or your companions are fighting it). While charmed, you have a telepathic link with it and can issue commands it obeys unless suicidal ("Attack that creature," "Run over there," etc.). On your turn, you can spend an action to take total, precise control of the target until the end of your next turn, directing every action and reaction it takes. Each time the target takes damage, it gets a new save, ending the spell on a success. Higher levels: the duration extends with a higher spell slot — Concentration, up to 10 minutes at 6th level; up to 1 hour at 7th level; up to 8 hours at 8th level or higher.
Eldritch Blast
Cantrip, Evocation — 1 action, 120 feet, V, S, Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target; on a hit, it takes 1d10 force damage. Cantrip scaling: the spell creates more than one beam at higher character levels — two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or different ones; make a separate attack roll for each beam.
Enthrall
2nd-level Enchantment — 1 action, 60 feet, V, S, 1 minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends. The spell ends if you're incapacitated or can no longer speak.
Expeditious Retreat
1st-level Transmutation — 1 bonus action, Self, V, S, Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Faerie Fire
1st-level Evocation — 1 action, 60 feet, V, 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 if it fails a Dexterity saving throw. For the duration, outlined objects and 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.
Fear
3rd-level Illusion — 1 action, Self (30-foot cone), V, S, M (a white feather or the heart of a hen), Concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it's holding and become frightened for the duration. While frightened, a target must use its action to Dash away from you by the safest available route on each of its turns, unless there's nowhere to move. If it ends its turn in a location where it doesn't have line of sight to you, it can make a Wisdom save; on a success, the spell ends for that target.
Fly
3rd-level Transmutation — 1 action, Touch, V, S, M (a wing feather from any bird), Concentration, up to 10 minutes
You touch a willing creature; it gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it's still aloft, unless it can somehow prevent falling. Higher levels: when cast using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Friends
Cantrip, Enchantment — 1 action, Self, S, M (a small amount of makeup applied to the face as this spell is cast), Concentration, up to 1 minute
For the duration, you have advantage on Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes it was magically influenced and becomes hostile toward you, the exact manner determined by the DM.
Gaseous Form
3rd-level Transmutation — 1 action, Touch, V, S, M (a bit of gauze and a wisp of smoke), Concentration, up to 1 hour
You touch a willing creature and transform it, along with everything it's wearing and carrying, into a misty cloud for the duration. In this form, the target's only method of movement is a flying speed of 10 feet and it can hover; it can enter and occupy the space of another creature; it has resistance to nonmagical damage; it has advantage on Strength, Dexterity, and Constitution saving throws; it can pass through small holes and cracks; it can't fall and takes no falling damage; and it can't manipulate objects, attack, speak, or cast spells. Liquids act as solid surfaces to the target in this form. The spell ends early if the target drops to 0 hit points. An incorporeal creature is unaffected.
Greater Invisibility
4th-level Illusion — 1 action, Touch, V, S, Concentration, up to 1 minute
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it's on the target's person.
Hallucinatory Terrain
4th-level Illusion — 10 minutes, 300 feet, V, S, M (a stone, a twig, and a bit of green plant), 24 hours
You make natural terrain in a 150-foot cube within range look, sound, and smell like some other sort of natural terrain — a field can appear as a swamp, a hill as a cliff, and so on. Equipment, structures, and creatures within the area aren't changed in appearance, and the tactile quality of the terrain doesn't change either, so creatures walking on it can feel that something is wrong. Any creature that closely inspects the illusion can attempt an Intelligence (Investigation) check against your spell save DC to see through it; on a success, the creature sees the illusion faintly overlaying the terrain.
Hellish Rebuke
1st-level Evocation — 1 reaction (when you are damaged by a creature within 60 feet of you that you can see), 60 feet, V, S, Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. It must make a Dexterity saving throw; on a failed save, it takes 2d10 fire damage, or half as much on a successful one. Higher levels: when cast using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Hex
1st-level Enchantment — 1 bonus action, 90 feet, V, S, M (the petrified eye of a newt), Concentration, up to 1 hour
You place a curse on a creature you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell; the target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to curse a new creature. A remove curse cast on the target ends this spell early. Higher levels: when cast using a spell slot of 3rd or 4th level, you can maintain concentration for up to 8 hours; using a spell slot of 5th level or higher, up to 24 hours.
Hold Person
2nd-level Enchantment — 1 action, 60 feet, V, S, M (a small, straight piece of iron), Concentration, up to 1 minute
Choose a humanoid you can see within range; it 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 save, ending the effect on itself on a success. Higher levels: when cast using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd, as long as the targets are within 30 feet of each other when you target them.
Hunger of Hadar
3rd-level Conjuration — 1 action, 150 feet, V, S, M (a pickled octopus tentacle), Concentration, up to 1 minute
You open a gateway to the dark spaces between the stars, summoning a 20-foot-radius sphere of blackness and cold at a point you can see within range. The area is difficult terrain and filled with a hungering darkness that blocks light — even magical light can't illuminate it, and any creature entirely inside the sphere is blinded — and eerie sounds of murmuring and slurping are heard within 30 feet of it. When a creature enters the area for the first time on a turn or starts its turn there, it takes 2d6 cold damage. Any creature that ends its turn within the area must make a Dexterity saving throw; on a failed save, milky-white, otherworldly tentacles rub against it, dealing 2d6 acid damage.
Hypnotic Pattern
3rd-level Illusion — 1 action, 120 feet, S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material), Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw; on a failed save, the creature becomes charmed for the duration. While charmed, the target is incapacitated and has a speed of 0. The spell ends for an affected target if it takes any damage, or if someone else uses an action to shake it out of its stupor.
Illusory Script
1st-level Illusion (ritual) — 1 minute, Touch, S, M (a lead-based ink worth at least 10 gp, which the spell consumes), 10 days
You write on parchment, paper, or another suitable writing material and imbue it with a subtle illusion. A creature that you designate when you cast the spell, or creatures you describe in a general sense, sees the text as if it was written in their own hand and their own language. Others see the text as unintelligible runes, or as text in another language if you choose. If the spell is dispelled, the original and illusory text disappear. A creature with truesight can read the hidden message.
Invisibility
2nd-level Illusion — 1 action, Touch, V, S, M (an eyelash encased in gum arabic), Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it's on the target's person. The spell ends for a target that attacks or casts a spell. Higher levels: when cast using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Mage Hand
Cantrip, Conjuration — 1 action, 30 feet, V, S, 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; it 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, moving it up to 30 feet, using it to manipulate objects, open unlocked doors or containers, stow or retrieve items, or pour contents from a vial. The hand can't attack, activate magic items, or carry more than 10 pounds.
Magic Circle
3rd-level Abjuration — 1 minute, 10 feet, V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes), 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground within range, with glowing runes appearing wherever the cylinder intersects the floor or other surface. Choose one or more creature types: celestials, elementals, fey, fiends, or undead. The circle affects creatures of the chosen type in these ways: they can't willingly enter the cylinder or teleport/interplanar travel into it (though a Charisma save can be attempted); they have disadvantage on attack rolls against targets inside; and targets inside can't be charmed, frightened, or possessed by them. You can instead reverse this effect, trapping the chosen creature types inside while protecting those outside. Higher levels: when cast using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Major Image
3rd-level Illusion — 1 action, 120 feet, V, S, M (a bit of fleece), Concentration, up to 10 minutes
You create the image of an object, creature, or other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot within range and lasts for the duration; it includes sound, smell, and other stimuli, but can't deal damage or create other physical effects. While within range, you can use an action to move the image and change its appearance, sounds, etc. as long as it stays plausible. Physical interaction reveals it to be an illusion, since things pass through it, and a creature that uses its action to inspect the image can determine it's an illusion with a successful Intelligence (Investigation) check against your spell save DC — once discovered, the image becomes faint to that creature. Higher levels: when cast using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring concentration.
Minor Illusion
Cantrip, Illusion — 1 action, 30 feet, S, M (a bit of fleece), 1 minute
You create a sound or an image of an object within range that lasts for the duration; it 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, and it can be a voice, animal noise, or other sound; it continues for the duration or you can make discrete sounds at different times. If you create an image, it must be of an object no larger than a 5-foot cube; the image can't create sound, light, smell, or other sensory effect. Physical interaction reveals it to be an illusion, since things pass through it. A creature that uses its action to examine the sound or image can determine it's an illusion with a successful Intelligence (Investigation) check against your spell save DC; if a creature discerns the illusion for what it is, the creature can see through the image.
Mirror Image
2nd-level Illusion — 1 action, Self, V, S, 1 minute
Three illusory duplicates of yourself appear in your space, moving with you and mimicking your actions. You can use your action to dismiss them. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack hits one of your duplicates instead: with three duplicates, a roll of 6 or higher means it targets a duplicate; with two duplicates, 8 or higher; with one duplicate, 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it's destroyed; a duplicate can be destroyed only by an attack that hits it, and ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature that can't see, relies on senses other than sight, or can see through illusions (e.g. truesight) is unaffected by this spell and can identify the real you.
Misty Step
2nd-level Conjuration — 1 bonus action, Self, V, Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Phantasmal Force
2nd-level Illusion — 1 action, 60 feet, V, S, M (a bit of fleece), Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw; on a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on constructs or undead. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC; if it succeeds, the target realizes the phantasm is an illusion, and the spell ends. While a target is affected by the phantasm, it treats it as real, rationalizing any illogical outcomes from interacting with it. Each round, on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided the illusion is of a creature or object that could plausibly deal damage.
Plant Growth
3rd-level Transmutation — 1 action or 8 hours, 150 feet, V, S, Instantaneous
This spell channels vitality into plants within a specific area, with two possible uses. Cast using 1 action: choose a point within range; all normal plants in a 100-foot radius centered on that point become thick and overgrown — creatures moving through the area must spend 4 feet of movement for every 1 foot they move (you can exclude any area within the radius from this effect). Cast using 8 hours: you enrich the plant life of all normal plants within a half mile of a point within range — all such plants become enriched for 1 year, yielding twice the normal amount of food when harvested.
Poison Spray
Cantrip, Conjuration — 1 action, 10 feet, V, S, Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. Cantrip scaling: the damage increases at higher character levels — 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level.
Prestidigitation
Cantrip, Transmutation — 1 action, 10 feet, V, S, Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following effects within range: an instantaneous, harmless sensory effect (sparks, wind, faint music, an odor, etc.); instantaneously light or snuff out a candle, torch, or small campfire; instantaneously clean or soil an object no larger than 1 cubic foot; chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour; make a color, small mark, or symbol appear on an object or surface for 1 hour; or create a nonmagical trinket or an illusory image that fits in your hand and lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Protection from Evil and Good
1st-level Abjuration — 1 action, Touch, V, S, M (holy water or powdered silver and iron, which the spell consumes), Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target; the target can't be charmed, frightened, or possessed by them; and if the target is already charmed, frightened, or possessed by such a creature, it has advantage on any new saving throw against the relevant effect.
Ray of Enfeeblement
2nd-level Necromancy — 1 action, 60 feet, V, S, Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw; on a success, the spell ends.
Remove Curse
3rd-level Abjuration — 1 action, Touch, V, S, Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the item's control over its owner, allowing the owner to willingly part with it.
Seeming
5th-level Illusion — 1 action, 30 feet, V, S, 8 hours
This spell lets you change the appearance of any number of creatures that you can see within range, for the duration. You give each target you choose a new, illusory appearance; an unwilling creature can make a Charisma saving throw, and if it succeeds, it is unaffected. The illusion covers the creature's physical appearance as well as its worn or carried equipment — you can change a target's height by up to one foot and its weight proportionately, but you can't change its basic body shape or limb arrangement. Physical contact with the target reveals the truth beneath the illusion, and a creature that uses its action to visually inspect the target and succeeds on an Intelligence (Investigation) check against your spell save DC also sees through the disguise.
Shatter
2nd-level Evocation — 1 action, 60 feet, V, S, M (a chip of mica), Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw; on a failed save, a creature takes 3d8 thunder damage, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, 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. Higher levels: when cast using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Sleep
1st-level Enchantment — 1 action, 90 feet, V, S, M (a pinch of fine sand, rose petals, or a cricket), 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each affected creature falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake; subtract each creature's hit points from the total before moving to the creature with the next lowest hit points — a creature's hit points must be equal to or less than the remaining total to be affected. Undead and creatures immune to being charmed aren't affected. Higher levels: when cast using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spider Climb
2nd-level Transmutation — 1 action, Touch, V, S, M (a drop of bitumen and a spider), Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Suggestion
2nd-level Enchantment — 1 action, 30 feet, V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil), Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) to a creature you can see within range that can hear and understand you. Creatures immune to being charmed can't be affected. The suggestion must sound reasonable — asking the target to do something obviously harmful to it automatically negates the effect. The target must make a Wisdom saving throw; on a failed save, it pursues the suggested course of action to the best of its ability, or for the duration if the suggested activity can be continued indefinitely. You can specify conditions that will trigger a special activity during the duration. If you or any of your companions damage the target, the spell ends.
Tongues
3rd-level Divination — 1 action, Touch, V, M (a small clay model of a ziggurat), 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
True Strike
Cantrip, Divination — 1 action, 30 feet, S, Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Unseen Servant
1st-level Conjuration (ritual) — 1 action, 60 feet, V, S, M (a piece of string and a bit of wood), 1 hour
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and Strength 2, and it can't attack; if it drops to 0 hit points, the spell ends. Once per turn, when you issue a command, the servant can move up to 15 feet and interact with an object. The servant performs simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, pouring wine, and so on. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Vampiric Touch
3rd-level Necromancy — 1 action, Self, V, S, Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. Higher levels: when cast using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Witch Bolt
1st-level Evocation — 1 action, 30 feet, V, S, M (a twig from a tree that has been struck by lightning), Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you ever use your action to do anything else, if the target ever moves more than 30 feet from you, or if the target has total cover from you. Higher levels: when cast using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
- ← Previous
Dungeons & Dragons: Adventure log