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Warlock Pacts

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Pact 

Novice

Practitioner

Expert

Blade

Tome

Talisman

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Warlock Spells (by class)

Level One Spells (Novice)
Armour of Agathys (V, S, self, A)For the duration of 2 turns you gain 5 temporary Hit Points. Additionally when you are hit with a melee attack, the attacker takes 5 Cold Damage.

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Charm Person (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed. 
For more information regarding Charm, please read
Status Table.

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Expeditious Retreat (V, S, self, BA)This spell allows you to move at an incredible pace. After casting this spell, during this and next turn your Dash is a free action. 

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Hellish Rebuke (V, S, 6 tiles, R) - You point your finger, and the target that damaged you is momentarily surrounded by hellish flames. The target must make a Dexterity saving throw. They take 2d10 Fire Damage on a failed save, or half as much on a successful one.

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Level Two Spells (Adept)

Crown of Madness (V, S, 12 tiles, A) - One target of your choice that you can see within range must succeed on a Wisdom saving throw or they become charmed by you for one turn. While charmed in this way, the target must use action during their turn to attack nearest ally of theirs in any possible way. If there's no allies, the target will act like under regular Charm effect. 
For more information regarding Charm, please read Status Table.


Mental Barrier (V, S, 6 tiles, R)When you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw you use your reaction to protect your mind with a wall of looping, repetetive thought. Until the start of your next turn, you have +1 to Intelligence, Wisdom, and Charisma saving throws. Additionally, you receive resistance to Psychic Damage.

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Mind Thrust (V, S, 6 tiles, BA) - You thrust a lance of psychic disruption into the mind of one target you can see within range. The target must make an Intelligence saving throw. On failed save, the target takes 3d6 Psychic Damage and they can't take reaction until the end of their next turn. Moreover, on their next turn they must choose whether they move, take an action or a bonus action; they can only choose one. On a successful save they take half damage and suffer none of the spell's effects.

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Spider Climb (V, S, 1 tile, A) - For the duration of 1 turn, one willing target you touch gains the ability to move up and down, and across vertical surfaces, while leaving their hands free. The target also gains climbing speed equal to their walking speed.

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Misty Step (V, self, BA) - Briefly surrounded by silvery mist, you teleport up to 2 tiles to an unoccupied space that you can see.

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Shatter (V, S, 6 tiles, A) - You choose a target. Everyone within 2 tiles of your target must make a Constitution saving throw. They take 3d8 Thunder Damage on a failed save, or half as much damage on a successful one.

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​Ray of Enfeeblement (V, S, 6 tiles, A) - A black beam of enervating energy springs from your fingers towards a creature within range. If the target fails Constitution saving throw, they receive -2 to Strength for the duration of 2 turns.

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Level Three Spells (Adept)

Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.
 

Fear (V, S, 3 tiles, A)You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.

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Intellect Fortress (V, S, 3 tiles, A) - For the duration of combat, one target of your choice gains resistance to Psychic Damage, as well as +1 to Intelligence, Wisdom, and Charisma Saving Throws. It doesn't stack with Inspiring Presence.

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Spirit Shroud (V, S, self, BA) - You call forth spirits of the dead, which flit around you for the spell’s duration. For next three turns, any attack against the target up to one tile from you deals 1d8 extra cold damage. Any target that takes this damage can’t regain hit points until the start of your next turn, becoming effectively Blighted.

In addition, if a Player Character starts their turn within one tile of you while the effect is active - they lose 1 Movement.

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Counterspell (S, self, R)At any time during combat, in your turn or another player’s, you might cast this spell to give yourself +5 to all saving throws and +5 AC against melee magic attacks. This benefit is dispersed after you are targeted with any spell, successfully or not. If Counterspell is of no use for two turns of yours, it also disperses.

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Thunder Step (V, S, 6 tiles, A) - You can teleport yourself and one of your allies to an unoccupied space you can see. Immediately after you disappear, a thunderous boom sounds, and each target within 1 tile of you has to succeed on a Constitution saving throw or take 3d10 Thunder Damage.

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Hypnotic Pattern (V, S, 12 tiles, A) - You create a twisting pattern of colours that weaves through the air in front of two targets of your choice. The pattern appears for a moment and vanishes. Each target affected has to make a Wisdom saving throw or become Dazed for the duration of 1 turn. If any of your targets receives damage while Dazed, the spell ends.

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Level Four Spells (Practitioner)

Raulothim's Psychic Lance (V, 12 tiles, A) - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter your target's name. If the named target is within range, it becomes the spell's target even if you can't see it. The target must make an Intelligence saving throw. On a failed save, the target takes 6d6 Psychic Damage and is Dazed until the end of their turn. On a successful save, the target takes half as much damage and is not Dazed.
 

Banishment (V, S, 6 tiles, A)You attempt to send one target that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished for one turn. During the duration the target cannot move, cannot take Action or Bonus action that would target anyone but themselves.

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Blight (V, S, 3 tiles, A) - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 6d8 Necrotic Damage on a failed save and for the duration of 1 turn the target receives Blighted status - upon successful check, the target receives half of the damage and is not affected by Blighted status. This spell has no effect on undead or constructs. 

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Necrotic Bane (V, S, 9 tiles, A) - Choose one target you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for 2 turns. Each time the target takes Necrotic Damage, they take additional 2d6 damage of that type. Moreover, the target loses any resistance to that damage until the spell ends.

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Level Five Spells (Professional)

Synaptic Static (V, S, 12 tiles, A)You choose a target and cause psychic energy to explode around them. Everyone within 1 tile of your target must make an Intelligence saving throw. Upon failure, targets take 8d6 Psychic Damage and receive -2 penalty to all saving throws until the end of their turn. Upon failure, they still take half of the damage but do not receive penalties.

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Negative Energy Flood (V, 6 tiles, A) - You send ribbons of negative energy at one target you can see within range. Unless the target is undead, it must make a Constitution saving throw. Upon failure they take 5d12 Necrotic Damage, on a successful save, they still take half as much damage.

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Enervation (V, S, 6 tiles, A) - A tendril of inky darkness reaches out from you, touching a target you can see within range to drain life from it. The target must make a Dexterity saving throw. On successful save the target takes 2d8 Necrotic Damage and the spell ends. On failed save the target takes 4d8 Necrotic Damage. When your cast is succesful, you gain an ability to prolong the spell and to deal 4d8 Necrotic Damage on your next turns without spending a spell slot (no limit), however, if you do so you cannot take any other Action, Bonus Action, Reaction and you cannot move. Whenever the spell deals damage to the target, you regain Hit Points equal to half the amount of Necrotic Damage the target takes. If you take any other Action/Bonus Action/Reaction/Movement, the target leaves your LoS or if you receive status that incapacitates you (Daze, Charm, Paralyse, Prone) - the spell ends.

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Level Six Spells (Expert)

Eyebite (V, S, 6 tiles, A) - Your eyes become an inky void imbued with dread power. One target of your choice within range that you can see must succeed on a Wisdom saving throw or receive Sleep effect for the duration of 2 turns. After waking up, whenever it was dispelled or after 2 turns, the target receives Frightened status for the duration of 1 turn.
 

Circle of Death (V, S, 6 tiles, A)A sphere of negative energy ripples out in a 6 tiles radius from your initial target. Everyone within the area must make a Constitution saving throw. They take 8d6 Necrotic Damage on a failed, or half as much on a successful one.

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Mental Prison (V, S, 6 tiles, A) - You attempt to bind a target within an illusory cell that only it perceives. One target you can see within range must make an Intelligence saving throw. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way - rendering them immobile for 2 turns. The target can decide to move anyway, but is considered Frightened upon making any Movement.

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Psychic Crush (V, S, 6 tiles, A) - You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 8d6 and receives status Dazed for the duration of 1 turn. On a successful save the target takes half as much damage and isn't Dazed.
 

Level Seven Spells (Master)

Crown of Stars (V, S, self, A)Using your action, you summon five star-like motes of light. You can use a bonus action to send one of the motes streaking toward one target within 12 tiles of you. When you do so, make a ranged spell attack against the target's AC. On a hit, the target takes 4d12 radiant damage. As long as you have at least one mote remaining, it emanates light strong enough to darkness. You have 5 turns to spend your motes, after which all of them disappear.

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Finger of Death (V, S, 6 tiles, A) - You send negative energy coursing through a target that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 Necrotic Damage on a failed save, or half as much damage on a successful one.

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Power Word: Pain (V, S, 6 tiles, A) - You speak a word of power that causes a wave of intense pain to assail one target you can see within range. The target has to succeed on a Constitution saving throw or become Dazed for the duration of 3 turns. Additionally, target affected by that spell receives -3 to AC. 

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Warlock Spells (by subclasses)

Pact of the Archfey (Novice)

Sleep (1) (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.

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Calm Emotions (2) (V, S, 6 tiles, A)You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status. This spell additionally has a fluff out-of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.

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Pact of the Archfey (Practitioner)

Moonbeam (2) (V, S, 12 tiles, A) - You sacrifice some of your health to mend another creature’s injuries. You take 3d8 necrotic damage, which can’t be reduced in any way, and you select one target of your choice that you can see within range, the target heals for 6d8.

Life Transference (3) (V, S, 3 tiles, A)When you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw you use your reaction to protect your mind with a wall of looping, repetetive thought. Until the start of your next turn, you have +1 to Intelligence, Wisdom, and Charisma saving throws. Additionally, you receive resistance to Psychic Damage.

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Phantasmal Killer (4) (V, S, 12 tiles, A) - You tap into the nightmares of a target you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On failed save, the target becomes Frightened for 3 turns and takes 4d10 Psychic Damage. On a succesful save, the target takes half damage.
 

Pact of the Archfey (Expert)

Contagion (5) (V, S, 1 tile, A) - Make a melee spell attack against a creature within your reach. On a hit the target is poisoned for the duration of 3 turns. Additionally, the target receives an infection making them Bleed for the duration of 1 turn. The infection also affects target's saving throws, they receive -2 penalty to Strength and Constitution saving throws for the duration of 1 turn.

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Irresistible Dance (6) (V, S, 3 tiles, A) - Choose one target you can see within range. The target has to succeed on a Dexterity saving throw or they begin a comic dance in place: shuffling, tapping their feet, and capering for the duration of 4 turns. Targets that can't be charmed are immune to this spell. The dancing target has their movement halved as they are perpetually dancing. Additionally, they receive -2 penalty to Dexterity saving throws, -2 to Attack Bonus and -2 AC until the spell ends.

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Pact of the Fathomless (Novice)

Thunderwave (1) (V, S, 1 tile, A) - A wave of thunderous force sweeps out from you. Everyone within 1 tile must succeed on a Constitution saving throw or take 2d8 Thunder Damage and be pushed 1 tile away from their current position. On a successful saving throw they still take half damage, but they're not pushed.

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Silence (2) (V, S, 12 tiles, A)You select a target and mute them for the duration of 1 turn. Any spells or abilities that require Verbal element cannot be used by silenced target. 

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Pact of the Fathomless (Practitioner)

Gust of Wind (2) (V, S, 6 tiles, A) - Pick up to 3 targets within range. All of the selected targets have to succeed on Strength saving throw or be pushed 2 tiles away from you. If there is any obstacle in the direction of their pushback, they’re stopped. Additionally, affected targets have their movement halved for their next turn.

Tidal Wave (3) (V, S, 12 tiles, A)You conjure up a wave of water that crashes down on your opponents. You choose a target within range, everyone around them within 3 tiles, and the target must make a Dexterity saving throw or take 4d8 Bludgeoning Damage, be knocked Prone and receive Soaked status. On a success, the targets take half as much damage and are not knocked Prone, nor receive any statuses. 

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Lightning Bolt (3) (V, S, 9 tiles, A) - You harness the pure energy of lightning. After choosing a target you can unleash the energy. The target has to succeed on a Dexterity saving throw or take 6d6 Lightning Damage. If they succeed on a saving throw they still take half of the damage.
 

Pact of the Fathomless (Expert)

Cone of Cold (5)  (V, S, 6 tiles, A) - A blast of cold air erupts from your hands, aiming for the target of your choice. The target, and everyone within 1 tile of them, must make a Constitution saving throw. Any target that fails the saving throw takes 8d8 Cold Damage, or half as much on a successful one.

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Bigby's Hand (5) (V, S, 6 tiles, A) - You create a hand of shimmering, translucent force that reaches for a target of your choice within range. The target has to succeed on a Dexterity saving throw, upon failure the target is crushed and takes 5d6 Bludgeoning Damage, and is considered Grappled for the duration of 2 turns (unless the target succeeds on freeing themselves on their turn). Upon success, they still take half of the damage.

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Eyebite (6) (V, S, 6 tiles, A) - Your eyes become an inky void imbued with dread power. One target of your choice within range that you can see must succeed on a Wisdom saving throw or receive Sleep effect for the duration of 2 turns. After waking up, whenever it was dispelled or after 2 turns, the target receives Frightened status for the duration of 1 turn.

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Pact of the Fiend (Novice)

Burning Hands (1) (V, S, 2 tile, A) - You shoot forth a thin sheet of flames at one target. They and creatures up to 1 tile around it must make a Dexterity saving throw. They take 3d6 Fire Damage on a failed save or half of it on successful one.

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Blindness (2) (V, S, 3 tiles, A)Target of your choice has to succeed on Constitution saving throw or become blinded of the duration of 1 turn. When blinded, the target automatically fails their Dexterity saving throws and receives -2 penalty to Attack. Additionally, blinded target is forced to attack nearest, to them, hostile character. The spell has 1 turn cooldown.

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Pact of the Fiend (Practitioner)

Scorching Ray (2) (V, S, 12 tiles, A) - You create three 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.

Fireball (3) (V, S, 12 tiles, A)A bright streak flashes from your pointing finger and wanders towards your target in a violent explosion. The target and each creature up to 2 tiles away from them must make a Dexterity saving throw. They take 6d6 fire damage on a failed save, or half as much damage on a successful one.

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Stinking Cloud (3) (V, S, 9 tiles, A) - You create a sphere of yellow, nauseating gas centred on a target of your choice. Everyone within 2 tiles of the target, and the target, have to make a Constitution saving throw. On a failed saving throw, all of your targets receive status Dazed. Targets that don’t need to breathe are immune to this spell.

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Pact of the Fiend (Expert)

Fire Shield (4)  (V, S, self, A) - Thin and wispy flames wreathe your body for the duration of 2 turns. When the shield is active, you gain resistance to both Fire and Cold Damage. Additionally, anyone who performs a melee attack against you while the shield protects you, they receive 1d8 Fire Damage and 1d8 Cold Damage.

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Flame Strike (5) (V, S, 6 tiles, A) - A column of divine fire roars down from the heavens at a target of your choice and each creature within 1 tile range from them. Affected need to make a Dexterity saving throw. The targets take 6d6 Radiant Damage on a failed save, or half as much damage on a successful one.

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Disintegrate (6) (V, S, 6 tiles, A) - A thin green ray springs from your pointing finger to a target you can see within range. The target has to make a Dexterity saving throw. On failed save, the target takes 8d6 + 20 Force Damage. If the target's Hit Points are reduced to 0 by this spell, they receive 70 Wound DC.

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Pact of the Hexblade (Novice)

Shield (1) (V, S, self, R) - When you're hit with a melee attack you can use your reaction to summon an invisible barrier of magical force that protects you. Until the start of your next turn, you have +5 to AC.

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Blur (2) (V, self, A)Your body becomes blurred, shifting and wavering to all who can see you. For the duration of 1 turn, you gain +1 to AC and Dexterity saving throws. Additionally, if you move out of melee range, you do not trigger AoO.

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Pact of the Hexblade (Practitioner)

Branding Smite (2) (V, self, BA) - You imbue your weapon with astral radiance. Your next attack deals 2d6 Radiant Damage to the target of your choice within melee range. Your target's weaknesses become exposed. For the duration of next 2 turns they receive penalty -1 to AC.


Staggering Smite (4) (V, self, BA)Your next attack with a melee weapon pierces both body and mind. The attack deals an extra 4d6 Psychic Damage to the target. The target must make a Wisdom saving throw. On a failed save they receive -5 penalty to Attack and Spellcasting, and can't take Reactions for 2 turns.

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Phantasmal Killer (4) (V, S, 12 tiles, A) - You tap into the nightmares of a target you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On failed save, the target becomes Frightened for 3 turns and takes 4d10 Psychic Damage. On a succesful save, the target takes half damage.
 

Pact of the Hexblade (Expert)

Cone of Cold (5)  (V, S, self, A) - A blast of cold air erupts from your hands, aiming for the target of your choice. The target, and everyone within 1 tile of them, must make a Constitution saving throw. Any target that fails the saving throw takes 8d8 Cold Damage, or half as much on a successful one.

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Otherwordly Form (6) (V, S, self, A) -  Uttering an incantation, you draw on the magic of the Lower Planes to temporarily transform yourself. You are immune to fire and poison damage; your Movement is increased by 1 tile as your feet take the shape of devilish hooves; and you benefit from +2 bonus to AC as your skin hardens and darkens. All of your weapon attacks count as magical, breaking through enemy Damage Threshold. You gain an additional Action upon your next turn. This effect lasts for the duration of 3 turns.

Below you will find a small legend for easier browsing.

V - Verbal Component

S - Somatic Component
X tiles - Spell's range

self - Spell is castable only on you

A - Action
BA - Bonus Action

R - Reaction

(1) - The number is a Spell Slot the spell uses.

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