Table Of Contents

Fel Magic ...................................................................................................................................................................................................................14

Spell List....................................................................................................................................................................................................................14

Spell Descriptions....................................................................................................................................................................................................15

Damage over Time of DOT: This is a term used alot in this book as it is a core concept of the warlock using spells and abilities that deal there damage over time rather than upfront.

Credits

  • Cover Creator: Solbera

  • Cover Image: Aibokai (ABK)

  • References : Player's Handbook, Monster Manual

  • Warlock Class Symbol : Wowwiki.com (Grako)

  • Warlock information introduction : Wowwiki.com

  • Fel Magic: Wowwiki.com

Table of Contents | Warlock

Warlock

An undead warlock looks across the battlefield only to see that his seeds of corruption have taken root and spread to every soldier, soon they will know the will of the forsaken.

A human warlock chasing after a mage and loses sight of him as he turns the corner. As he gets around the corner the mage is gone, he summons a felhound from the void and sets it to the task of smelling him out. Within no time he is back on the mages trail.

The warlock comes face to face with the target he’s been looking for and as their gazes lock the target is no more, he has been incinerated and is nothing more that a pile of ash on the floor leaving nothing but a ring. The warlock grins as he picks up the ring and summons his dreadsteed, the surrounding townsfolk run in terror as the warlock rides out of town leaving a trail of fire.

Fel Power

In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of Imps, but as a warlock’s knowledge grows, seductive Succubi, loyal Voidwalkers, and horrific Felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way.

Background

Warlocks are masters of the dark arts, devoted to furthering their understanding and use of shadow and fire based magics along with summoning demons from the Twisting Nether. Warlocks tend to look for groups to help them achieve their personal goals, even if this means they must come to aid others with theirs. The warlock is more than power hungry she thirsts for knowledge, and the mastery of the world outside the self that knowledge brings.

Quick Build

You can make a warlock quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the hermit or apothecary background. Third, choose the corruption and shadow bolt cantrips, along with the 1st-level spells demon skin and searing pain.


Introduction | Warlock

The Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Spellcasting, Fel Companion (Imp) 2 2 1 1
2nd +2 Life Tap 2 3 2 1
3rd +2 Grimoire, Fel Companion (Void Walker) 2 4 2 2
4th +2 Ability Score Improvement 3 5 2 2
5th +3 Fel Companion (succubus) 3 6 2 3
6th +3 Grimoire feature 3 7 2 3
7th +3 Fel Companion (felhunter) 3 8 2 4
8th +3 Ability Score Improvement 3 9 2 4
9th +4 Grimoire feature 3 10 2 5
10th +4 Spell Stones 4 10 2 5
11th +4 Soul Shards (6th level) 4 11 3 5
12th +4 Ability Score Improvement 4 11 3 5
13th +5 Soul Shards (7th level) 4 12 3 5
14th +5 Grimoire feature 4 12 3 5
15th +5 Soul Shards (8th level) 4 13 3 5
16th +5 Ability Score Improvement 4 13 3 5
17th +6 Soul Shards (9th level) 4 14 4 5
18th +6 4 14 4 5
19th +6 Ability Score Improvement 4 15 4 5
20th +6 Master Summoner 4 15 4 5

Class Features

As a Warlock, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Longswords, Rapier, Scimitar, Short Swords
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two skills from: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer’s pack
  • Robes, any simple weapon, and two daggers

Spellcasting

Your arcane research and the thirst for knowledge and power has given you spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Chapter 1 | Warlock

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The spells known column of the warlock table shows when you learn more warlock spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher that is what's shown in the tables slot level column for your level.

Additionally, when you choose one of the warlock spells you know you may replace it with another spell from the warlock list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast an attack roll with one.

  • Spell save DC= 8+ your proficiency + your Intelligence modifier

  • Spell attack modifier= your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the phb) as a spellcasting focus for your warlock level.

Fel Companion

Starting at level 1 you may summon a demon from the depths of the void as per the “Find Familiar” spell which takes one hour to cast and it lasts until you dismiss it or until it dies. Early you are only powerful enough to summon the smallest of the demons. At levels 3, 5, 7 you are able to summon a largery variety of demons as shown on the following table and vary in height and abilitys as shown on the following chart.

Your summoned demon gains a variety of benefits while it is linked to you. The demon obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your demon companion has abilities and game statistics determined by your level.

Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your demon companion also adds it's proficiency bonus to its AC and to its damage rolls.

Your demon companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 1st, your demon companion gains an additional hit die and increases its hit points accordingly.

Your companion shares your alignment, and has a personality trait and a flaw of your choice.

If the demon is destroyed, you may recreate one from casting or performing the “Find Familiar” spell.

  • All demons are base before any additional bonuses from above.
Demons
Level Type
1st Imp
3rd VoidWalker
5th Succubus
7th Felhunter

Life Tap

Starting at 2nd level, you can sacrifice your health to restore a portion of the mana that resides within you, as a bonus action you may deal 5 unpreventable damage to yourself, and cannot be absorbed through Temporary Hit Points, in return you regain one 1st-level spell slot. This effect doubles for each spell-slot you wish to gain back, for example, 10 hit points for a 2nd-level spell slot, 15 for a 3rd, and so on. You can use this feature a number of times equal to your Constitution Modifier (minimum of once) You regain all expended uses when you finish a long rest.

Grimoires

Beginning at 3rd level you have gained enough prestige in order to be given a gift by the council. The books entail the beginning of your growth in one of the following sects of the council. The grimoire of affliction which specialize in the slow decay of your enemies, demonology which deals with empowering your summoned demon's, destruction which just want to watch everything burn and transformation which is about becoming a demon yourself. You gain access to grimoire features at level 3rd level, 6th level, 9th level and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Chapter 1 | Warlock

Spell Stones

Starting at 10th level, you may craft one of the following stones every day. After 24h the stone turns to dust. There are many types of spell stones the firestone and spiritstone may be used as a warlock focus while adding additional effects to your spells. While the healthstone and soulstones give you access to powerful utility spells.

Firestone

While you are holding this Spellstone, your cantrips and spells of 1st-level or higher that require a ranged spell attack roll can critically hit on a roll of 19-20

Spiritstone

While you are holding this Spellstone, cantrips that require an action to cast now only cost a bonus action.

Healthstone

This may be given out to anyone and acts like a healing potion. When used the target may restore health equal to your Warlock level times your constitution modifier once per short rest.

Soulstone

You may absorb your soul or a friendly soul into a gem. If you or the target dies within 24 hours they will be revived as per the resurrection spell in the phb.

Soul Shards

At 11th level, you can steal the souls of the slain which coalesce into a magical gem called an soul shard. Choose one 6th-level spell from the warlock spell list as this soul shard. You can cast a spell using your soul shard without expending a spell slot. After which the shard becomes inert.

At higher levels, you gain more soul shards and can use them to cast higher level spells of your choice: one at 7th-level, at level 13 , one at 8th-level, at level 15, and one 9th-level spell at level 17.

You regain a use of a your soul shards once you finish a long rest.

Master Summoner

Starting at 20th level you're able to control some of the most fearsome and terrible demons known. You learn two new spells summon Infernal or the Ritual of Doom.

Summon Infernal (Ritual)

9th-level Conjuration


  • Casting Time: 10 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1min

You cause a infernal to come crashing down from the sky at target location, the impact deals 5D6 fire and 5D6 bludgening damage dexterity save for half damage. The following turn the infernal gets up and is under your control, at the end of its duration it crumbles into rubble.

If you lose concentration for any reason the infernal is no longer under your control and will become hostile to you and your allies for the rest of its duration.

Ritual of Doom (Ritual)

9th-level Conjuration


  • Casting Time: 10 minute
  • Range: self
  • Components: V, S
  • Duration: 1 hour

You summon a intricate ritual table that has 4 purple orbs imbedid in it. In order to start the ritual you will need 4 people who place there hands on the each of the purple orbs after which the ritual can begin. At the end of the ritual a doomguard will appear and will be in control of the warlock replacing its current summoned demon.

Chapter 1 | Warlock

Chapter 2: Subclasses

This chapter presents three Subclasses presented in the form of grimoires. These options are available when you make a character, provided that your DM allows them in your campaign.

Grimoire of Affliction

Within your new found grimoire of affliction are the writings of past warlocks who took delight in using fel forces to cause intense pain and suffering in others. They revel in corrupting minds and agonizing souls, leaving enemies in a state of torment that would see them undone in due time. Even the most battle-hardened warriors can be deceived, landing blow after blow against the warlock, only to succumb to their suffering as their very vitality is siphoned away by the dark spellcaster.

Epidemic

Starting at level 3 on your turn you may use your reaction to cause one of your spells that is afflicting a enemy to jump and affect an additional target within 5feet. This effect has the same spell save as the original spell and the distance increase by 5 feet at level 11 as well as affects another target.

Potent Afflictions

Starting at level 6 your curses no longer require concentration and your spells that aflict taragets with a time of 1min or longer are made with disadvantage.

Siphon Life

Starting at level 9 when any of your spells deal damage you heal for half the damage dealt rounded down. This can affect up to one target at a time and ceases to function if your health drops below 0 or you become incapacitated.

Creeping Death

Starting at level 14 your damage over time spells are empowered causing them to deal thier damage an additional time instead of just once.

Chapter 2 | Warlock

Grimoire of Demonology

Within your new found grimoire of demonology is the study and practice of using and amplifying demonic powers and the ability to summon items or demons. The craft of conjuration of these demons is the primary focus of the warlock, and in taking on the mantle of a demonologist the warlock sacrifices knowledge in other areas of arcane practice

Wild Imps

Starting at level 3 when you kill a target or critical a target with a spell attack the power of that attack brings forth a Imp from the void that assists you in combat for 3 rounds. The imp is summoned in an unoccupied square within 5 feet of you, if no square is vacant it is spawned in your square but only one may be in your square at any given time, if there is no room no imp is summoned.

May only have 3 wild imps active at any time any extra’s summoned will cause an old one to disappear. “See Imp in the summon demon section for stats” as these imps do not gain any extra bonuses from your class.

Demon Mastery

Starting at 6th level you have learned how to make your summons stronger though the power of your magic. Now when you summon one of your demons its statistics are increased.

  • The demons hit point maximum is increased by an amount equal to your warlock levels.
  • Your demons double the proficiancy bonus they gain from you.
  • Increase the number of wild imps that can be out at a time by 2.

Starting at level 9 the bond between master and demon is so great that they share any damage received. Both you and your summoned demon have resistance against all damage but the resisted damage is dealt to you or your familiar based on who took damage. If you're familiar is dead or you don't have one you do not have resistance against damage

Demonic Tyrant

Starting at 14th level as a action you may call forth a demonic Tyrant from the void to both empower your demons and rain down destruction upon your enemies. Your demonic Tyrant last for 1min or until he dies, during this time he increases the duration of your wild imps to 1min even if they only had 1 round remaining and any new imps summoned will last until your demonic Tyrant ether dies or time runs out. This can only be done once per long rest.



Demonic Tyrant

Large fiend, Lawful Evil


  • Armor Class 18
  • Hit Points 140 (14d10)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 17 (+3) 16 (+3) 10 (0) 10 (0)

  • Senses Darkvision 60ft., passive Perception 10
  • Languages Common, Demonic

Empower. The Demonic Tyrant buffs all wild imps that are active and that spawn until his duration ends or he dies.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12) slashing damage

Shadow Bolt. Ranged Spell Attack: +5 to hit, reach 60ft., one target. Hit 9 (1d12) necrotic damage

Shadow Cleave. The Demonic Tyrant may use its action to make a ranged spell attack against a creature within 60feet of it any number of creatures within 5 feet of the initial target, with a separate attack roll for each target.

Chapter 2 | Warlock

Grimoire of Destruction

Within your new found grimoire are the spells and writings of the warlocks who chooses the path of Destruction becoming an instrument of firey destruction.

Demon Skin

Beginning at 3rd level, whenever you kill a target you gain temporary hitpoints equal to your contitution modifier + your level.

These hitpoints last until your take a short or long rest.

Fire and Brimstone

At level 6 when you make a ranged spell attack roll you may cause it to hit all targets within 5 feet of the original target. You must make a hit ranged spell attack roll on each target.

Can only be used once per short rest.

Sacrificial Pact

Starting at level 9 instead of relying on your pet’s services you would much rather sacrifice it in order to empower yourself further. Each demon provides a different affect.

Imp: Anytime you deal fire damage you deal an additional 1D8 fire damage.

Voidwalker: Provides resistance to bludgening, piercing and slashing damage. In addition you regenerate 5 health per turn when under half health.

Succubuss: Anytime you deal necrotic damage you deal an additional 1D8 necrotic damage.

Felhunter: Provides you with resistance to all school of magic and allows you to end one ongoing spell effect, when you end a spell effect you heal for an amount equal to your warlock level.

This effect lasts for 24hours.

Chaos Bolt

Starting at 14th level you summon a bolt of choatic energy and hurl it at your target within 120feet, you must make a ranged spell attack roll and on a hit will deal 5D10 fire damage and 5D10 necrotic damage if you hit them.

Additionally once you use this feature, you can’t use it again until you finish a long rest or a short rest if you killed a target with it.

Chapter 2 | Warlock

Grimoire of Transformation

Within your new found grimoire are the spells and writings of those warlocks who have trancended and became full demons. Now you take up this transformation in order to achieve new ranks, but it is filled with pain and hardship but if it didnt it wouldnt be amusing.

Fel Tainted

Starting at level 3 your fel transformation begins, it causes physical traits of demons to emerge. Your Skin begins change color turning a green or purple based on your preferance becomes more resiliant increasing your maximum hitpoints by 1 and increases by 1 again you take a level in this class.

Additionaly while not wearing armor, your AC equals 13+ Dexterity modifier.

Demonic Influence

Starting at 6th Level fel energy now running through your blood your body begins to change, you Sprout wings and Small Horns. Your wings grant you the demonic leap Ability.

In addition your curse spells become aura’s affecting all enemies within 10 feet of yourself.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

  • Demonic Leap: As a bonus action you may use your wings to jump to a unoccupied space that you can see within 30feet of you.

Demonic Strength

Starting at 9th Level your body begins twisting to to suit the fel energy it consumes you, you gain proficiency in Strength saving throws and you may add your Intelligence bonus to any strength based checks or saving throws, such as lifting gates, smashing doors as well as rolling for damage with melee attacks.


Complete Metamorphosis

Starting at 14th level fel magics twist and change you in ways others would only think of in nightmares. After the metamorphosis you gain new spell like abilities but you no longer belong to your race, and demons see you as one of them. In this form you retain your spell casting and you gain resistance to bludgeoning, piercing and slashing damage . This is a permanent change, as a bonus action you can completely revert to your human appearance.

While transformed you may use immolation aura and chaos wave once per long rest. If casted while in human form you will revert to your demon form instantly.

Hellfire

Each person within 10 feet of you must make a Dexterity save or take 5D6 fire damage. On a successful save they will take half damage.

Chaos Wave

You throw a wave of chaos energy at your target up to 120feet away which requires a ranged spell attack, on a successful hit the target will take 5D10 necrotic damage and each target within 5 feet of him will take half damage.

Chapter 2 | Warlock

Chapter 3: Demons

The following are a list of demons that are available for summon, please refer to the warlock level table for when they are available for use and refer to the summon demon trait for statistics on your demons.


Imp

Tiny Fiend, Lawful Evil


  • Armor Class 10
  • Hit Points 4 (1d6)
  • Speed 20ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 14 (+2) 12 (+1) 14 (+2)

  • Senses Darkvision 60ft., passive Perception 11
  • Languages Common, Abyssal

Actions

Firebolt. Ranged spell Attack: +2 to hit, reach 5ft., one target. Hit 4 (1d6) fire damage


Voidwalker

Medium fiend, Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 4 (1D6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (0) 17 (+3) 10 (0) 10 (0) 14 (+2)

  • Senses Darkvision 60ft., passive Perception 11
  • Languages Common, Demonic

Shadow Shield. The voidwalker is resistant to physical damage, any piercing, slashing or bludgining from none magical weapons and spells deal half damage.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or have disadvantage on its next attack.


Succubus

Medium shapeshifter, Lawful Evil


  • Armor Class 10
  • Hit Points 4 (1d6)
  • Speed 30ft,. 50ft Fly

STR DEX CON INT WIS CHA
10 (0) 19 (+4) 12 (+1) 14 (+2) 11 (0) 20 (+5)

  • Senses Darkvision 60ft., passive Perception 11
  • Languages Common, Abyssal

Shapeshift. The succubus may take on a female human form as a bonus action and revert to her original form as a bonus action.

Actions

Whip. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (2d4) slashing damage

Invisibility. The succubus may go invisible for any amount of time until it is cancelled or until she takes an aggressive action.

Seduction. One humanoid the succubuss can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed stunning it until it takes damage or until it makes a successfull saving throw. The demon can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Chapter 3 | Demons


Felhunter

Medium fiend, Lawful Evil


  • Armor Class 10
  • Hit Points 4 (1d6)
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 11 (+0) 17 (+3) 8 (-1) 10 (0)

  • Senses Darkvision 60ft., passive Perception 9
  • Languages Common, Abyssal

Track Magic. May cast detect magic at will and has advantage when tracking magic.

Devour Magic. If the felhunter hits with a bite attack the felhunter may dispel any magic effect by consuming it, doing so heals the felhunter for an amount equal to the spell level. Make a Concentration check against DC 10 + spell level or the spell is consumed by the felhunter.

Spell Lock. The felhunter may 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 is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

These abilites can only be used once per short rest.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d8) piercing damage


Doomguard

Large Fiend, Lawful Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points-161 (17d10+85)
  • Speed 20ft.

STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 21 (+5) 16 (+3) 15 (+2) 10 (0)

  • Senses Darkvision 60ft., passive Perception 10
  • Languages Common, Abyssal

Actions

Multi-Attack. The doomguard may make one doombolt and one finger of death attack each turn or one scimitar and one doomstomp a turn.

Scimitar. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit: 15 (2d6 + 3) slashing damage.

Doombolt. Ranged Spell Attack: +3 to hit, range 60ft., one target. Hit 14 (2d10+3) necrotic damage

Finger of Death. The doomguard attempts to instantly kill its target, target must make a Constitution saving throw of 18 on a failed save it takes 62 (7D8+30) necotic damage, or half as much on a successfull one.

Doomstomp. The doomguard stomps the ground with its hoof, creating a shockwave. All creatures within 10 feet from must perform a Dexterity saving throw, DC 18 or be knocked prone, taking 7 (2d6) points of bludgeoning damage.


Chapter 3 | Demons


Infernal

Large Construct, Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points- 180 (17d10+85)
  • Speed 35ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 14 (+2) 16 (+3) 15 (+2) 10 (0)

  • Senses Darkvision 60ft., passive Perception 10
  • Languages Common, Abyssal

Immolation. The infernal sheds fel-fire in a radius of 5 ft. around it. Any creature within that radius takes 2d6 fire damage.

Actions

Multiattack The infernal may make two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 19 (3d8+6) bludgeoning damage


DreadStalker

Medium fiend, Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points-11 (2d8+2)
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 11 (+0) 17 (+3) 8 (-1) 10 (0)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 60ft., passive Perception 11
  • Languages ---

Pack Tactics. The dreadstalker has advantage on attack rolls against a creature if at least one other dreadstalker is within 5 feet of the creature and isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.



DarkGlare

Large aberration, Lawful Evil


  • Armor Class 18
  • Hit Points- 180 (19d10+76)
  • Speed 0 ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 11 (+0) 17 (+3) 8 (-1) 10 (0)

  • Skills Perception +12
  • Senses Darkvision 120ft., passive Perception 22
  • Languages Common, Demonic

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Doomglare. The darkglare shoots a magical eye ray at a target of your choosing that it can see within 120 feet of it: it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) necrotic damage. This attack will bounce to a nearby enemy, the new target will need to repeat the same saving throw as the original target but take 22 (5d8) necrotic damage on a failed save. If the targets make there save they will take half damage.

Chapter 3 | Demons

Chapter 4: Spells

This chapter describes the most common spells in the world of Azeroth . The chapter begins with the spell lists of the warlock. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Please be aware if spells sound similar to phb they probably are just renamed as they fit thematically into the warlock spell list. So if used in conjunction with the stuff on the phb just be aware of this.

Fel Magic

Fel energies: the dark magic of demons. Fel magic uses souls as energy and can be powered by life force. Warlocks can drain life to power their magical abilities and have the ability to convert life force into rewards - both material and evanescent. Warlocks convert life into fel, draining the victim as a source of power.

Warlock Spell List

Cantrips

  • Shadow Bolt
  • Corruption
  • Health Funnel
  • Fel Flame
Level 1

  • Lesser fear
  • Demon Skin
  • Searing Pain
  • Curse of Weakness
  • Burning Rush
Level 2

  • Unending Breath
  • Immolate
  • Incinerate
  • Mortal Coil
  • Curse of Exhaustion
  • Shadow Ward
Level 3

  • Summon DreadSteed
  • Summon Dreadstalkers
  • Curse of Agony
  • Howl of Terror
  • Soulfire
  • Drain Life
Level 4

  • Eye of Kilrogg
  • Curse of Tongues
  • Shadow fury
  • Banish
  • Curse of Elements
Level 5

  • DemonWrath
  • Cripple
  • Carrion Swarm
  • Unstable Affliction
  • Dark Regeneration
Level 6

  • Seed of Corruption
  • Shadow Flame
Level 7

  • Summon Darkglare
  • Soul Effigy
Level 8

  • Enslave
  • Cataclysm
  • Phantom Singularity
  • Channel Demonfire
Level 9

  • Curse of Doom
  • Demonic Gate
  • Reign of Fire

Chapter 4 | Spells

Banish

4th-level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 min

You attempt to banish the target out of phase from everyone else. The target must make a Wisdom save or else be banished for 1 minute. This spell only affects outsiders of your plane of existence. If the target fails his or her save they may repeat the save at the end of their turn until they break free or the spell ends. On a successful save the target is returned on their next turn.

Burning Rush

1st-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You cause flames to errupt at your feet increasing your movement speed by 10 feet until the spell ends.

Carrion Swarm

5th-level conjuration


  • Casting Time: 1 action
  • Range: 15 foot cone
  • Components:V,S
  • Duration: Instantaneous

A swarm of bats, poisonous spiders, flying beetles and other such vermin extends out from your hand to bite and savage your opponents. This swarm of vermin causes 8d6 points of piercing damage. The damage is non magical, piercing and bludgeoning.

Cataclysm

8th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a point within range. Each creature in a 15-foot radius sphere from that point must make a Dexterity saving throw, taking 15d6 fire damage on a failure or half that on a success.

Corruption

Cantrip necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1minute

You attempt to afflict the target with growing corruptiont. The target must make a wisdom saving throw or be affected by corruption taking 1D4 necrotic damage per round or until the target makes a successful wisdom saving throw. You may only have one corruption on a target at a time, any further spell casts of corruption on the target already afflicted will only reset the duration of the spell.

The spell becomes more potent the higher level you are increasing to 2D4 at 5th level, and to 3D4 at level 11 and to 4D4 at level 17.

Curse of Agony

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Concentration, up to 1 minute

The target must make a Wisdom saving throw. On a failure, they will take 3D8 necrotic damage every turn until they make a successfull saving throw or until 1min as elapsed.

At Higher Levels. Increases the amount of damage by 1D8 for every level above first.

Curse of Elements

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Concentration, up to 1 minute

The target must make a Wisdom saving throw. On a failure, they lose any resistances and immunities.

Curse of Exhaustion

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Inflicts the target with a curse which hastens the effects of exhaustion. The target must make a Constitution save or else be affected with two levels of exhaustion as shown in the PHB. Once affected by the curse they cannot be affected again within 24h.

Curse of Weakness

1st-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your target makes a saving throw vs constitution or else be affected by the curse for 1 minute, the curse reduces the target's damage by 2 points each attack, does not affect spell like abilities or spells. If the target succeeds on the save it will only affect him for the round.

At Higher Levels. Increases the amount of damage it reduces by 2 for every level above first.

Chapter 4 | Spells

Curse of Doom

9th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1minute

The target of the curse must make a Wisdom Save or else feel the crushing weight of imminent doom fall upon them. On a failed save the target is affected by the curse and will take 3D12 points of necrotic damage until they make a successful Wisdom saving thow.

If the target dies from the curse of doom and is a CR of at least 10 a Doomguard is summoned and under your control for 1 minute as per the control undead spell, after 1 minute the doomguard will return to its place of existence.

Cripple

5th-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You use dark magics to twist around one creature of your choice within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions.On its turn,it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Dark Regeneration

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause dark energy to warp and twist your wounds this heals you for the duration and will continue for up to one minute or until you stop concentrating. You will heal for 1D4 hit points a round and increase the healing you receive from spells by 1D8 hit points.


Demon Skin

1st-level Abjuration


  • Casting time: 1 Action
  • Range: Self
  • Duration: Concentration, up to 1min

You infuse your body with demonic energy causing your skin to resemble that of a demon. You gain 8 temporary hit points and increases your armor to 13 + dex.

The temporary hit points increase as you level, at level 5 it increases to 16 temporary hit points, and at level 7 to 32 temporary hit points.

Demonic Gate

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60feet
  • Components: V, S, M (a diamond worth at least 5,000gp)
  • Duration: Concentration, up to 1min

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate.

Chapter 4 | Spells

Drain Life

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Concentration up to 1 min.

Gouts of blood erupt from a victim’s eyes, nose and mouth. The streams spin and twist into a single, larger, rope-like stream as they bridge the gap between the caster and the target. The caster opens her mouth and draws in the stream, gaining vitality as the target weakens. The target takes 3D6 necrotic points of damage per round beginning on the round the spell is cast. The caster regains half of the damage dealt by the spell. If you or the target moves out of range, the spell ends. If an object at least 5 feet wide and 5 feet high blocks the line of sight, the spell ends. Creatures of Medium size or smaller do not block the stream, but Large creatures generally do.

At Higher Levels. The spell becomes more potent the higher level you are increasing by 1D6 per slot level it is casted at.

Enslave

8th-level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You attempt to charm a devil or fiend that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane o f existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course o f action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best o f its ability. You can use your action to take total and precise control o f the target. Until the end o f your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

Eye of Kilrogg (Ritual)

4th-level Divination


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S
  • Duration: 1 Hour

You create an invisible magical sensor that sends you visual information. You can create the eye of Kilrogg at any point you can see, but it can then travel outside your line of sight without hindrance. An eye of Kilrogg travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye cannot enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an eye of Kilrogg. If you do not concentrate, the eye is inert until you again concentrate.

Fel Flame

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A bolt of fel energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage this damage cannot be resisted and if the target has immunity it has resistance instead.

At Higher Levels. The spell becomes more potent the higher level you are increasing to 2d8 at 5th level, and to 3D8 at level 11 and to 4D8 at level 17

Health Funnel

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Instantaneous

You attempt to funnel your own life force into your pet. You deal 1D6 necrotic damage to yourself and heals your pet for an equal amount of damage done.

At Higher Levels. The spell becomes more potent the higher level you are increasing to 2d6 at 5th level, and to 3D6 at level 11 and to 4D6 at level 17.

Immolate

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: Instantaneous, 1minute

A fiery shower of fire erupts above a creature within range. Make a dexterity saving throw or take 2D8 fire damage and an additional 1D4 fire damage until the target douses the flames or an ally douses the flames. To douce the flames is a DC 10 dexterity check.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1D8 fire damage and an additional 1D4 fire damage for the periodic damage for each slot level above 3rd.

Chapter 4 | Spells

Incinerate

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A fiery wave streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage and secondary damage increases by 1d10 for each slot level above 2nd.

Lesser Fear

1st-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You penetrate your target's mind and show them what they truly fear most in this world, the target makes a Wisdom saving throw or is frightened.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Mortal Coil

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, M, S
  • Duration: Instantaneous

You mortal coil the target dealing 3D8 damage and causing them to make a wisdom saving throw on a failed save they are frightened and on a successful they are not frightened. The creature then uses its reaction in order to run away from you. Any damage it takes during this time stops the effect.

Phantom Singularity

8th-level Necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A storm made up of souls of the departed appears in a location you choose within range. The area of the storm consists of a 20-foot cube. Each creature in the area must make a Constitution saving throw as the souls pass through and sap the life from them. They take 3d10 necrotic damage on a failed save and half as much on a successful save. The damage you deal heals you for half the damage dealt in this manner.


Reign of Fire

9th-level Evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Instantaneous

A storm made up of roaring fire appears in a location you choose within range. The area of the storm consists of a 20-foot cube. Each creature in the area must make a Dexterity saving throw. It takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save and half as much on a successful save.

Searing Pain

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You quickly channel fire into a ball and throw it at your target. Make a ranged spell attack against the target. On a hit the target takes 3D8 fire damage.

At Higher Levels.This spell deals an addition 1D8 for every spell level above one.

Seed of Corruption

6th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: 1minute

You attempt to afflict the target with growing corruption. Make a ranged spell attack against the target. On a hit the target is affected by corruption taking 1D6 necrotic damage per round until it takes a total of 3D6 necrotic damage. After the target has taken 3D6 necrotic damge from the spell the seed will explode dealing 7D6 necrotic damage to each enemy within 5feet and affecting them with the cantrip corruption. They may make a dexterity saving throw for half damage and not be affected by corruption.

Shadow Bolt

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A bolt of unholy energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can only direct the bolts at the same target. Make a separate attack roll for each bolt.

Chapter 4 | Spells

Shadow Flame

5th-level Necromancy


  • Casting Time: 1 action
  • Range: 120feet
  • Components: V
  • Duration: Instantaneous ,1minute

A blast of fire and shadows erupts from your hands. A creature within 120feet must make a Constitution saving throw. A creature takes 2d8 fire damage and 2d8 necrotic damage on a failed save, and burns for an additional 1D8 fire damage and 1D8 necrotic damage until they make a successful constitution save.

Shadow Ward

2nd-level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You manipulate the shadows to give you resistance to necrotic damage for up to one minute.

Soul Effigy

7th-level Necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You rip the soul out of your target which allows you and your allies to attack it, any damage dealt to the soul is also done to the target, a soul that has been ripped out in this manner does not have its resistances or immunities. The target can make a wisdom save to negate the spell, and every turn he is without his soul.

Soulfire

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You consume a small portion of your soul and empower your spell. The spell requires a spell hit roll and on a successful hit the target will take 4D8 fire damage. If you sacrifice a HD of your health it will automatically critical.

At Higher Levels.When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Summon Darkglare

7th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

You summon a darkglare that appear in unoccupied spaces that you can see within range.

The Darkglare is also considered fiend, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creature which has its own turns. It obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defend themselves from hostile creatures, but otherwise take no actions.

See Demons Section for additional information.

Summon Dreadstalkers

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

You summon Dreadstalkers that appear in unoccupied spaces that you can see within range.

  • Two Dreadstalkers.

Each dreadstalker is a considered fiend, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

See Demons Section for additional information.

Chapter 4 | Spells

Summon Dreadsteed (Ritual)

3rd-level Conjuration


  • Casting Time: 10 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Hour

A Large demon, horse like creature appears on the ground in an unoccupied space of your choice range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use a action to dismiss it or if the steed takes any damage.

Unending Breath (Ritual)

3rd-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S,V
  • Duration: 1 Hour

You cause you and up to 5 other people's body no longer need air for up to one hour.

Unstable Affliction

5th-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1minute

You attempt to afflict the target with an unstable affliction. The target must make a Wisdom saving throw or take 3D8 necrotic damage per round until they make a successful save or until 1minute has elapsed, if the spell is removed by any means the person who removed it will take the remaining damage of unstable affliction, if someone removed it they will only take a maximum of 5D8 necrotic damage if they fail a Wisdom saving throw.

Chapter 4 | Spells