↓
 
Wyrmworks Publishing logo: A navy blue dragon head, the horns forming a W, letters in tribal font

Wyrmworks Publishing

Helping you make lives better through Tabletop Roleplaying Games (5e & more)

Wyrmworks Publishing
logo
  • Shop
    • Shop
    • Wishlist
    • Send Gift Cards
    • Account details
    • Orders
    • Downloads
  • Free5e 🐉
  • The Lair 📚
  • Gaining Advantage Show
  • About
    • About Wyrmworks Publishing
    • Sign up for updates and deals
    • Contact Us
    • Apply to freelance for us!
    • Become a Wyrmworks Publishing Affiliate
    • Retail Locations
Wyrmworks Publishing - Page 2 << 1 2 3 4 … 6 7 >>

Warlock Spells

Post navigation

← Older posts
Newer posts →

Create Undead

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Continue reading →
Leave a reply

Darkness

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Continue reading →
Leave a reply

Demiplane

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

Continue reading →
Leave a reply

Dimension Door

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Continue reading →
Leave a reply

Dispel Magic

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

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. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell 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.

Continue reading →
Leave a reply

Dominate Monster

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You attempt to beguile a creature 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 of 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 of 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 of its ability.

You can use your action to take total and precise control of the target. Until the end of 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.

Continue reading →
Leave a reply

Dream

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Continue reading →
Leave a reply

Eldritch Blast

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher 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 at different ones. Make a separate attack roll for each beam.

Continue reading →
Leave a reply

Enthrall

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

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 on this saving throw 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 or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Continue reading →
Leave a reply

Etherealness

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Continue reading →
Leave a reply

Post navigation

← Older posts
Newer posts →

We treasure you! Join the Dragon’s Hoard for free battle maps, exclusive add-ons, opportunities to improve TTRPG accessibility, and more.

  • Book & Kindle displaying cover: As our heroes fight the hydra, we see just some of the variety of symptoms represented in this book. The paladin has a prosthetic arm to assist with their amputation. The barbarian rages from their wheelchair, providing mobility for their paralyzed legs. The ranger, whose body is more accustomed to an aquatic environment just as someone in the real world may be more comfortable in a quieter or darker sensory environment, finds ways to compensate and keep fighting. The wizard’s vitiligo may not be thought of as a disability, nor should it be, yet many in the real world experience severe discrimination due to unusual skin pigment — how many celebrities, corporate executives, or politicians do you know with visibly irregular skin?
    Limitless Heroics: Including Characters with Disabilities, Mental Illness, and Neurodivergence in Fifth Edition
    Select options

Latest in the Lair

  • Andovir
  • Intersex
  • Ardent
  • Embodiment of Disgust
  • Embodiment of Surprise
  • Embodiment of Sadness
  • Embodiment of Happiness
  • Embodiment of Fear

Meta

  • Register
  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

A note on language: I am aware that terminology is important when discussing disability; no community is homogenous, and I am aware that, in the debate between people who prefer identity-first or person-first language, there is an obvious access clash. Since this is currently unavoidable without being less than ideal for someone, I have decided to alternate the two approaches in my writing.

Wyrmworks Publishing participates in the OneBookShelf Affiliate Program and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG and Amazon.

All content on this site is © Wyrmworks Publishing
Wyrmworks Publishing is a division of Making It Better LLC and is owned by Dale and Teresa Critchley [email protected]
Privacy Policy of Wyrmworks Publishing
↑

10 adventures on a haphazard pile of maps👀 Get 10 Free Adventures
+ Free Hi-Res Battle Maps!

 

We treasure you! Join the Dragon’s Hoard for free battle maps, exclusive add-ons, opportunities to improve TTRPG accessibility, and more.

Loving the treasures of the Dragon’s Lair?
For only $5/month, you get:

  • Full access to all Lair content, the most affordable and accessible way to use our products
  • Previews of future projects
  • Discord access to chat with the team
  • Full access to all of our Foundry VTT modules
  • And more…

Get a 7-day free trialSubscribe with Patreon button