1st Level Warlock Spells in The Cleansed Realm | World Anvil
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1st Level Warlock Spells

Armor of Agathys

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Cold
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increases by 5 for each slot.    

Arms of Hadar

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (10 ft. circle)
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Necrotic
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you can better all creature within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.    

Cause Fear (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V
DURTATION
(C) 1 Minute
SCHOOL
Necromancy
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Frightened
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.    

Charm Person

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.    

Comprehend Languages (R)

 
LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Social
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text   This spell doesn't decode secret messages in a text of a glyph, such as an arcane sigil, that isn't part of a written language.   *(a pinch of soot and salt)    

Expeditious Retreat (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Movement
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action one each of your turns until the spell ends, you can take the Dash action.      

Hellish Rebuke

   
LEVEL
1st
CASTING TIME
1 Reaction*
RANGE/AREA
60 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Fire
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d12 fire damage on a failed save, or half as much damage on a successful one.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.   *which you take in response to being damaged by a creature within 60 feet of you that you can see    

Hex (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
90 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Hour
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Necrotic
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.   At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration of the spell for up to 24 hours.   *(the petrified eye of a newt)    

Illusory Script (R)

 
LEVEL
1st
CASTING TIME
1 Minute (R)
RANGE/AREA
Touch
COMPONENTS
S, M*
DURATION
10 Days
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Communication
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.   *(a lead-based ink worth at least 10 gp, which the spell consumes)    

Protection from Evil and Good (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.   *(holy water or powdered silver and iron, which the spell consumes)    

Unseen Servant (R)

 
LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
60 ft.
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.   *(a bit of string and of wood)    

Witch Bolt (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Lightning
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also if the target is ever outside the spell's range or if it has total cover from you.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.   *(a twig from a tree that has been struck by lightning)

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