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Prerequisite: 5th level, hex spell or a warlock feature that curses. As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Eldritch Adept. Source: Tasha's Cauldron of Everything. Prerequisite: Spellcasting or Pact Magic feature. Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class.
False Life. Source: Player's Handbook. 1st-level necromancy. Casting Time: 1 action. Range: Self. Components: V, S, M (a small amount of alcohol or distilled spirits) Duration: 1 hour. Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels.
1st-level abjuration. Casting Time: 1 action. Range: Touch. Components: V, S, M (a piece of cured leather) Duration: 8 hours. You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.
Range: Self. Components: V, S, M (a cup of water) Duration: 1 hour. 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.
Bestow Curse. Source: Player's Handbook. 3rd-level necromancy. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.
A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Spell Lists. Bard, Sorcerer, Wizard.
Arcane Eye. Source: Player's Handbook. 4th-level divination. Casting Time: 1 action. Range: 30 feet. Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour. You create an invisible, magical eye within range that hovers in the air for the duration.
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.