Warloc
Warloc
    Creating a Warlock                                                 How does your patron communicate with you? If you have a
                                                                       chained companion, it might occasionally speak with your
    As you make your warlock character, spend some time                patron’s voice. Some warlocks find messages from their
    thinking about your patron and the obligations that your pact      patrons etched on trees, mingled among tea leaves, or adrift in
    imposes upon you. What led you to make the pact, and how           the clouds — messages that only the warlock can see. Other
    did you make contact with your patron? Were you seduced            warlocks converse with their patrons in dreams or waking
    into summoning a devil, or did you seek out the ritual that        visions, or deal only with intermediaries.
    would allow you to make contact with an alien elder god? Did
    you search for your patron, or did your patron find and choose     Quick Build
    you? Do you chafe under the obligations of your pact or serve      You can make a warlock quickly by following these
    joyfully in anticipation of the rewards promised to you?           suggestions. First, Intelligence should be your highest ability
        Work with your DM to determine how big a part your pact        score, followed by Constitution. Second, choose the charlatan
    will play in your character’s adventuring career. Your patron’s    background. Third, choose the thaumaturgy and chill touch
    demands might drive you into adventures, or they might             cantrips, along with the 1st-level spells charm person and
    consist entirely of small favors you can do between                armor of Agathys.
    adventures.
        What kind of relationship do you have with your patron? Is     Class Features
    it friendly, antagonistic, uneasy, or romantic? How important
    does your patron consider you to be? What part do you play in      As a warlock, you gain the following class features.
    your patron’s plans? Do you know other servants of your
    patron?
                                                                                                                  Art by Rastislav Le
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            Spell save DC = 8 + your proficiency bonus +                  You can only have one target hexed active at a time and a
                       your Intelligence modifier                       remove curse cast on the target ends this effect early.
           Spell attack modifier = your proficiency bonus +             Ability Score Improvement
                       your Intelligence modifier                       When you reach 4th level, and again at 8th, 12th, 16th, and
    Spellcasting Focus                                                  19th level, you can increase one ability score of your choice by
    You can use an arcane focus as a spellcasting focus for your        2, or you can increase two ability scores of your choice by 1. As
    warlock spells.                                                     normal, you can’t increase an ability score above 20 using this
                                                                        feature.
    Eldritch Invocations                                                   You can forgo taking this feature to take a feat of your
                                                                        choice instead.
    In your study of occult lore, you have unearthed eldritch
    invocations, fragments of forbidden knowledge that imbue you        Mystic Arcanum
    with an abiding magical ability.
       At 2nd level, you gain one eldritch invocation of your choice.   At 11th level, your patron bestows upon you a magical secret
    Your invocation options are detailed at the end of the              called an arcanum. Choose one 6th-level spell from the
    document. When you gain certain warlock levels, you gain            warlock spell list as this arcanum.
    additional invocations of your choice, as shown in the                 You can cast your arcanum spell once without expending a
    Invocations Known column of the Warlock table.                      spell slot. You must finish a long rest before you can do so
       To swap an Invocation you must come to an understanding          again.
    with your patron, something which might require completing             At higher levels, you gain more warlock spells of your
    a task for your patron.                                             choice that can be cast in this way: one 7th-level spell at 13th
                                                                        level, one 8th-level spell at 15th level, and one 9th-level spell at
    Hex                                                                 17th level. You regain all uses of your Mystic Arcanum when
                                                                        you finish a long rest.
    At 2nd level, you hinder your enemies with mere words. Using
    a bonus action, you can expend a spell slot to hex a target         Eldritch Master
    within 90 feet for 1 minute.
       Until the hex ends, you deal an extra 1d6 necrotic damage        At 20th level, you can draw on your inner reserve of mystical
    to the target whenever you hit it with an attack. Also, choose      power while entreating your patron to regain expended spell
    one ability when you cast the target. The target has                slots. You can spend 1 action to regain all your expended spell
    disadvantage on ability checks made with the chosen ability.        slots from your Pact Magic feature. Once you regain spell
       If the target drops to 0 hit points before the hex ends, you     slots with this feature, you must finish a long rest before you
    can use a bonus action on a subsequent turn of yours to move        can do so again.
    the hex to a new creature.
                                                                        Pact Boons
                                                                        Pact of the Blade
                                                                        The Pact of the Blade turns a warlock into an eldritch warrior,
                                                                        supplementing their magical prowess with martial skills.
                                                                        Warlocks who receive this boon are warriors of the occult.
                                                                        They may fight in their patron's name, slaying those who
                                                                        would threaten or oppose them; or they may use their
                                                                        knowledge of the occult to attempt to stop the spread of its
                                                                        influence.
                                                                        Pact Weapon
                                                                        Starting at 1st level, you gain proficiency with medium armor,
                                                                        shields, and martial weapons.
                                                                          Also, you can transform up to two weapons (one can be a
                                                                        shield) into your Pact Weapons by performing a special ritual
                                                                        while you hold them. You perform the ritual over the course of
                                                                        1 hour. You can’t affect an artifact or a sentient weapon in this
                                                                        way. The weapon ceases being your pact weapon if you die, if
                                                                        you perform the 1-hour ritual on a different weapon, or if you
                                                                        use a 1-hour ritual to break your bond to it.
                                                                          A Pact Weapon counts as a spellcasting focus and magical
                                                                        for the purpose of overcoming resistance and immunity to
                                                                        nonmagical attacks and damage.
                                                                        Weapon Bond
                                                                        Starting at 3rd level, you can shunt your Pact Weapons into an
                                                                        extradimensional space (no action required), and you can
       Art by Fetsch
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                                                         make one or both reappear as an action.
                                                             The weapons appear at your feet if they are in the
Your Pact Boon                                           extradimensional space when the bonds break.
Each Pact Boon option produces a special creature            A Pact Weapon disappears into its extradimensional space
or an object that reflects your patron's nature.         if it is more than 5 feet away from you for 1 minute or more. It
   Pact of the Blade. If your patron is the Archfey,     also disappears if you use this feature again or if you die.
your weapon might be a slender blade wrapped in
leafy vines. If your patron is the Great Old One, your   Thirsting Strikes
weapon might be an ancient-looking spear, wilh a
gemstone embedded in its head, carved to look like
                                                         At 5th level, you can attack with your pact weapon twice,
a terrible unblinking eye.
                                                         instead of once, whenever you take the Attack action on your
   Pact of the Chain. Your Chained Companion is an       turn.
extension of your patron, a servant granted by the
Archfey could be a mischievous sprite, the Demon         Hexblade
Lord could have sent a lowly but power-hungry            At 9th level, when you hit a creature with your pact weapon,
quasit to oversee that you not stray from your path,     the creature takes extra necrotic damage equal to your
while the Undying might have given you a capable         Intelligence modifier (minimum 1).
undead creature to help you gather information.            Additionally, after you hit a creature with an attack, you can
   Pact of the Tome. Your Book of Erudition might        use or transfer your Hex ability on the target (no action
be a fine, gilt-edged tome gifted to you by the lordly   required) and when a target is under the effect of your Hex
Archfey. It could be a weighty tome bound in             ability, any weapon attack roll you make against the cursed
demon hide studded with iron, a gift of the Demon
Lord, or it could be the tattered diary of a lunatic
                                                         target is a critical hit on a 19 or 20.
driven mad by contact with the Great Old One, that       Rune-marked Blade
only your own burgeoning insanity allows you to
understand.
                                                         At 18th level, during your turn when you hit a creature with
                                                         your pact weapon, you can use your bonus action to cast a
                                                         Pact Magic spell with a casting time of 1 action.
30 feet of you. This target must succeed on an Intelligence       book and don't count against the number of spells you know.
saving throw or be teleported to an unoccupied space that you     With your Book of Erudition in hand, you can cast the chosen
can see within 5 feet of your familiar. The targeted creature     spells as rituals. You can't cast the spells except as rituals,
has advantage on this saving throw if they would be teleported    unless you've learned them by some other means. You can
to a dangerous location, like the middle of a bonfire or over     also cast a warlock spell you know as a ritual if it has the
the edge of a cliff.                                              ritual tag.
Pact of the Tome                                                     On your adventures, you can add other ritual spells to your
                                                                  Book of Erudition. When you find such a spell, you can add it
The Pact of the Tome provides a warlock with a means of           to the book if the spell's level is equal to or less than half your
recording their spells and other pieces of arcane knowledge,      warlock level (rounded up) and if you can spare the time to
allowing them to more easily catalogue their findings and         transcribe the spell. For each level of the spell, the
spells. Warlocks who have such a book spend much of their         transcription process takes 2 hours and costs 50 gp for the
time studying forbidden and long-forgotten lore in order to       rare inks needed to inscribe it.
increase their knowledge and magical ability.
                                                                  Agonizing Incantations
Book of Erudition                                                 At 5th level, when you cast a damaging cantrip, add your
At 1st level, your patron gives you a grimoire called a Book of   Intelligence modifier to the damage it deals on a hit.
Erudition. When you gain this feature, you gain the eldritch
blast cantrip and two other cantrips of your choice. While the    Ledger of the Deceased
book is on your person, you can cast those cantrips at will.      At 9th level, your Book of Erudition is no longer destroyed
They don’t count against your number of cantrips known. If        when you die, and it can be used in place of your corpse to
they don’t appear on the warlock spell list, they are             restore you to life.
nonetheless warlock spells for you.                                  Additionally, whenever a creature that you can see within
  If you lose your Book of Erudition, you can perform a 1-        120 feet of you dies or you touch a corpse, you can choose to
hour ceremony to receive a replacement from your patron.          have their name be magically inscribed in your Book of
This ceremony can be performed during a long rest, and it         Erudition. That creature’s corpse is always considered to be
destroys the previous book. The book turns to ash when you        present and whole within your Book, creating a new copy of
die.                                                              the body when needed. If your Book of Erudition is destroyed,
                                                                  all the names within are lost, even if the book is restored.
Book of Ancient Secrets
At 3rd level, you can now inscribe magical rituals in your Book   Occultist's Tome
of Erudition. Choose two 1st-level spells that have the ritual    At 18th level, whenever you cast a cantrip on your turn, you
tag from any class's spell list. The spells appear in the         can use your bonus action to cast a different cantrip.
                                                                                                                     Art by Shen Fei
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    Otherworldly Patrons
    The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in
    their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
      Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their
    will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same
    patron might view each other as allies, siblings, or rivals.
    Archetype                  Description
                               Your patron is an archdevil of the nine hells, a being of great power which is bound its word and
    The Archdevil
                               stature.
                               Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten
    The Archfey
                               before the mortal races were born.
                               Your patron is a powerful being of the Upper Planes which allows you to experience the barest
    The Celestial
                               touch of the holy light that illuminates the multiverse.
                               Your patron is an unpredictable demon lord, a being born out of the chaos of the abyss for one
    The Demon Lord
                               purpose, to bring ruin to the universe.
    The Grandmaester           Your patron is an exceptional spellcaster, strong enough to change the world.
    The Great Old One          Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality.
    The Great Wyrm             Your patron is an ancient dragon, its destructive power is frightening to behold.
    The Legion                 Your patron is a collection of souls, willing to work with you to finish what they could not.
                               Your patron is a sphinx, a creature with power over time and space, made to keep secrets and hold
    The Sphinx
                               the knowledge of the world.
                               Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although
    The Undying
                               such a prize- like all power- comes at a price.
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The Archdevil
You have made a pact with an archdevil from the depths of
hell, a being bound by its word and stature. Devils spend their
lives making deals, granting power for service, goods, or most
commonly souls. Signing a contract with a devil is not as
straight forward as it does seem, even with all the words in
front of you they can be twisted to mean something
completely different, something devils have spent their entire
existence perfecting.
Bestowed Spells
You gain bestowed spells at the warlock levels listed.
Archdevil Bestowed Spells
   Warlock Level       Spells
         1st           burning hands, command
         3rd           devilish hunt, scorching ray
         5th           fireball, Lilliander's hellspear
         7th           fire shield, wall of fire
         9th           immolation, infernal calling
Hellforged
Beginning at 1st level, your powers burn with the intensity of
the flames of hell. Once on your turn when you deal damage,
you can choose to deal an additional 1d6 fire damage to one
target you damaged.
Infernal Luck
Starting at 6th level, you can call on your patron to alter fate in
your favor. When you make an ability check or a saving throw,
you can use this feature to add a d10 to your roll. You can do
so after seeing the initial roll but before any of the roll’s effects
occur.
   Once you use this feature, you can’t use it again until you
finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when
you finish a short or long rest. You gain resistance to that
damage type until you choose a different one with this feature.
Damage from magical weapons or silver weapons ignores this
resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack,
you can use this feature to instantly transport the target
through the lower planes. The creature disappears and
hurtles through a nightmare landscape.
   At the end of your next turn, the target returns to the space
it previously occupied, or the nearest unoccupied space. If the
target is not a fiend, it takes 10d10 psychic damage as it reels
from its horrific experience.
   Once you use this feature, you can’t use it again until you
finish a long rest.
                                                                        Art by Bogdan-MRK
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     The Archfey                                                       Misty Escape
     Your patron is a lord or lady of the fey, a creature of legend    Starting at 6th level, you can vanish in a puff of mist in
     who holds secrets that were forgotten before the mortal races     response to harm. When you take damage, you can use your
     were born. This being’s motivations are often inscrutable, and    reaction to turn invisible and teleport up to 60 feet to an
     sometimes whimsical, and might involve a striving for greater     unoccupied space you can see. You remain invisible until the
     magical power or the settling of age-old grudges. Beings of       start of your next turn or until you attack or cast a spell.
     this sort include the royalty of the fey courts, particularly        Once you use this feature, you can’t use it again until you
     strong fey, and ancient hags.                                     finish a short or long rest.
     Bestowed Spells                                                   Beguiling Defenses
     You gain bestowed spells at the warlock levels listed.            Beginning at 10th level, your patron teaches you how to turn
                                                                       the mind-affecting magic of your enemies against them. You
     Archfey Bestowed Spells                                           are immune to being charmed, and when another creature
      Warlock Level Spells                                             attempts to charm you, you can use your reaction to attempt
             1st          faerie fire, sleep                           to turn the charm back on that creature. The creature must
                                                                       succeed on a Wisdom saving throw against your warlock spell
             3rd          calm emotions, phantasmal force              save DC or be charmed by you for 1 minute or until the
             5th          blink, plant growth                          creature takes any damage.
             7th          dominate beast, greater invisibility         Dark Delirium
             9th          dominate person, seeming                     Starting at 14th level, you can plunge a creature into an
                                                                       illusory realm. As an action, choose a creature that you can
     Fey Presence                                                      see within 60 feet of you. It must make a Wisdom saving
     Starting at 1st level, your patron bestows upon you the ability   throw against your warlock spell save DC. On a failed save, it
     to project the beguiling and fearsome presence of the fey. As     is charmed or frightened by you (your choice) for 1 minute or
     an action, you can cause each creature in a 10-foot cube          until your concentration is broken (as if you are concentrating
     originating from you to make a Wisdom saving throw against        on a spell). This effect ends early if the creature takes any
     your warlock spell save DC. The creatures that fail their         damage.
     saving throws are all charmed or frightened by you (your             Until this illusion ends, the creature thinks it is lost in a
     choice) until the end of your next turn.                          misty realm, the appearance of which you choose. The
        Once you use this feature, you can’t use it again until you    creature can see and hear only itself, you, and the illusion.
     finish a short or long rest.                                         You must finish a short or long rest before you can use this
                                                                       feature again.
Divine Light
At 1st level, you gain the ability to channel celestial energy to
heal wounds. You have a pool of d6s that you spend to fuel this
healing. The number of dice in the pool equals 1 + your
warlock level.
  As a bonus action, you can heal one creature you can see
within 60 feet of you, spending dice from the pool. The
maximum number of dice you can spend at once equals your
Intelligence modifier (minimum of one die). Roll the dice you
spend, add them together, and restore a number of hit points
equal to the total. Your pool regains all expended dice when
you finish a long rest.
  Additionally, you learn the sacred flame cantrip.
Radiant Projection
Starting at 6th level, you can project your patrons power to
assist your allies. When a creature within 30 feet of you
makes an ability check or a saving throw, you can use your
reaction to add a d8 to the roll. You can do so after seeing the
initial roll but before any of the roll's effects occur.
   Once you use this feature, you can't use it again until you
finish a short or long rest.
   Additionally, you gain resistance to radiant damage.
Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever
you finish a short or long rest. These temporary hit points
equal your half your warlock level + your Intelligence modifier.
Additionally, choose up to five creatures you can see at the
end of the rest. Those creatures each gain temporary hit
points equal to your Intelligence modifier.
                        Consume Power
                        Starting at 1st level, the power of those who fell to you
                        empowers you. When you reduce a hostile creature to 0 hit
                        points, you gain temporary hit points equal to your
                        Intelligence modifier + your warlock level (minimum of 1).
                        Reach of the Abyss
                        Starting at 6th level, whenever you expend a spell slot of 1st
                        level or higher, you can let yourself be empowered by the
                        power of the abyss. When you do so, enemies within 5 feet of
                        you take necrotic damage equal to your Intelligence modifier
                        as black tendrils grasp anything close to your body.
                        Fiendish Resilience
                        Starting at 10th level, you can choose one damage type when
                        you finish a short or long rest. You gain resistance to that
                        damage type until you choose a different one with this feature.
                        Damage from magical weapons or silver weapons ignores this
                        resistance.
                        Embrace of the Void
                        At 14th level, you can use an action to surround yourself with
                        the void of the abyss. The effect of a 9th level darkness and
                        silence spell are centered on you for 1 minute. You are
                        unaffected by both these effects.
                           A creature hostile to you who starts its turn within the
                        darkness takes 3d4 cold damage. This effect lasts for 1
                        minute or until you end it (no action required).
                           Once you use this feature, you can't use it again until you
                        finish a short or long rest.
Student of Time
At 1st level, your patron teaches you how to step through time
just ahead of others around you. When you make an initiative
check, you can add a bonus to the check equal to your
Intelligence modifier.
  Additionally, you gain proficiency in the History skill.
Chronic Slip
Beginning at 6th level, you have become able to alter others
passage in time. After initiative is rolled, you can choose a
number of creatures equal to your Intelligence modifier to
reroll their iniative check. They must use the new result.
   Once you use this feature, you can't use it again until you
finish a short or long rest.
Inscrutable Defence
At 10th level, you have become able to shift others place in
time. When a creature you can see makes an attack against a
creature within 60 feet of you, you can use your reaction to
alter time for the creature being attacked. The target of the
attack gains a bonus to their AC equal to your Intelligence
modifier until the end of their next turn. After the attack they
can move 5 feet in a direction of their choosing.
   Once you use this feature, you can't use it again until you
finish a short or long rest.
   Additionally, Wisdom (Insight) checks made to ascertain
your intentions or sincerity are made with disadvantage.
Roar of Censure
At 14th level, you can use your action to channel a fraction of
your patron's thunderous roar. Each creature of your choice
within 30 feet of you that can hear your roar must succeed on
a Constitution saving throw or take 8d8 thunder damage and
be stunned until the end of your next turn. On a success, it
takes half as much damage and is not stunned. This roar is
audible out to 500 feet.
   Once you use this feature, you can’t use it again until you
finish a short or long rest.
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     The Undying
     Death holds no sway over your patron, who has unlocked the
     secrets of everlasting life, although such a prize- like all
     power- comes at a price. Once mortal, the Undying has seen
     mortal lifetimes pass like the seasons, like the flicker of
     endless days and nights. It has the secrets of the ages to
     share, secrets of life and death.
     Bestowed Spells
     You gain bestowed spells at the warlock levels listed.
     Undying Bestowed Spells
         Warlock Level        Spells
               1st            ray of sickness, shed skin
               3rd            gentle repose, silence
               5th            life link, speak with dead
               7th            aura of life, death ward
               9th            enervation, reap
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     Ascendant                                                            Witch Sight
     You can cast fly on yourself at will without expending a spell       You can see the true form of any shapechanger or creature
     slot or material components.                                         concealed by illusion or transmutation magic while the
                                                                          creature is within 30 feet of you and within line of sight.
     Chains of the Outsider
     You can cast hold monster at will - targeting a celestial, fiend,    Worldly Anchors
     or elemental - without expending a spell slot or material            You can cast teleportation circle once without using a warlock
     components. You must finish a long rest before you can use           spell slot. You can't do so again until you finish a long rest.
     this invocation on the same creature again.
                                                                          Prerequisite: 17th level
     Eldritch Brand
     You can cast contingency once without using a warlock spell          Between Worlds
     slot. You cannot do so again until you finish a long rest.           You can cast plane shift once without expending a spell slot.
                                                                          You regain the ability to do so when you finish a long rest.
     Master of Myriad Forms
     You can cast alter self at will, without expending a spell slot.     Broken Dreams
                                                                          Once during a long rest, you can cast dream without
     Minions of Chaos                                                     expending a spell slot. Casting this spell does not interfere
     You can cast conjure elemental once without using a warlock          with your rest.
     spell slot. You can't do so again until you finish a long rest.
                                                                          Master of Hexes
     Miracle Cure                                                         You no longer need to expend a spell slot when using your
     You can cast greater restoration without expending a spell slot      Hex ability.
     or material components. You can't do so again until you finish
     a long rest.                                                         Otherworldly Secrets
                                                                          You can ignore the verbal component of a warlock spell if it
     Sanguine Darkness                                                    also has a somatic component. If the spell is on your bestowed
     You can cast muder of crows once without using a warlock             spell list, it instead requires no components.
     spell slot. You can't do so again until you finish a long rest.
                                                                          Sanctum of the Forgotten
     Shroud of Shadow                                                     You can cast Mordenkainen's magnificent mansion once per
     You can cast invisibility at will, without expending a spell slot.   long rest without expending a spell slot.
     Visions of Distant Realms                                            Wicked Waltz
     You can cast arcane eye at will, without expending a spell slot.     You can cast Otto's irresistible dance once without using a
                                                                          warlock spell slot. You cannot do so again until you finish a
     Whispers of the Grave                                                long rest.
     You can cast speak with dead at will, without expending a
     spell slot.
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     Defence                                                            Enhancement Descriptions
     Choose one of the following Armor Class options:                   Amphibious. Your Companion can breathe air and water.
                                                                        Aquatic. Your Companion gains a 30 feet swim speed.
       Adapting. When not wearing armor your Companion's AC             Climber. Your Companion gains a 30 feet climb speed.
       is equal to 10 + Strength modifier + Dexterity modifier.         Darkvision. Your Companion can see in dim light within 60
       Enduring. When not wearing armor your Companion's AC               feet of it as if it were bright light, and in darkness as if it
       is equal to 12 + Constitution modifier.                            were dim light. It can't discern color in darkness, only
       Fleeting. When not wearing armor your Companion's AC               shades of gray.
       is equal to 10 + Dexterity modifier and opportunity attacks      Darting. Increase one of your Companion's movement speeds
       made against it are made with disadvantage.                        by 5 feet. This ability can be taken multiple times.
       Natural Armor. When not wearing armor your                       Delicate. Your Companion can use its Dexterity modifier
       Companion's AC is equal to 13 + Dexterity modifier.                when making attacks and damage rolls using its natural
                                                                          weapon. Its movement speed is reduced by 5 feet and its
     Abilities                                                            damage die is reduced by two steps, for example d8 to d4.
                                                                        Ethereal. Your Companion can use its action to turn
     You get 9 Enhancement Points which you can divide across             incorporeal and be able to move through other creatures
     the special abilities in the table below. You cannot pick an         and objects as if they were difficult terrain, but if it ends its
     ability more than once unless specified.                             turn inside a creature or object it is immediately shunted to
     Ability         Cost     Ability       Cost   Ability      Cost      the nearest empty space and takes 1d6 psychic damage for
                                                                          every 5 feet of forced movement.
     Amphibious       1       Extraplanar    2     Magic
                                                                    3   Extraplanar. Choose acid, cold, fire, lightning, necrotic,
     Aquatic          1       Fading         3
                                                   Resistance             psychic, or radiant. Your Companion gains resistance to the
                                                   Magical                chosen type and you can change its natural weapon attacks
     Climber          2       Flight         5     Aptitude
                                                                1-2       to deal damage of the chosen type instead of the regular
     Darkvision       2       Limited                                     damage type.
                              Telepathy
                                             2     Malicious        2   Fading. Your Companion can use its action to magically turn
     Darting          1                            Reach            1     invisible until it attacks, casts a spell, or until its
     Delicate         0
                              Low-light
                              Vision
                                             1
                                                   Shapechanger 2
                                                                          concentration ends (as if concentrating on a spell). Any
                                                                          equipment it wears or carries is invisible with it.
     Ethereal         3                            Tough            1   Flight. Your Companion gains a 30 feet fly speed.
                                                                        Limited Telepathy. Your Companion can magically
                                                                          communicate simple ideas, emotions, and images
                                                                          telepathically with any creature within 100 feet of it that can
         Low-light vision                                                 understand a language.
         You can see in dim light within 60 feet of you as if
                                                                        Low-light Vision. Your Companion can see in dim light
         it were bright light.
                                                                          within 60 feet of it as if it were bright light.
                                                                        Magic Resistance. Your Companion has advantage on saving
                                                                          throws against spells and other magical effects.
                                                                        Magical Aptitude. Choose a class: Cleric, Druid, Sorcerer, or
                                                                          Wizard. Your Companion learns 1 cantrip of your choice
                                                                          from that class's spell list. Its spellcasting ability for these
                                                                          spells depends on the class you chose: Charisma for
                                                                          Sorcerer: Wisdom for Cleric or Druid: or Intelligence for
                                                                          Wizard. If you choose a non-damaging cantrip it costs 1
                                                                          Enhancement Point, if you choose a damaging cantrip it
                                                                          costs 2 Enhancement Points. When determining the power
                                                                          of the cantrip, you can use the warlock's level.
                                                                          You can take this ability multiple times.
                                                                        Malicious. Increase your Companion's natural attack damage
                                                                          die by two steps, for example d8 to d12. At level 11, your
                                                                          Companion can attack twice using its action.
                                                                        Reach. Your Companion's natural attack reach is increased to
                                                                          10 feet.
                                                                        Shapechanger. Your Companion can use its action to
                                                                          polymorph into a beast its own size or smaller (to a
                                                                          minimum of Tiny) it has seen, or back into its true form. Its
                                                                          statistics are the same in each form. Any equipment it is
                                                                          wearing or carrying isn't transformed. It instantly reverts to
                                                                          its true form if it attacks, casts a spell, or if it dies.
                                                                        Tough. Increase your Companion's Hit Die size to a d6.
 Axe Demon
 Small fiend (demon), chaotic evil
        STR        DEX     CON     INT     WIS     CHA         STR      DEX       CON        INT       WIS     CHA
      10 (0) 12 (+1) 14 (+2) 12 (+1) 8 (-1) 16 (+3)           8 (-1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
     Enduring. When not wearing armor the wyrmling's AC       Amphibious. The faerog can breathe air and water.
     is 12 + Constitution modifier.
                                                              Limited Telepathy. The faerog can magically
     Magical Aptitude. The wyrmling's spellcasting ability    communicate simple ideas, emotions, and images
     is Charisma. The wyrmling can innately cast the          telepathically with any creature within 100 feet of it
     following cantrip, requiring no material components:     that can understand a language.
     At will: fire bolt                                       Magical Aptitude. The faerog's spellcasting ability is
                                                              Wisdom. The faerog can innately cast the following
     Actions                                                  cantrip, requiring no material components:
     Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one   At will: purge
     creature. Hit: 5 (1d8) piercing damage.
                                                              Natural armor. When not wearing armor the faerog's
                                                              AC is equal to 13 + Dexterity modifier.
                                                              Actions
                                                              Headbutt. Melee Weapon Attack: +4 to hit, reach 5
                                                              ft., one creature. Hit: 5 (1d4 + 2) bludgeoning
                                                              damage.
     Art by andreiaugrai
26
Lost Child                                                  Speck of Radiance
Small undead, neutral evil                                  Tiny celestial, neutral good
 STR      DEX       CON       INT      WIS       CHA          STR       DEX      CON       INT      WIS        CHA
8 (-1) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 16 (+3)                10 (0) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 9 (-1)
28
Appendix A: Homebrew Spells
The majority of these spells are not made by me, though I've        Explosion
tweaked a fair number. I've listed them here because it does        1st-level evocation
impact the balance of the brew.
                                                                    Casting Time: 1 action
Cantrips                                                            Range: 60 feet
                                                                    Components: V, S
Jolt                                                                Duration: Instant
Evocation cantrip                                                   Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action                                              You create a small but powerful explosion centered on a point
Range: 30 feet                                                      within range. All creatures within 5 feet of that point take
Components: V, S                                                    1d4+1 force damage, and must make a Strength saving throw
Duration: Instantaneous                                             or be thrown 5 feet from the blast and knocked prone.
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard                     At Higher Levels. When you cast this spell using a spell
Sparks fly from your fingertips, shocking a creature within         slot of 2nd level or higher, increase the damage by 1d4 + 1 and
range. If the target is unconscious and reduced to 0 hit points,    push effect by 5 feet per spell level.
they gain advantage on their next death saving throw, and any       Shed Skin
ability check made to aid them also gains advantage. If you
target a hostile creature, they must make a Constitution            1st-level transmutation
saving throw. If they fail, they take 1d8 lightning damage.         Casting Time: 1 action
   This spell’s damage increases by 1d8 when you reach 5th          Range: Self
level (2d8), 11th level (3d8), and 17th level (4d8).                Components: V, S
                                                                    Duration: Instantaneous
Purge                                                               Classes: Druid, Ranger, Wizard
Abjuration cantrip                                                  You channel the peculiarity of reptiles and gain the ability to
Casting Time: 1 action                                              shed your skin the same manner as a snake. Casting this spell
Range: Touch                                                        while you are being grappled ends the condition and allows
Components: V, S                                                    you to move up to 5 feet as part of casting the spell without
Duration: Instantaneous                                             provoking opportunity attacks.
Classes: Cleric, Druid                                                At Higher Levels. When you cast this spell using a spell
Choose a humanoid that you can see within range. That               slot of 2nd level or higher, you can move an additional 5 feet
creature can immediately make a saving throw against an             for each slot level above 1st.
effect that allows it to make saving throws at the end on each      Tilt
of its turns.
   At 5th level, the target can use your saving throws instead of   1st-level illusion
its own. At 11th level, the spell gains a range of 30 feet and      Casting Time: 1 action
you can target any creature. At 17th level, you can target up to    Range: 30 feet
two creatures with this spell.                                      Components: S, M (a small metal ball and spring)
                                                                    Duration: Instantaneous
1st level                                                           Classes: Bard, Sorcerer, Wizard
Corruption                                                          You twist a creature's sense of balance and trick it into seeing
1st-level necromancy                                                the world shift beneath its feet. Choose a creature on a
                                                                    surface within range. The target must succeed on an
Casting Time: 1 action                                              Intelligence saving throw, or fall prone and slide 20 feet in a
Range: 120 feet                                                     straight line in a direction of your choice. If the target would
Components: V, S                                                    fall off a ledge as a result of this movement, it can make a
Duration: 1 minute                                                  Strength or Dexterity saving throw to prevent itself from
Classes: Warlock                                                    falling and end the movement.
Your inflict a withering curse upon a 5-foot square of ground          At Higher Levels. When you cast this spell using a spell
at a location you can see within range, withering plants and        slot of 2nd level or higher, the distance sled increases by 5 feet
darkening the earth with fell power. At the start of each of your   for each slot level above 1st.
turns for the duration, the corruptive curse grows 5 feet in
every direction. Whenever a creature starts its turn in a space
afflicted by the curse, it must make a Charisma saving throw.
If it fails, it takes 1d6 necrotic damage.
   At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the necrotic damage increases by
1d6 for each slot level above 1st.
                                                                                                                                         29
     2nd level                                                            You create a small forcefield that attempts to pull all the
                                                                          creatures in the area towards the center. Any creature within
     Devilish Hunt                                                        30 feet of a point you can see within range must make a
     2nd-level conjuration                                                Strength saving throw. Large or larger creatures have
                                                                          advantage on the saving throw. On a failure, the creature is
     Casting Time: 1 action                                               pulled into a non-occupied space, as close to the center as
     Range: Self (90 feet)                                                possible and left prone.
     Components: V, S, M (a silver fork)                                    At Higher Levels. When you cast this spell using a spell
     Duration: Concentration, up to 1 minute                              slot of 3rd level or higher, increase the radius of the effect by 5
     Classes: Warlock                                                     feet for each slot level above 2nd.
     You conjure three barbed harpoons of intricately twisted
     silver, which float in the air above your head for the spell’s       Slipstream
     duration. When you cast the spell, and as an action while the        2nd-level transmutation
     spell lasts, you can make a ranged spell attack to hurl a            Casting Time: 1 action
     harpoon at a target you can see within 90 feet of you. If you        Range: 60 feet
     miss, the harpoon returns to the air above you.                      Components: V, S, M (a length of silk)
        If you hit, the target takes 1d6 piercing damage and the          Duration: Concentration, up to 1 minute
     harpoon lodges in their flesh. For each harpoon lodged inside        Classes: Wizard
     a creature, its speed is reduced by 5 feet and you can use a
     bonus action to pull the creature 10 feet towards you. The           A 15-foot wide, 60 foot long corridor of flowing space-time
     target can use an action to pull any number of harpoons out,         unfurls in a straight line in front of you, aiding or hindering
     taking 2d6 necrotic damage for each harpoon removed and              travel along its length. You may choose whether the line flows
     causing the harpoon to fade. Once all three harpoons have            towards or away from you. Creatures moving with the flow
     faded, the spell ends.                                               may move 2 feet for every one foot of spent movement, and
        At Higher Levels. When you cast this spell using a spell          those moving against it treat the area as difficult terrain.
     slot of 3rd level or higher, the necrotic damage increases by           For the duration, you can use your bonus action on your
     1d6 for each slot level above 2nd.                                   turn to reverse the polarity of the flow.
                                                                             At Higher Levels. When you cast this spell using a spell
     Objectify                                                            slot of 3rd level or higher, the length of the spell increases by 5
     2nd-level transmutation                                              feet for each slot level above 2nd.
     Casting Time: 1 action                                               Sunder
     Range: 30 feet                                                       2nd-level evocation
     Components: V, S, M (a glass lens)
     Duration: Concentration, up to 1 minute                              Casting Time: 1 action
     Classes: Artificer, Bard, Warlock, Wizard                            Range: Self (30-foot line)
                                                                          Components: V, S, M (a piece of broken stone)
     Choose one creature that you can see within range. You               Duration: Instantaneous
     transform that creature into a nonmagical object. An unwilling       Classes: Warlock
     creature can make a Wisdom saving throw, and if it succeeds,
     isn't affected by the spell. A target can make a Wisdom saving       You send out a blast of chaotic dark energy in a line 30 feet
     throw at the end of each of its turns, ending the effect on a        long and 5 feet wide in a direction you choose. Each creature
     success.                                                             in the line must make a Constitution saving throw. A creature
        The target transforms along with whatever it is wearing and       takes 3d8 force damage on a failed save, or half as much on a
     carrying into that form, as long as the object's size is no larger   successful one. Any objects or constructs in the path of the
     than the creature's size. The target gains 10 temporary hit          spell takes the maximum amount of damage per die.
     points. These temporary hit points can't be replaced by                 At Higher Levels. When you cast this spell using a spell
     temporary hit points from another source. A target reverts to        slot of 3rd level or higher, the force damage increases by 1d8
     its normal form when it has no more temporary hit points or          for each slot level above 2nd.
     the spell ends. If the spell ends before then, the creature loses    Wing Buffet
     all its temporary hit points and reverts to its normal form.
        At Higher Levels. When you cast this spell using a spell          2nd-level transmutation
     slot of 4rd level or higher, you can target an additional            Casting Time: 1 action
     creature for every two slot levels above 2nd.                        Range: Self
                                                                          Components: V, S, M (a red cloth scrap)
     Pull of the Abyss                                                    Duration: Instantaneous
     2nd-level conjuration                                                Classes: Sorcerer, Wizard
     Casting Time: 1 action                                               You summon large wings behind you that beat with a furious
     Range: 90 feet                                                       cadence. Each creature within 10 feet of you must make a
     Components: V, S, M (a lodestone)                                    Dexterity saving throw or be knocked prone and take 3d6
     Duration: Instantaneous                                              bludgeoning damage. On a success, a creature takes half
     Classes: Sorcerer, Warlock, Wizard                                   damage but is not knocked prone. Until the end of your turn
                                                                          you gain a fly speed of 15 feet.
30
  At Higher Levels. When you cast this spell using a spell           Liliander's Hellspear
slot of 3rd level or higher, the damage increases by 1d6 for         3rd-level evocation
each slot level above 2nd.
                                                                     Casting Time: 1 action
3rd level                                                            Range: 60 feet
                                                                     Components: V, S, M (a scorched twig)
Blasphemy                                                            Duration: Instantaneous
3rd-level abjuration                                                 Classes: Ranger, Sorcerer, Wizard
Casting Time: 1 action                                               You summon a burning incorporeal spear and launch it
Range: Self (90-feet radius)                                         towards a target with range. Make a ranged spell attack
Components: V                                                        against that target. If there are any creatures 10 feet or less
Duration: Concentration, up to 1 minute                              directly behind the target you in a line and the attack roll
Classes: Bard, Cleric, Warlock                                       would also hit them, they are also hit. On a hit, a creature
You project a sphere of magic which turns the positive energy        takes 5d10 fire damage.
of healing magic into negative energy. Each time a creature             Additionally, their speed drops to 0 until the start of your
within a 90-foot radius of you would recover hit points from a       next turn, when the spear dissipates.
spell, it must make a Charisma saving throw. If it fails, it takes      At Higher Levels. When you cast this spell using a slot of
1d8 necrotic damage and does not recover hit points.                 4th level or higher, the damage increases by 1d10 for each slot
   At Higher Levels. When you cast this spell using a spell          level above 3rd.
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd.                                           Transposition
                                                                     3rd-level conjuration
Detect Interference                                                  Casting Time: 1 action
3nd-level divination                                                 Range: 60 feet
Casting Time: 1 action                                               Components: V, S
Range: Self (300-foot radius)                                        Duration: Instantaneous
Components: V, S                                                     Classes: Bard, Sorcerer, Warlock, Wizard
Duration: Concentration, up to 10 minutes                            You swap the positions of two creatures of the same size
Classes: Artificer, Warlock                                          (Medium and Small counts as the same) that you can see
You cast your senses out into the universe, seeking to detect        within range. If a creature is unwilling, it can make a
the magical emanations of other spellcasters, energies from          Charisma saving throw to resist being teleported. If either
beyond the Material Plane, or other eldritch powers.                 creature succeeds, the spell is lost.
Whenever a creature within 300 feet casts a spell, you are              At Higher Levels. When you cast this spell using a spell
aware of the level of the spell and the school of magic. You are     slot of 4th level or higher, you can target an additional
aware of the starting and ending location of any teleportation       creature for each slot level above 3rd. As long as two creatures
within 300 feet of you. Whenever a creature that is not native       fail their save, the spell succeeds.
to your current plane enters the range of this spell, you
become aware of their plane of origin, general direction, and        4th level
approximate distance.                                                Awareness
Life Link                                                            4th-level divination
3rd-level necromancy                                                 Casting Time: 1 action
Casting Time: 1 action                                               Range: Self
Range: Touch                                                         Components: V, S, M (a glass eye)
Components: V, S, M (a rusted iron ring worth at least 10 gp)        Duration: Concentration, up to 1 hour
Duration: 1 minute                                                   Classes: Artificer, Druid, Ranger, Warlock, Wizard
Classes: Cleric, Warlock                                             You create an invisible magical sensor that floats just above
You reach out and snatch a creature you can see within range.        your head and shares your space. You can see through the
Make a melee spell attack against the target. On a hit, the          sensor in all directions. For the duration, no melee attack roll
target is grappled by you (escape DC equal to your spell save        can have advantage against you, and you have advantage on
DC). While you are grappling the target, you have resistance to      Wisdom (Perception) and Intelligence (Investigation) checks
all damage, and each time you take damage the target takes           that rely on sight.
the same amount of damage.                                           Divine Empowerment
   The spell ends if the grapple ends or if the target dies.         4th-level transmutation
                                                                     Casting Time: 1 action
                                                                     Range: Self
                                                                     Components: V, S
                                                                     Duration: Concentration, up to 1 minute
                                                                     Classes: Cleric, Paladin
                                                                                                                                        31
     You channel divine energies into your body, enlarging you and           Temporal Acceleration. The target is banished to a
     enhancing your most poignant attributes. Your size increases         harmless demiplane until the start of its next turn. Any spells
     to Large if it is smaller, and your equipment grows to suit your     affecting the target with a duration less than one hour end, as
     expanded form. While in this form, your attacks inflict an           well as any such spells the target is concentrating on.
     additional 1d8 radiant or necrotic damage (your choice) and             After the effect, the target appears 15 feet away from the
     you gain 10 temporary hit points equal at the start of each of       location you teleported to, in a straight line. If there isn't a
     your turns that last for the duration of the spell.                  clear path to the destination, the creature appears in front of
        At Higher Levels. When you cast this spell using a spell          the obstruction.
     slot of 6th level or higher, the damage increases by 1d8 for            At Higher Levels. When you cast this spell using a spell
     every two slot levels above 4th.                                     slot of 5th level or higher, the range and distance the target is
                                                                          teleported increases by 5 feet for each slot level above 4th.
     Gleam
     4th-level divination                                                 5th level
     Casting Time: 1 bonus action                                         Angelic Rebuke
     Range: 10 feet                                                       5th-level evocation
     Components: V, S
     Duration: Concentration, up to 1 minute                              Casting Time: 1 reaction, which you take in response to
     Classes: Bard, Wizard                                                  being damage by a creature within 60 feet of you that you
     You peer into the machinations of an enemy's mind, and use             can see
     this information against them. A creature in range that you          Range: 60 feet
     can see must make an Intelligence saving throw. On a failure,        Components: V
     you have advantage on all skill checks and attacks against           Duration: Instantaneous
     them and they have disadvantage on all skill checks and              Classes: Cleric, Paladin
     attacks against you as long as they are within 10 feet of you.       With a word, you invoke the searing radiance of the higher
        You automatically know the target’s location if it is on the      planes to strike down your attacker. The creature must make a
     same plane of existence. The target can never be hidden from         Charisma saving throw. If they fail, they are blinded until the
     you. You can see through any illusions conjured by the target,       start of your next turn and take 5d10 radiant damage. If they
     or of the target. Any time that creature would need to guess         succeed, they take half as much damage and are not blinded.
     your location (for example, if there are multiple images of you
     or because you are hidden), it guesses wrong.                        Immolation, Revised
                                                                          5th-level evocation
     Moment                                                               Casting Time: 1 action
     4th-level divination                                                 Range: 90 feet
     Casting Time: 1 bonus action                                         Components: V
     Range: 30 feet                                                       Duration: Concentration, up to 1 minute
     Components: V, S, M (a four-leaf clover made of gold, worth          Classes: Sorcerer, Wizard
       at least 75 gold)                                                  Flames wreathe one creature you can see within range. The
     Duration: Instantaneous                                              target must make a Dexterity saving throw. It takes 7d6 fire
     Classes: Bard, Cleric, Druid, Wizard                                 damage on a failed save, or half as much damage on a
     You and your allies have a perfect moment of luck. Until the         successful one. On a failed save, the target also burns for the
     start of your next turn, you and up to 7 other creatures you         spell’s duration. The burning target sheds bright light in a 30-
     choose within range have advantage on one attack or saving           foot radius and dim light for an additional 30 feet. At the end
     throw of their choice.                                               of each of its turns, the target takes 4d6 fire damage and
                                                                          repeats the saving throw, ending the spell on a success. These
     Temporal Thrust                                                      magical flames can’t be extinguished by nonmagical means.
     4th-level conjuration                                                   If damage from this spell kills a target, the target is turned
     Casting Time: 1 action                                               to ash.
     Range: 15 feet                                                          At Higher Levels. When you cast this spell using a spell
     Components: V, S                                                     slot of 6th level or higher, the initial damage increases by 1d6
     Duration: Instantaneous                                              for each slot level above 5th.
     Classes: Bard, Sorcerer, Warlock, Wizard                             Mass Tilt
     You brace yourself and briefly thrust yourself through the           5th-level illusion
     ethereal plane, teleporting to a location within range. If you       Casting Time: 1 action
     exit within 5 feet of a creature you can force it to make a          Range: Self (45 feet cube)
     Charisma saving throw as you try to thrust them away from            Components: S, M (two copper tokens)
     the Material plane. On a failed save one, choose one of the          Duration: Instantaneous
     following effects:                                                   Classes: Bard, Sorcerer, Wizard
        Temporal Jump. The target is banished to a harmless
     demiplane until the end of its next turn. While there, the
     target is Incapacitated. No time passes for the target while it is
     banished.
32
A wave of vertigo erupts from your hands as the world bends,         You drain the life energies of creatures around you, damaging
spins, and collapses in the minds of your enemies. Choose any        them and healing yourself. Up to 5 creatures of your choice
number of creatures within range. Target creatures must              within 15 feet of you must make a Constitution saving throw.
succeed on an Intelligence saving throw, or fall prone and           On a failed save, they take 3d6 necrotic damage, or half as
slide 20 feet in a straight line in a direction of your choice. If   much on a successful one. You regain hit points equal to half
the target would fall off a ledge as a result of this movement, it   the necrotic damage dealt.
can make a Strength or Dexterity saving throw to prevent               At Higher Levels. When you cast this spell using a spell
itself from falling and end the movement.                            slot of 6th level or higher, increase the damage by 1d6 per
   At Higher Levels. When you cast this spell using a spell          spell level.
slot of 6th level or higher, the distance sled increases by 5 feet
for each slot level above 5th.                                       Voidsight
                                                                     5th-level divination
Murder of Crows                                                      Casting Time: 1 action
5th-level conjuration                                                Range: Touch
Casting Time: 1 action                                               Components: V, S, M (a glass eye)
Range: 180 feet                                                      Duration: 1 hour
Components: V, S, M (a raven feather)                                Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Warlock,
Duration: Concentration, up to 1 minute                                 Wizard
Classes: Druid, Warlock                                              This spell gives the willing creature you touch the ability to
You conjure a storm of crows, centered on a point you can see        perceive its surroundings without relying on sight. It gains
within range and spreading to a radius of 30 feet. Each              blindsight 60 feet for the duration.
creature within the area when it appears must make a
Constitution saving throw. On a failed save, a creature takes
6d4 slashing damage and becomes blinded for 1 minute. On a
success it is not blinded and takes half damage. A blinded
creature can repeat the save at the end of each of its turns,
ending the effect on a success.
  At the start of each turn any creature within the area takes
6d4 slashing damage.
  At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, both damage instances increases by
2d4 for each slot level above 5th.
Nightmarish Flight
5th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Warlock
You call forth large dark and twisted wings from your back,
followed by darkness, granting you a flying speed of 60 feet
and lightly obscuring you.
   As an action while you have these wings, you can choose to
unleash the nightmares trapped within them, ending the spell
and releasing a wave of darkness. Magical darkness spread
from a point centered on you, filling a 30-foot radius for the
remainder of the spell's duration. The darkness spreads
around corners. A creature with darkvision can’t see through
this darkness. Non-magical light can't illuminate the area.
   Whenever a creature starts its turn in the sphere, it must
make a Wisdom saving throw. On a failed save, it drops prone
and becomes frightened until the end of your next turn.
Reap
5th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a skull)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
33