Warlock's Exclusive Spells

by Carreau

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Warlock's Exclusive Spells

Warlock's Exclusive Spells

Spell level Spell
2nd Dark Obelisk
3rd Mark of Misfortune
4th Black ice, Curse of the Twin Lords
5th Thief of Destiny
6th Soul Burn, Cursed Doll
7th Shadow Monster
8th Hell' s Maw
9th Power Word : Blind

Dark Obelisk

2nd level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a black pebble carved into a pyramid)
  • Duration: Concentration, up to 1 minute

You point at a free space on the ground that you can see within range, and conjure a 5 feet long, 5 feet large and 10 feet high black pillar at this location. The unsettling Obelisk is covered in old runes and blocks the lines of sight and movements. It has 16 AC and 20 hit points.

Art Credit : Wizards of the Coast

When a creature moves within 10 feet of the Obelisk, it becomes poisoned until it is no longer within 10 feet of the black pillar, as the Dark Obelisk absorbs all wills and desires of those who dare to approach.

In Higher Level. When you cast this spell using a 3rd-level spell slot or higher, you can choose that the area affected by the Dark Obelisk increases by 5 feet for each spell level above 2nd, up to a maximum of 25 feet. The hit points of the obelisk also increase by 10 for each spell level above 2nd.

Mark of Misfortune

3rd level divination


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

Choose a creature within range, for the duration, it takes 5 psychic damage every time it fails an attack, an ability check or a saving throw. Once the target has taken a total of 30 damage from that spell, the spell ends.

In addition, when a feature or a spell requires you to target a creature affected by the Hex spell (such as the Maddening Hex Eldritch Invocation), it also works against a creature affected by that spell.

In higher level. When you cast this spell using a 4th-level spell slot or higher, the psychic damage increases by 1 and the maximum damage before the spell ends increases by 5 for each spell level above 3rd.

Black Ice

4th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an ice cube and a drop of ink)
  • Duration: Concentration, up to 1 minute

A magical black ice starts spreading from a point you choose within range and tries to cover any creature within 20 feet of that point. Creatures in this area must succeed a dexterity saving throw, or be covered by the necrotic frost. While covered by the black ice, a creature takes 2d8 cold damage on the start of each of its turns, and takes 2d8 necrotic damage when it moves for the first time of a turn (willingly or not).

A creature covered by the black ice can make a constitution saving throw at the end of each of its turns, ending the spell on itself on a success.

In higher level. When you cast this spell with a 5th level spell slot or higher, the cold and the necrotic damage both increase to 3d8.

Curse of the Twin Lords

4th level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 10 minutes

Choose two hostile creatures of a same size you can see within range. They must make a charisma saving throw. If the two targets fail their saving throw, a spectral and slightly glowing crown appears on both of their head. If one or both of the targets succeed, the spell fails.

For the spell duration, whenever one of the targets is Blinded, Deafened, Incapacitated, Paralyzed, Petrified, Poisoned, Restrained or Stunned, the other target is also affected by that same condition until the first target is no longer affected.

Moreover, while under the effect of this spell, if one of the targets should take damage, the second target takes half this amount of damage.

The spell ends if the Dispell Magic spell is used on one of the targets, or if one of the targets dies.

In addition, when a feature or a spell requires you to target a creature affected by the Hex spell (such as the Maddening Hex Eldritch Invocation), it also works against a creature affected by that spell.

Thief of Destiny

5th level divination


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a coin with two tails sides)
  • Duration: Concentration, up to 1 minute

Choose a creature you can see within range. It must succeed a charisma saving throw or, by your magic, you twist and bend the course of its destiny, cursing it with a promise of failure.

Once per turn for the duration of that spell, when your target makes an attack roll, an ability check or a saving throw, you can choose to also roll a d20. If your result is higher than the score of its d20, your target fails its roll.

In addition, when a feature or a spell requires you to target a creature affected by the Hex spell (such as the Maddening Hex Eldritch Invocation), it also works against a creature affected by that spell.

Soul Burn

6th level necromancy


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

You sacrifice a part of your soul to get access to more power. You regain one 5th-level spell slot. You can then expend as many hit dice as you want. You don't gain any hit points while expending those hit dice, but you regain an extra 5th-level spell slot for every 3 hit dice sacrificed this way instead. You regain the hit dice you expended this way as normal, when you finish long rests.

Cursed Doll

6th level necromancy


  • Casting Time: 10 minutes (ritual)
  • Range: Touch
  • Components: V, S, M (a doll worth at least 500 gp and a lock of hair from your target)
  • Duration: until dispel

You tie the lock of hair of a humanoid to the doll used as component for the spell. For the duration, the soul and the physical body of your target (the creature from which the hair comes), are linked to the doll. As long as the target is on the same plane as the doll, a creature with an intelligence of 8 or higher that carries the doll can use it to perform the following rites :

  • When you cast a spell while holding the doll in your hand, you can target the creature that is linked to the doll even if it isn't in range, and even if you have no line of sight toward it.
  • As an action, you can sting the doll with a needle. When you do so, the creature that is linked to the doll suffers from a sudden and intense pain. Its speed is halved until the end of its next turn, and the next time it makes an attack rolls, an ability checks or a saving throws before the end of its next turn, it makes the roll with disadvantage.
  • As an action, you can tickle the doll with a feather. When you do so, the creature must succeed a constitution saving throw or start laughing uncontrollably until the end of its next turn. While laughing, it falls prone and its speed is reduced to 0.
  • If you throw the doll in a fire, the target takes 10d10 fire damage and the doll is destroyed.

The spell ends if a Dispel Magic or Remove Curse spell is cast on the doll or on the target, if you get the hair of the target off the doll or if the doll is destroyed.

If you use a spell focus, the Wish spell or any other mean to ignore or replace the material components of that spell, the spell fails. It has no effect and you loose your spell slot.

Shadow Monster

7th level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a candle)
  • Duration: Concentration, up to 1 minute

A huge and frightening monster made of unholy shadows forms around you. It can take many forms : a giant wolf, a black dragon, a demon, or a hungry shark flying around you for instance. Each creature within 15 feet of you when you cast that spell must succeed a wisdom saving throw or be frighten of you for the duration of the spell. A frightened creature can make a new wisdom saving throw at the end of each of its turns. On a success, it is no longer frightened.

In addition, for the duration of the spell, the Shadow Monster turns around you. As a bonus action, you can command it to attack a target within 15 feet of you. Make a melee spell attack against the target. On a hit, it takes 5d10 necrotic damage.

When a creature willingly moves within 15 feet of you without having used the disengage action, you can use your reaction to make the Shadow Monster attack that creature. Make a melee spell attack against the target. On a hit, it takes 5d10 necrotic damage.

In higher level. When you cast this spell with a spell slot of 8th or 9th level, the damage dealt by the Shadow Monster on a hit increases by 1d10 for each spell level above 7th.

Hell's Maw

8th level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a vial of blood from a recently murdered humanoid)
  • Duration: Concentration, up to 1 minute

You point at a free space you can see on the ground within range. A 15 foot long and 15 feet wide monstrous maw opens there. The maw is a magical portal leading directly to the plane of a greater evil being, such as a fiend from the nine hells, a fey from the feywild, or an eldritch and sprawling being from the void for instance. It doesn't block the lines of sight but counts as a difficult terrain.

When a creature starts its turn within 30 feet of the maw, it must succeed a charisma saving throw, or be frighten of the maw until the start of its next turn.

In addition, if a Huge or smaller creature fails that saving throw, it is also pulled 15 feet toward the center of the maw and can't move willingly until the start of its next turn, as it uses all of its speed trying to resist the maw's attraction.

A huge or smaller creature that ends its turn completely in the space of the maw is transported to the plane of a greater evil being, where it is tortured. At the end of each of its turns, the creature must make a death saving throw. If it succeeds 3 death saving throws before failing 3, or if it rolls a natural 20 on one of its death saving throws, it gets back from that unholy plane and is instantly transported in a free space within 5 feet of the Hell's Maw. It is then immune to the effects of the Hell's Maw for the next 24h. If it fails 3 death saving throws before succeeding 3, it dies and its body and soul stay trapped on the evil plane, to be tortured there for eternity (or until it gets resurrected thanks to a wish spell). As usual, a critical failure counts as 2 failed death saving throws.

If the spell ends when there are still living creatures in the maw's plane, all those creatures are immediately transported back to your plane, in the closest free space available from where the Hell's Maw was.

Power Word : Blind

9th level necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V
  • Duration: Instantaneous

Choose any number of creatures you can see within 60 feet of you. If a target has less than 150 hit points, its eyes are suddenly sucked inside their orbit, letting only two empty and bleeding holes where they used to be. The target is blinded, and only a Wish, Power Word : Heal, or a 9th level Greater Restoration spell can restore its sight.

Homebrew lovingly made by LeRoiDeCarreau

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