Expanded Spell Lists

## Spellcasting House Rules

There is one major general house rule for all magic-using classes that allow the player to know a limited number of spells. The changes to the below statement apply to all such classes (bard, Eldritch Knight fighter, Four Elements monks, rangers, Arcane Trickster rogues, and sorcerers).

Wherever the *Players Handbook* states "you can replace one of the spells you know with another spell of your choice from your spell list" (or something similar), the house rule replaces the intent of the text with the following: "you can replace one of your spells *which you have forsaken for at least one level of experience* with another spell of your choice from your spell list. *Once a forsaken spell has been forgotten, it cannot be learned again by that character*."
The following spells were converted from earlier editions of *Dungeons and Dragons* for use in the 5th Edition world of Tanicus or adapted from the Unearthed Arcana playtests. The spells presented in the *Elemental Evil Player's Guide*, *Xanathar's Guide to Everything* (with the exception of *chaos bolt,* which uses the variant presented herein, and *healing spirit*, which is being ejected entirely), and *The Sword Coast Adventurer's Guide* exist in Tanicus as well. All of the spells not in the *Players Handbook*, and all of the spells available to the Artificer class, are identified on the spell lists, below.

## The Grimoire

### Backbiter

*1st-level necromancy*

Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small dagger)

Duration: Concentration, up to 1 minute

You cast this spell on any melee or ranged weapon. The next time that weapon is used to make an attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made.

The wielder gets no warning or knowledge of the spell's effect on the weapon, and the self-dealt damage can't be consciously reduced (though damage resistance applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.

The weapons wielder receives a Wisdom save to negate the spell's effect.

### Bothersome Babble

*3rd-level enchantment*
Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

If the target fails a Wisdom saving throw, they can't make themselves understood using speech. No matter how hard they try, they utter only nonsense sounds. The victim of this spell may attempt a new save at the end of each of its turns, ending the effect on a success.

If the victim attempts to cast a spell that requires a verbal component, they may make a Concentration check to form the necessary syllables, but must do so every time they attempt to do so throughout the duration of this spell.

The subject's ability to write is unimpeded.

**At Higher Levels.** If cast using a spell slot of 5th level, speaking causes physical pain. In any round where the victim attempts to speak, the victim suffers 3d6 necrotic damage. This damage occurs even if the victim successfully casts a spell with a verbal component, as described above.

### Chaos Bolt (Fixed)

*1st-level evocation*

Classes: same as *Xanathar's Guide*

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. When you make the attack roll, roll a d8 along with the d20, but do not add the result of the d8 to the roll. Instead, on a successful hit, the number rolled on the d8 determines the type of damage, as shown below.

 2
 3
 4
 5
 6
 7
 8

The attack deals 2d8 damage. If you roll the same number on both of the damage dice, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target (with the extra d8, per the initial casting), and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by this mass of chaotic energy per casting of thje spell.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st.

### Encore

*2nd-level enchantment*

Classes: Bard

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 round

You compel a target to repeat the action of their previous turn.

For example, if an orc fired an arrow at your party's paladin, the *encore* spell would compel the orc to fire a second arrow at the paladin. If the paladin moved out of range, the orc would still fire an arrow at its target, but the arrow would fall short.

Any dice associated with the repeated action, attack rolls, ability checks, saving throws, damage rolls, etc. are rolled normally.

The target *must* be capable of repeating the action in order to make the attempt. In the above example, if the orc was out of arrows, the *encore* spell would automatically fail. A wizard cannot be compelled to recast a spell if no more spell slots are available at the level at which the spell was cast. A Gnome that discovered a gem in a pile of rocks, however, would still attempt to discover the gem even if there was not another gem to be found, because he could go through the effort of *trying* to find one.

An unwilling target is allowed to attempt a Wisdom saving throw to resist the effects of the *encore* spell.

### Fortunate Fate

*7th-level divination*

Classes: Bard, Wizard

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 hour

You surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would reduce it to 0 hit points or kill it outright. An unwilling target is allowed a Wisdom saving throw to avoid the effect.

When this event occurs, the spell intervenes by immediately reversing time in respect to -- and only in respect to -- the recipient's body, immediately eliminating all effects of the attack that would have potentially killed it (including poisoning, disease, etc.). Once the target is saved by the fortunate fate spell, the magic is discharged and the spell must be recast to continue the effect.

### Ghoul Touch

*2nd-level necromancy*

Classes: Sorcerer, Wizard

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a scrap of cloth taken from a ghoul)

Duration: Concentration, up to 1 minute

The next time you touch someone within the duration of this spell (which requires a spell attack, against an unwilling target), the target must make a Constitution saving throw or become paralyzed for as long as you concentrate on the spell, up to 1 minute. The victim is permitted a new saving throw at the end of each of its turns to end the effect.

While the victim is paralyzed, it exudes a foul stench that sickens those who come to close. Any creature starting or ending its turn within a 10 foot radius of the paralyzed victim must make a Constitution saving throw or be *poisoned* for the duration of the spell, until magically cured, or until it overcomes the effect by repeating the saving throw at the end of one of its turns.

### Patternweave

*1st-level divination (ritual)*

Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small hand lens)

Duration: Concentration, up to 1 minute

You can make sense of apparent chaos, such as seeing shards of pottery reformed into a whole pot, shreds of paper reassembled into a page, a coded communique deciphered into readable text, or pulling a specific trail from a group of overlapping footprints.

After casting this spell, you study the seemingly random elements -- broken glass, shreds of paper, a complex written code, intermingled trails, etc. -- and attempt to make sense of them. The items to be studies must be tangible. Coded flashes of light, garbled speech, or thoughts of any kind cannot be studied.

After studying the elements, you must make an Intelligence saving throw, with the DC dependent on the state of the elements, as shown below:

* All elements are present (DC 10)
* A few elements are missing (DC 15)
* Half or more of the elements are missing (DC 20)
* Someone deliberately confused the elements (DC equal to the value of the roll made to obfuscate the truth)

If the elements studied are truly random, no information is gained.

If successful, you can glean information from the reassembled elements based on the item itself, reading a shredded document for the spell's duration, identifying the direction an escaping enemy traveled at a busy intersection, the secret message obscured by a code, etc. If all of the elements are present and you can even attempt to reassemble them if the feat can be accomplished within the spell's duration.

### Power Word Blind

*7th-level enchantment*

Classes: Warlock, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: See below

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that has greater than 200 hit points is unaffected. If the target has 50 or fewer hit points, the blindness is permanent until magically cured. If the target has more than 50 hit points, but less than or equal to 100 hit points, the blindness lasts for 1d4 + your Intelligence modifier minutes. If the target has over 100 in hit points, but less than or equal to 200, the blindness lasts for 1d4 + your Intelligence modifier in rounds. The blindness can be magically cured at any time during the duration of the spell.

### Prying Eyes

*5th-level divination*

Classes: Wizard

Casting Time: 1 action

Range: 1 mile

Components: V, S, M (a handful of small, clear marbles)

Duration: 6 hours

You create ten magical orbs (called "eyes") that move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

The eyes are semi-tangible and fragile, but very difficult to spot. They are about the size of a small apple and have 1 hit point and an armor class of 18. They fly at 30 feet per round with perfect maneuverability. They have a passive stealth score of 18, which is also the DC to locate one if actively searching. They have a passive perception score of 10 + your Wisdom modifier + your proficiency bonus and add your wisdom modifier and proficiency bonus to their ability check during an active search.

The eyes are subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must feel its way around and, if not careful, could break itself on a stone wall as if suffering from a fall. They do not possess special vision capabilities such as darkvision, even if you possess such a capability, though they do collectively count as a single eligible target for the *darkvision* spell if you wish to grant them that capability.

When you create the eyes, you give them specific instructions of up to 25 words. They will obey those instructions to the best of their ability and will attempt to adhere to the spirit of the orders rather than the letter. Any knowledge you possess will be passed to the eyes, such as what a specific individual or creature looks like.

If, as example, you command the eyes to "spread out and search the town for Skeever the lizard man, then follow him for three minutes and report back," the eyes would spread out evenly around town and, upon spotting Skeever, unobtrusively follow him for three minutes and then return to you to report what they saw. Simple phrases like "spread out" or "surround me" will be taken as you intend them as far as configuration and spacing of the eyes. You might ask the eyes to keep a look out for "dangerous creatures," and the eyes would identify any creature that you would consider dangerous.

In order to report their findings, the eyes must return to your hand. Each replays what it has seen into your mind at a rate of 1 round per hour of visual input. After relaying any findings, the eye disappears. If an eye is destroyed or you move more than 1 mile away from it, the eye disappears. You will realize that it is gone, but you are not automatically notified of what occurred to cause its disappearance.

These eyes act only as eyes and cannot convey data relating to any other sense, such as scents or sounds. A *dispel magic* can destroy any eye caught within its area, though each eye is rolled for separately.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you gain 2 additional eyes and 1 additional hour of duration per spell level. In addition, the passive perception (and perception bonus) of the eyes is increased by 1 for each spell level increase. If cast with a spell slot of 8th level or higher, the eyes gain the benefits of a *true seeing* spell.

### Puppet

*1st-level enchantment*

Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: 120 feet

Components: S

Duration: Instantaneous

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed, and a creature cannot be made to move in such a way that would cause it physical harm, such as into a pool of lava or off of the edge of a cliff, stopping just short of the source of the danger.

### Shifting Paths

*8th-level illusion (ritual)*

Classes: Cleric, Druid, Warlock

Casting Time: 1 action

Range: 250 feet

Components: V, S

Duration: 24 hours

This spell simultaneously hides a path or road specified by you, while simultaneously creating an illusory path. The illusory path starts at a point chosen by you within the range of the spell and continues in the direction you indicate. The illusion can be spread across an area of up to a 10 mile radius and is completely convincing to the all five senses.

The illusory path avoids obstacles and provides no bridges, stairs, ladders, ramps, or other methods of traversing such obstacles. There is no way to force the illusory path to lead over a cliff or across a river more than 4 feet deep. Observers are only permitted Wisdom saving throws if they have reason to believe that something is wrong with the path, such as previous experience with the road, a detailed map, etc.

Those who are not allowed saves or fail their Wisdom saving throws struggle along the illusory path. If vegetation or rough terrain slows their progress, they believe the path is sloping enough to justify the reduced speed. Those who succeed on their Wisdom saving throws see both paths, but the illusory path is shadowy and obviously unreal.

**At Higher Levels.** If cast using a 9th level spell slot, the illusory path can cross dangerous obstacles like cliffs and rivers. Travelers in danger of injury or death due to dangerous terrain features is allowed a Wisdom save to avoid the effect.

### Spirit Wall

*5th-level necromancy*

Classes: Cleric, Sorcerer, Wizard

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a clear, cut gemstone)

Duration: Concentration, up to 10 minutes

You create a wall constructed of a swirling mass of green-white forms resembling tortured spirits forms. You can make a flat wall 60 feet wide, 20 feet high, and 1 foot thick or a 20 foot high ring 20 feet in diameter and 1 foot thick.

One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Wisdom saving throw or become frightened for 1d4 rounds.

Any living creature that touches the wall takes 4d6 points of damage as its life force is disrupted. A living creature that passes through the wall takes 8d6 points of necrotic damage. In both of these cases, the victim is permitted a Constitution saving throw to take only half damage.

The barrier is semi-material and opaque, providing cover and total concealment against physical attacks, and it blocks line of effect for magical effects, including spells and spell-like abilities.

### Summon Swarm

*2nd-level conjuration*

Classes: Druid, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small bit of wax shaped to resemble to type of creature to be summoned)

Duration: Concentration, up to 1 hour

You summon a swarm of creatures that appear in one or more unoccupied spaces that you can see within range. If the creatures occupy more than one space, each space chosen must be adjacent to at least one other space within the swarm. You summon a total of 1 challenge rating worth of terrain-appropriate swarms, all of the same type, from the following list (the number of spaces represents the total number of "Medium swarms" used to reach CR 1):

* Bats (CR 1/4, 4 spaces)
* Insects, any type (CR 1/2, 2 spaces)
* Quippers (CR 1, 1 space)
* Rats (CR 1/4, 4 spaces)
* Ravens (CR 1/4, 4 spaces)

A summoned swarm disappears if its hit points drop to 0 or when the spell ends.

Roll for initiative the swarm as a single entity which has its own turn. It obeys any verbal commands that you issue (no action required by you). If you don't issue any commands to the swarm, it will defend itself from hostile creatures but otherwise take no actions.

The DM has the statistics for the swarm.

***At Higher Levels.*** When you cast this spell using a higher level spell slot, you increase the size of the swarm by challenge rating 1/2 for each spell level above 2nd. Starting at spell level 4, you can choose 1 space of poisonous snakes (CR 2) as your swarm in addition to the choices listed above. You must be able to add at least one full space's worth of swarm to choose the creature (for example, you cannot choose 1-1/2 spaces worth of quippers as a level 3 spell).

### Thunderball

*2nd-level evocation*

Classes: Bard, Druid, Sorcerer, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a tiny brass gong and striker)

Duration: Instantaneous

A sphere of crackling energy streaks from your pointing finger to a point you choose within range and detonates in a thunderous blast. Each creature in a 20-foot radius sphere centered on that point must make a Strength saving throw. On a failed save, a target takes 2d6 thunder damage, is knocked prone, and cannot use reactions until the end of you next turn. On a successful save, the target takes half damage but suffers no additional effect.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

(Thunderball spell created by Mike Mearls)

### Unceasing Vigilance of the Holy Sentinel

*5th-level transmutation (ritual)*

Classes: Cleric, Paladin

Casting Time: 1 minute

Range: 0 (5 foot radius sphere)

Components: V, S, M (specially formulated ink that contains 1,000 gp worth of sapphire dust and a drop of holy water)

Duration: 8 hours

This spell enhances your ability to guard a person, place, or object. The spell's effect is centered on a certain area, creating an invisible, spherical area with a 5 foot radius from the point of origin. Once established, this area cannot be moved by any means.

While within the area of effect, you gain the following special abilities:

* Your sense of sight is magically enhanced. You can see through normal darkness and see invisible creatures and objects. The range of this magical sight is 60 feet.
* You have no need for rest, food, or water. You cannot suffer from exhaustion, and any levels of exhaustion already in effect are neutralized while inside of the circle. While you remain in the field, you regenerate one hit die per hour up to your hit point maximum.
* You are completely immune to magical or natural fear, sleep, or charm effects.

These abilities benefit only you. While within the field, you do not count as having taken any sort of rest, short or long.

If you leave the circle for any reason, the spell is broken. When the spell is broken, you must rest for a full minute for every hour spent in the circle. If forced into action during that time, you count as having two levels of exhaustion until you can get the appropriate rest. Completing the required rest period after the spell ends counts as having completed a long rest.

As long as you remain within the circle, you may fight and act normally under full effects of the spell.

### Unearthly Chorus

*1st-level illusion*

Classes: Bard, Cleric, Paladin

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V

Duration: Concentration, up to 10 minutes

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

### Vision

*7th-level divination (ritual)*

Classes: Cleric, Wizard

Casting Time: 1 action

Range: Self

Components: V, S, M (something of sentimental or personal value to the caster)

Duration: Instantaneous

You call upon Faylinn, goddess of foresight and magic, while seeking information on a person, object, or location. She provides you her answer in the form of a vision. This spell functions along the lines of the *legend lore* spell, except that it works more quickly.

You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on an Intelligence (Arcana) check with a DC of 10. If you are not in the presence of the subject of your question but have detailed information about it, the DC is 15. But if the information you have is incomplete or vague, the DC is 20.

The lower the DC of the check, the more clear the information gained is as part the vision. The higher the DC, the more obscure the vision is likely to be. No matter the difficulty, the vision will never be crystal-clear in the details. Information can be sought from the past, present, or future, or possibly a combination thereof. Future information, being more fluid due to the uncertainty of the future, is inevitably more obscure than information about the present or past.

The material component for this spell is something of sentimental or personal value to the caster which is sacrificed in the casting. The more precious the sacrifice, the better the chance that the spell will work. The DM may award a bonus to the roll based on the sacrifice, or even advantage if the sacrifice is something of great significance, such as a powerful magical item or object of immeasurable personal value.

### Wail of the Banshee

*7th-level necromancy*

Classes: Bard, Warlock, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: Instantaneous

You let out a bellowing wail like that of a banshee. Every creature within 30 feet of you that can hear the wail must succeed on a Constitution saving throw or immediately drop to 0 hit points and begin making death saving throws. Those who succeed at this roll suffer 3d6 psychic damage instead. Constructs and undead creatures are not affected by this spell, nor are those creatures incapable of hearing.

### Wrack

*5th-level necromancy*

Classes: Cleric, Warlock, Wizard

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 10 rounds

Make a melee spell attack. If successful, your subject must succeed on a Wisdom saving throw or your touch causes the target to experience excruciating pain. The subject falls prone and, for the duration of the spell, is blinded and incapacitated. Even if the target's saving throw is successful, the subject is frightened for the duration of the spell.

## New Warlock Invocations

At 2nd level and above, a warlock gains the Eldritch Invocations feature. Here are new playtest options for that feature. These invocations are tied to a specific patron, allowing you to strengthen the bond between your warlock and an otherworldly patron. The following Invocations from *Xanathar's Guide to Everything*, are restricted by the list below to specific patrons, as shown below: Aspect of the Moon, Cloak of Flies, Ghostly Gaze, Gift of the Depths, Maddening Hex, Relentless Hex, and Tomb of Levistus.

### Invocations of the Archfey

#### Aspect of the Moon

Prerequisite: Archfey Patron

You have gained the favor of Titania, the Maiden of the Moon. As shown in *Xanathar's Guide to Everything*.

#### Frost Lance

Prerequisite: The Archfey patron, eldritch blast cantrip

You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your *eldritch blast* cantrip one or more times on your turn, you can reduce that creature's speed by 10 feet until the end of your next turn. You may reduce a creature's speed only once per turn.

#### Green Lord's Gift

Prerequisite: The Archfey patron

Oberon, the Green Lord, oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you spend hit dice to regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

#### Moon Bow

Prerequisite: The Archfey patron, Pact of the Blade feature

You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.

#### Sea Twins' Gift

Prerequisite: The Archfey patron

The Sea Twins rule the seas of the Feywild. As shown in *Xanathar's Guide to Everything*, Gift of the Depths.

### Invocations of the Celestial

#### Eyes of the Archangel

Prerequisite: 7th level, the Celestial patron

You gain the piercing gaze of the blue star Khirad. As shown in *Xanathar's Guide to Everything*, Ghostly Gaze.

#### Veil of the Guardian

Prerequisite: 18th level, the Celestial patron

The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.

### Invocations of the Hexblade

#### Burning Hex

Prerequisite: The Hexblade patron

As a bonus action, you cause a target cursed by your Hexblade's Curse to take fire damage equal to your Intelligence modifier (minimum of 1).

#### Chilling Hex

Prerequisite: The Hexblade patron

As a bonus action, you cause frost to swirl around a target cursed by your Hexblade's Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Intelligence modifier (minimum of 1).

#### Curse Bringer

Prerequisite: The Hexblade patron, Pact of the Blade feature

You can create a greatsword forged from silver with black runes etched into its blade using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade's Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.

#### Maddening Hex

Prerequisite: 5th level, the Hexblade patron

As shown in *Xanathar's Guide to Everything*.

#### Relentless Hex

Prerequisite: 5th level, the Hexblade patron

As shown in *Xanathar's Guide to Everything*.

### Invocations of the Fiend

#### Cloak of Baalzebul

Prerequisite: The Fiend patron

As shown in *Xanathar's Guide to Everything*, Cloak of Flies.

The swarm grants you advantage on Intelligence (Intimidation) checks but disadvantage on all other Intelligence checks. In addition, a creature that starts its turn within the aura you takes poison damage equal to your Intelligence modifier (minimum 0 damage). You can dismiss the swarm with another bonus action.

Once you have used this invocation, you must complete a long rest before you can do so again.

#### Kiss of Mephistopheles

Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip

You can channel the fires of Baator through your *eldritch blast.* When you hit a creature with that cantrip, you can cast *fireball* as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with *eldritch blast.*

#### Mace of Dispater

Prerequisite: The Fiend patron, Pact of the Blade feature

When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and, if the target fails a Constitution saving throw, you can knock the target prone if it is Huge or smaller.

#### Tomb of Levistus

Prerequisite: The Fiend patron

As shown in *Xanathar's Guide to Everything*.

### Invocations of the Seeker

#### Path of the Seeker

Prerequisite: The Seeker patron

The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

#### Seeker's Speech

Prerequisite: The Seeker patron

Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

### Invocations of the Undying

#### Blessing of the Undying

Prerequisite: the Undying patron, eldritch blast cantrip

When you score a critical hit with your *eldritch blast* cantrip, you can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).

#### Chronicle of the Undying

Prerequisite: the Undying patron, Pact of the Tome feature

You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner.

#### Claw of the Lich King

Prerequisite: the Undying patron, Pact of the Blade feature

You can create a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping, long-nailed hands. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.

#### Conjoined Souls

Prerequisite: 5th level, the Undying Patron, Pact of the Chain feature

As long as your familiar is one the same plane of existence as you, you can maintain your ability to communicate with it telepathically regardless of distance.

Additionally, if your familiar is reduced to 0 hit points while within 120 feet of you, you can use your reaction to dismiss it with 1 hit point, instead. If your familiar is dismissed in this manner, you cannot call it back for 1 hour.