When you select your patron, you also choose an expanded spell list granted to you. Choose one patron expanded spell list. You know these spells, they count as warlock spells for you, and they don't count against your number of spells known.
The enigmatic and often horrifying patrons of the Alienist convey the secrets of psionics and the stars. Some also teach about the darkness between stars.
The patrons of the Diabolist— often portrayed as demons, devils, and the shadow of the inner self— often grant spells of darkness and fire.
Faeries instruct their Spellbound on capricious spells related to bewilderment and mobility. The spiteful fey of the Unseelie Court also adore spells of darkness, and fairies who guard natural landforms might specialize in a given element like fire.
The caster gets resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade :
If a weapon attack hits, deals thunder damage if the target moves.
Calculate (N):
Instantly know the answer to any mathematical equation.
Chill Touch:
Attack with the chill of the grave, injuring and preventing healing.
Create Bonfire:
Creatures in a 5-ft cube must succeed on a save or take fire damage.
Dancing Lights:
Create up to four floating, magical lights.
Friends:
Gain an expertise die on a Charisma check.
Frostbite :
The target must succeed on a save or take cold damage and have disadvantage on next attack roll .
Green-Flame Blade:
If a weapon attack hits, deals also fire damage to another creature within 5 ft.
Infestation :
The target must succeed on a save or take poison damage and move 5 ft in a random direction.
Lightning Lure :
The target must succeed on a save or take lightning damage and be pulled up to 10 ft.
Mage Hand:
Conjure a hand to manipulate small objects.
Mind Sliver (*):
The target must succeed on a save or take psychic damage and substract -1d4 on it's next saving throw.
Minor Illusion:
Create a small, limited illusion.
Pestilence (N):
Fill a 10-foot sphere with biting insects that damage creatures and some objects.
Poison Spray :
The target must succeed on a save or take poison damage .
Prestidigitation:
Perform various minor magical tricks.
Sword Burst :
Creatures in a 5-ft-radius must succeed on a save or take force damage.
Thunderclap :
Creatures within 5 ft must succeed on a save or take thunder damage.
True Strike (*):
Gain advantage on attacks against a single creature.
Cut through the air with a melee weapon to damage a creature within 30 feet.
Arcane Riposte (N):
Respond to a melee attack with a damaging blast of elemental magic.
Armor of Agathys :
The caster gains 5 temporary hp and creatures who hits him with a melee attack take 5 cold damage.
Arms of Hadar :
Creatures in a 10-ft radius must succeed on a save or take necrotic damage.
Bad Blood (N):
Corrupt a target's blood
Calculated Retribution (N):
Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them.
Cause Fear :
The target must succeed on a save or becomes frightened.
Charm Person:
Force a humanoid to view you as a trusted friend for a short time.
Comprehend Languages (*):
Use magic to better interpret languages you do not understand.
Corpse Explosion (N):
Make a corpse explode in a poisonous cloud.
Expeditious Retreat:
Move much faster than normal.
Force Punch (N):
Use a blast of magic to punch a creature.
Illusory Script:
Hide a message with illusion.
Lightning Tendril (N):
For the duration, shoot lightning from your hands
Phantasmal Talons (N):
Sprout invisible talons of pure will from your fingers.
Protection from Evil and Good:
Protect a creature from certain creature types.
Searing Equation (N):
Whisper an alien equation that injures the minds of creatures and deafens them.
Unseen Servant:
Use an invisible, mindless, shapeless force to perform simple tasks.
Wind Up (N):
Magically ensure that your next melee attack strikes true.
Witch Bolt (*):
If the spell attack hits, deals lightning damage on each round.
Creatures in a 5-ft cube take automatically slashing damage.
Crackle (N):
Three arcs of lightning strike at your foes
Crown of Madness :
The target must succeed on a save or be charmed. It then can attack a target designated by the caster.
Darkness:
Shroud an area in magical darkness.
Earthbind :
Target within 300 ft must succeed on a save or its flying speed is reduced to 0 (descends at 60 ft/round).
Enthrall:
Monopolize a creature’s attention.
Flex (N):
Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form.
Hold Person:
Paralyze a humanoid.
Invigorated Strikes (N):
Increase the damage dealt by a creature’s unarmed strikes and natural weapons.
Invisibility:
Render a creature invisible so long as it does not attack or cast spells.
Lemure Transformation (N):
Melt your body into a humanoid-shaped mass of liquid flesh.
Mental Grip (N):
Conjure extensions of your own mental fortitude to keep your foes at bay.
Mind Spike :
The target must succeed on a save or take psychic damage.
Mirror Image:
Transform an area of terrain with a convincing, immersive illusion.
Misty Step:
Teleport short distances in a puff of shimmering mist.
Poison Dart (N):
Toss a poisonous dart a foe
Ray of Enfeeblement:
Shoot a ray of necrotic damage that weakens a creature.
Shatter:
Create a painful ringing sound that damages all creatures and objects in an area.
Shattering Barrage (N):
Hurl orbs of jagged broken glass at up to 3 creatures.
Spider Climb:
Give a creature the ability to walk on walls or ceilings, hands free.
Suggestion:
Magically influence a creature, compelling it to follow a simple suggestion.
Create a pact enforced by celestials or fiends.
Counterspell (*):
Interrupt another spellcaster as they cast a spell.
Crushing Haymaker (N):
Deliver a devastating strike that deals thunder damage and lays your target low.
Dispel Magic:
End ongoing magical effects.
Electrocute (N):
Shock a target with a massive arc of lightning
Enemies abound :
The target must succeed on a save or not be able to distinguish friend from foe ; all are ennemis for it.
Fear:
Frighten creatures in a cone-shaped area.
Fly:
Grant a creature the ability to fly.
Gaseous Form:
Make a creature insubstantial and able to fly.
Hunger of Hadar :
Creatures in a 20-ft-radius sphere take cold damage et must succeed on a save or take acid damage
Hypnotic Pattern (*):
Create a beguiling pattern in the air that charms and incapacitates its viewers.
Magic Circle:
Create a protective cylinder of magic.
Major Image:
Create a large, realistic illusion.
Poison Skin (N):
Make a creature brightly colored and poisonous to the touch.
Remove Curse (*):
Remove all curses from a creature.
Spider Bite (N):
Strike a target with a poisonning bite
Summon Fey (*):
Summon 1 fey spirit (fuming, mirthful, or tricksy), friendly.
Summon Lesser Demons (*):
Summon 2 demons of CR 1 to 8 demons of CR 1/4, unfriendly.
Summon Shadowspawn (*):
Summon 1 shadowy spirit (fury, despair, or fear), friendly (stat block/your lvl).
Summon Undead (*):
Summon 1 undead spirit (ghostly, putrid, or skeletal), friendly.
Thunder Step :
The caster teleports and creatures within 10 ft must succeed on a save or take 3d10 thunder damage.
Tongues:
Understand any heard language and be understood by others you speak to.
Vampiric Touch:
Make a touch attack that drains life force and heals your wounds.
Send a creature to another plane.
Blight:
Attack a creature by drawing the moisture from it, harming most and devastating plants.
Charm Monster:
Make a creature view you as a trusted friend.
Dimension Door:
Teleport yourself and one willing creature great distances.
Divination:
Ask a higher power about the future.
Elemental Bane :
The target must succeed on a save or suffer an extra 2d6 damage of a specific type.
Hallucinatory Terrain:
Cloak natural terrain in an illusion that transforms it.
Shadow of Moil :
Tha caster gains resistance to radiant damage and deals 2d8 necrotic damage to creatures that hit him with an attack.
Stinging Swarm (N):
Conjure a swarm of poisonous biting insects
Summon Aberration (*):
Summon 1 aberrant spirit (beholderkin, slaad, or star spawn), friendly.
Summon Greater Demon (*):
Summon 1 demon of CR 5, friendly.
Reach out to beyond the realms material to answer your questions.
Commune with Nature:
Become one with nature to learn about the surrounding land.
Contact Other Plane:
Risk your sanity in order to question an otherworldly being.
Danse Macabre :
Up to 5 Small or Medium corpses become zombie or skeleton under the caster control.
Dream:
Invade a creature’s dreams to communicate with and possibly terrorize it.
Eldritch Cube (N):
Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it.
Enervation :
The target must succeed on a save or take 4d8 necrotic damage each turn.
Far Step :
Teleport the caster up to 60 ft on each round with a bonus action.
Hold Monster:
Paralyze a creature.
Scrying:
Observe a creature on the same plane of existence as you.
Wall of Light :
Create a 60-ft-long, 10-ft-high, 5-ft-thick wall of light that can deal 4d8 radiant damage to one target.
Create 2 portals (max 500 ft between them) and allow teleport from one to the other.
Circle of Death:
Suck the life force from an area, dealing necrotic damage in a large sphere.
Conjure Fey (*):
Summon a hag, hound, or redcap.
Create Undead (*):
Raise three or fewer humanoid corpses as ghouls.
Eyebite:
Use a gaze attack to curse creatures.
Flesh to Stone:
Turn a creature to stone.
Infernal Weapon (N):
Summon a weapon from Hell.
Investiture of Flame :
Creatures in a 15-ft-long line must succeed on a save or take fire damage. Immunity and resistance to caster.
Investiture of Ice :
Creatures in a 15-ft cone must succeed on a save or take cold damage. Immunity and resistance to caster.
Investiture of Stone :
Creatures in a 15-ft radius must succeed on a save or be knocked prone. Resistance and move across earth/stone.
Investiture of Wind :
Creatures in a 15-ft cube must succeed on a save or take bludgeoning damage. Flying speed 60 ft.
Mass Suggestion:
Convince up to 12 creatures to carry out a simple instruction.
Mental Prison :
The target must succeed on a save or take psychic damage and believe to be surrounded by fire or other hazard.
Planar Ally:
Entreat cosmic forces for assistance and summon forth an ally—for a price.
Soul Cage :
Snatch a soul to regain hp, ask it a question, get advantage to a roll, or see a place it saw in life.
Summon Fiend:
Summon 1 fiendish spirit (demon, devil, or yugoloth), friendly.
True Seeing:
Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane.
Wall of Flesh (N):
Create a wall of squirming bodies, groping arms and tentacles, and moaning, biting mouths.
Wormway (N):
Call forth a purple worm that carries you and up to 50 creatures across a vast distance.
Animate a building and make it lash out at its inhabitants and surroundings.
Etherealness:
Enter the border of the Ethereal Plane.
Finger of Death:
Wrack a creature with negative energy that deals 7d8+30 necrotic damage.
Forcecage:
Creatures in the area are trapped in an invisible cube of force.
Plane Shift:
Transport yourself and allies to another plane of existence or banish an enemy there instead.
Power Word Pain :
The target (100 hp max) has its speed reduced to 10 ft, disadvantage to d20 rolls and has to make a check to cast spells.
Sporesight (N):
Create a 50-foot radius cloud of spores that allow you to see everything in the area.
Unholy Star (N):
Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies.
Create a doorway to a dimension you create.
Dominate Monster:
Take over the mind of a creature.
Feeblemind:
Crush a creature’s mind.
Glibness:
Gain a bonus to Charisma checks and lie even under magical detection.
Heart of Dis (N):
Magically replace your heart with one forged on the second layer of Hell.
Maddening Darkness :
Creatures in a 60-ft-radius sphere of darkness must succeed on a save or take 8d8 psychic damage.
Power Word Stun:
Stun a creature with a single word.
Travel the astral plane.
Blade of Disaster:
Make two melee spell attacks and deals 4d12 force damage. Critical hit (18-20) deals 12d12. +2 attacks as bonus action.
Foresight:
Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks.
Imprisonment:
Imprison a creature with one of several powerful binding effects.
Power Word Kill (*):
Slay a creature with a single word.
Raise Hell (N):
Transform the land around you into a blasted hellscape.
True Polymorph:
Change a creature into another creature or object, or an object into a creature.
Writhing Transformation (N):
Permanently transform your body into a mass of wriggling worms.