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Cackle

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration Instantaneous

You cackle wildly at one creature within range that can hear you, unleashing the power of your scorn and animosity. The target must make a Wisdom saving throw. On a failure, it takes 1d8 psychic damage and has disadvantage on the next Strength or Dexterity ability check or saving throw it makes before the start of your next turn.

At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Witch Enchantment Cantrip

Witch's Grasp [1/2] (Curse)

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

You clench your hand in a grasping motion toward a creature within range, wrapping the target with twisting ribbons of shadow. The target must succeed on a Strength saving throw or be grappled for the duration, and you may choose to levitate the creature up to 3 feet off the ground. A creature grappled by this spell can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

If the target of this spell has attacked you or forced you to make a saving throw within the last minute and has never been damaged by you, it has disadvantage on its Strength saving throw. On a failure, you can choose for the target to take 1d8 necrotic damage as part of the casting of this spell, and an additional 1d8 necrotic damage at the beginning of each of its turns while grappled by this spell.

Witch 1st-Level Evocation

Witch's Grasp [2/2] (Curse)

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

The spell ends if the target is ever outside the
spell's range.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

Witch 1st-Level Evocation

Breath of Belladonna

  • casting time 1 action
  • range Self (15-foot cube)

  • components S, M
  • duration Instantaneous

3 belladonna berries worth 1 gp which the spell consumes

You consume the belladonna berries used as a material component, taking 1d10 poison damage, and breathe out a poisonous cloud. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d10 poison damage and is poisoned until the start of your next turn. On a success, the creature takes half as much damage and isn't poisoned. A creature that doesn't need to breathe automatically succeeds on its saving throw.

At Higher Levels: If you use a spell slot of 3rd level or higher to cast this spell, the damage you deal increases by 1d10 for each slot level above 2nd. The damage you take doesn't increase.

Witch 2nd-Level Necromancy

Cleansing Crystal

  • casting time 1 Min
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

a gem worth at least 50 gp

You imbue a crystal with magic to absorb harmful influences. While carrying the crystal, when you would take damage as a result of a spell or magical effect in the space you occupy when you start your turn, reduce the damage you take by 2d6. When you would make a saving throw to avoid an effect based on the space you occupy when you start your turn, you have advantage on the saving throw.

During the spell's duration, when you would take necrotic, poison, or psychic damage, you can end the spell as a reaction to gain resistance to the triggering damage type until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, creatures of your choice within 5 feet of you gain the benefits of the spell. They can't use the spell's reaction.

Witch 2nd-Level Abjuration

Tongue-Tie [1/2] (Curse)

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 8 hours

Choose one creature within range that you can see or hear. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose a topic of conversation. While the target remains cursed, whenever it attempts to speak about the chosen topic, you, or this spell, a phenomenon of your choice spills forth from its lips instead of words:
- Tiny toads, snakes, moths, or other vermin
- Short-lived wildflowers in full bloom
- Black filth or bile
- Fairy tales and nursery rhymes
- Unflattering, unrelated truths about the target or those they are addressing.

Attempts to circumvent the curse by writing about the subject result in crude drawings of the chosen phenomenon. If the target can communicate telepathically or another creature reads its mind, it can communicate about the curse that way.

Witch 2nd-Level Enchantment

Tongue-Tie [2/2] (Curse)

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 8 hours

If you have caught the target in a lie, or if you have done it a kindness and receive no thanks within 1 minute, the target has disadvantage on its saving throw, the spell doesn't require concentration, and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the
spell by using an action to dismiss it.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Witch 2nd-Level Enchantment

Create Poppet

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 minute

clay and willow branches

When you cast this spell, you fashion the material components into a Tiny doll (or pull the doll from your shadow if you cast it without material components). While you hold this doll in one hand, you can use any of the following bonus actions or reactions.
- As a bonus action, choose one creature you can see within 15 feet of you. That creature regains 1d8 hit points.
- As a bonus action, choose one creature you can see within 15 feet of you. You can end either one disease or one condition afflicting it. The condition can be blinded, deafened, poisoned, or stunned.
- As a reaction when you are the target of a curse spell, you negate its effect on you.

When you use the doll for the third time, it is destroyed, leaving a seed behind. Until the spell ends, any creature can eat the seed as an action. A creature that does so gains 2d8 temporary hit points.

Witch 3rd-Level Transmutation

Swineskin [1/2]

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 hour

Choose a creature within range that you can see or hear. The targeted creature must succeed on a Wisdom saving throw or become cursed. While cursed, the target is transformed into a Beast of your choice with a challenge rating of 1 or lower. The target retains its Intelligence, Wisdom, and Charisma scores, alignment, personality, and current and maximum hit points, but all of its other game statistics are replaced by those of its new form.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

If the target has eaten your food or slept in your home within the past 24 hours, or if it has shown unkindness to another creature of the chosen form in the past 24 hours,

Witch 3rd-Level Transmutation

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Swineskin [2/2]

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 hour

it has disadvantage on its saving throw and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it.

A Humanoid cursed permanently by this spell regains the ability to speak and use their special traits and class features after a long rest, although they may be limited in the kinds of actions they can take by their new form.

Witch 3rd-Level Transmutation

Spellwarping Curse [1/2]

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration 1 minute

You place a curse on a creature you can see within range. The target must succeed on a Wisdom saving throw or becomes cursed for the duration of the spell. While cursed in this way, the creature takes 1d8 + its spellcasting ability modifier (minimum of 1) psychic damage each time it casts a spell that deals damage or forces a creature to make a saving throw. Remove curse spells that the target casts on itself can't remove this curse.

While you have this spell prepared or choose it as one of your spells known, you become aware of any creature that is observing you from afar with magic, such as a clairvoyance, dream, or scrying spell. While a creature is observing you in this way, you can cast this spell on that creature as if you could see it and it were in range.

Witch 4th-Level Abjuration

Spellwarping Curse [2/2]

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration 1 minute

If you cast this spell on a creature that can't cast at least one spell, the spell fails, and you are aware of why it failed. If the target of this spell has ever targeted you with a harmful spell against your will, they have disadvantage on the saving throw and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it.

Witch 4th-Level Abjuration

Wyrding [1/2]

  • casting time 1 Action
  • range 30 feet

  • components S
  • duration 1 minute

In a fit of shakes and spasms, you take on a monstrous semi-humanoid shape unique to you and your magic. When you cast this spell, describe your new form and choose one of the following benefits:
1) Huge, molting feathers & a flying speed of 30ft
2) Squamous skin, the ability to breathe water, & a swimming speed of 60 ft
3) Shaggy fur hide & an AC of 13 + your Wis mod.

For the duration of the spell, you gain the chosen qualities and you have advantage on Strength and Constitution saving throws and ability checks. Whenever you cast a spell or cantrip as an action, you can also make a melee spell attack against a creature within reach as a bonus action. On a hit, you deal 2d10 acid damage.

Witch 4th-Level Transmutation

Wyrding [2/2]

  • casting time 1 Action
  • range 30 feet

  • components S
  • duration 1 minute

You can end the Wyrding early as an action. If the spell doesn't end early, you become cursed until the curse is lifted by a remove curse or greater restoration spell, or similar magic. While cursed in this way, you remain trapped in your Wyrding form, and you lose the ability to speak, read, write, understand language, or cast spells with verbal components.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage you deal with your melee spell attack increases to 3d10.

Witch 4th-Level Transmutation

Animate Hut [1/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Concentration, up to 8 hours

leg and foot bones from one creature

When you cast this spell, you touch one building of up to 30 feet long by 30 feet wide and up to two stories tall. Ten-foot-long legs resembling the creature whose bones you used as a material component (or chicken legs, if you cast this spell without components) sprout under the building, and the building gains a walking speed of 40 feet. The building can stand up or sit down as an action, and it must sit down to lower its doorways to ground level.

For the duration of the spell, the building becomes a Construct that follows your verbal commands and acts immediately after your turn in initiative. The building can stomp its legs, making a melee weapon attack using your spell attack bonus, on a hit it deals 3d10 bludgeoning damage. The building has AC 15, 100 hit points, and immunity to poison and psychic damage. It uses your saving throw bonuses. If the building is reduced to 0 hit points, the spell ends, and it settles to the ground.

Witch 5th-Level Transmutation

Animate Hut [2/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Concentration, up to 8 hours

leg and foot bones from one creature

When you cast the spell, any unwilling creatures in the building that aren't incapacitated can make a Charisma saving throw, if any of them succeed, the spell fails and has no effect.

At Higher Levels: If you use a spell slot of 8th level or higher to cast this spell, you can give the building wings in addition to legs, and it gains a flying speed equal to its walking speed.

Witch 5th-Level Transmutation

Othershoes [1/2] (Curse)

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 8 hours

When you cast this spell, choose two Humanoids within 30 feet of one another. Each target must succeed on a Wisdom saving throw or take 3d8 psychic damage.

If both targets fail their saving throw, they are cursed for the duration of the spell, and while they both remain cursed, they swap bodies, retaining their original personalities but exchanging all of their game statistics other than alignment and Intelligence, Wisdom, and Charisma ability scores. Additionally, they have disadvantage on Charisma checks related to convincing others of their new forms.

Witch 5th-Level Transmutation

Othershoes [2/2] (Curse)

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 8 hours

For the first hour of the curse's duration, both targets have disadvantage on attack rolls, and if they attempt to cast a spell of 1st level or higher, they must expend a spell slot of one level higher than the spell they're casting (and don't receive any benefit from using a higher-level slot).

If the targets have quarreled with one another within the past minute, they have disadvantage on the saving throw and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it.

Witch 5th-Level Transmutation

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Miser's Menace (Curse)

  • casting time 1 minute
  • range 30 feet

  • components V, S
  • duration 24 hours

When you cast this spell, choose a creature you can see within range. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. While the target is cursed, it is compelled to give away all of its wealth, possessions, and positions of power to those who lack them, gifting at least ten percent of its wealth to each sentient creature it encounters.

If the target has broken its end of a bargain with you or has refused your polite request for food and shelter, you can cast this spell as an action and the effect is permanent, ending only when the curse is broken, or the target has nothing but rags to its name.

Witch 8th-Level Enchantment

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