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WARDING BOND

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Witch Abjuration

CALM EMOTIONS

  • casting time Action
  • range 60 ft.

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

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.

The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.

Witch Enchantment

DETECT MAGIC

  • casting time Action or Ritual
  • range Self/30 ft.

  • components V, S
  • duration Concentration, up to 10 min

For the duration, you sense the presence of magical effects within 30 feet of yourself.

If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Witch Divination

SILENCE

  • casting time Action or Ritual
  • range 120 ft.

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.

Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it.

Casting a spell that includes a Verbal component is impossible there.

Witch Illusion

MISTY STEP

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Witch Conjuration

WITCH'S GRASP

  • casting time 1 action
  • range 30 ft.

  • 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.
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 Evocation

SANCTUARY

  • casting time Bonus action
  • range 30 ft.

  • components V, S, M
  • duration 1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Witch Abjuration

HEALING WORD

  • casting time 1 bonus action
  • range 60 ft.

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Witch Abjuration

CURE WOUNDS

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Witch Abjuration

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COMMAND

  • casting time 1 action
  • range 60 ft.

  • components V
  • duration Instantaneous

You speak a one-word command to a creature you can see w/in range. The target must succeed on a Wis saving throw or follow the command on its next turn. Pick the command:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. Target drops whatever it is holding and then ends its turn.

Flee. Target spends its turn moving away from you by the fastest available means.

Grovel. Target has the Prone condition and then ends its turn.

Halt. On its turn, target doesn’t move and takes no action or Bonus Action.

Using a Higher-lvl Spell Slot. You can affect one additional creature for each spell slot level abv 1.

Witch Enchantment

CACKLE

  • casting time 1 action
  • range 60 ft.

  • 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

POISON SPRAY

  • casting time 1 action
  • range 30 ft.

  • components V, S
  • duration Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Witch Necromancy

MESSAGE

  • casting time 1 action
  • range 120 ft.

  • components S, M
  • duration 1 round

a copper wire

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.

Witch Transmutation

SPARE THE DYING

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Instantaneous

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Witch Necromancy

GUIDANCE

  • casting time 1 action
  • range Touch

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

You touch a willing creature and choose a skill.

Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

(Cast at will)

Witch Divination

PRESTIDIGITATION

  • casting time 1 action
  • range 10 ft.

  • components V, S
  • duration 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Witch Transmutation

MENDING

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can’t restore magic to such an object.

Witch Transmutation

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