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Major Image [2/2]

  • casting time 1 action
  • range 120 feet

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

a bit of fleece

reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Witch 3rd level Illusion

Major Image [1/2]

  • casting time 1 action
  • range 120 feet

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

a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image

Witch 3rd level Illusion

Gaseous Form

  • casting time 1 action
  • range Touch

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

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Witch 3rd level Transmutation

GIFT OF THE MOON - CLASS FEATURE

  • casting time
  • range

  • components
  • duration

When you choose this coven at 1st level, you gain darkvision out to a range of 30 feet. If you already have darkvision, the range of your darkvision increases by 30 feet.

Witch Class feature

BREWER'S CAULDRON - CLASS FEATURE [2/2]

  • casting time
  • range

  • components
  • duration

Brewed Concordance.
As part of a long rest, you can use your cauldron to prepare a brew that fortifies the soul.

This brew can be consumed by a number of creatures equal to your proficiency bonus. Each creature that partakes of the brew gains 1d8 temporary hit points which last until the next time the creature finishes a long rest.

Spellcasting Focus.
You can use your brewer’s cauldron as a spellcasting focus. Whenever you cast a spell of 1st level or higher that restores hit points to a creature using this item as your spellcasting focus, the creature regains additional hit points equal to your proficiency bonus.

Witch Class feature

BREWER'S CAULDRON - CLASS FEATURE [1/2]

  • casting time
  • range

  • components
  • duration

You bind a spirit into a nonmagical cauldron, kettle, or other portable cooking container.

When you first learn how to create this implement, your Hit Dice becomes 1d10 per witch level instead of 1d8—including for the level gained that unlocked this feature.

Your hit point maximum also increases by 1 for each previous level you have in the witch class when you learn how to create this implement. For example, if you learn how to create this witch’s implement at 5th level, your Hit Dice becomes 1d10 for 5th level and every level in the witch class thereafter, and your hit point maximum increases by 4

Witch Class feature

SPIRIT BOOK - CLASS FEATURE [1/2]

  • casting time
  • range

  • components
  • duration

You bind a spirit into a book, scroll, or other object suitable for recording information. When you first learn how to create this implement, choose three cantrips from any class’s spell list (the three needn’t be from the same list).

While the spirit book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the witch spell list, they are nonetheless witch spells for you.

Book of Knowledge.
Whenever you gain a new spell slot from gaining a level in this class, one spell of your choice from any class’s spell list appears in your spirit book in a cipher only you can read. While the spirit book is on your person, you can expend spell slots to cast these spells like any other spell you know. Each of these spells counts as a witch spell for you, but it doesn’t count against the number of witch spells you know.

Witch Class feature

SPIRIT BOOK - CLASS FEATURE [2/2]

  • casting time
  • range

  • components
  • duration

When you first learn how to create this implement, the book fills with one spell of your choice of each level of witch spell you can cast. For example, if you select this Spirit Binding at 5th level, the book gains one 1st-level spell, one 2nd-level spell, and one 3rd-level spell of your choice from any class’s spell list.

Your spirit book can never contain more than one spell of each level you can cast, to a maximum of 9 spells at 17th level.

Universal Language.
While holding the book, the spirit contained within it can translate languages for you, allowing you to read any written language and understand any language you hear.

Witch Class feature

CONTAGIOUS HEALING

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 minute

Your touch infects a friendly creature with a magical disease. The target regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

The next time the target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first.

The new target regains hit points equal to 1d8 + your spellcasting modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it, continuing in this manner until no valid targets are in range or the spell ends.

A creature can be healed by your contagious healing only once per casting of this spell. This spell has no effect on Undead or Constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Witch 2nd Level Evocation

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STRIP WOOD

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

You temporarily clothe a creature in the bark from nearby plants. Choose a creature you can see within range that is within 10 feet of a tree, shrub, or other nonmagical plant with bark.

The plant can’t be a Plant creature. The target’s AC increases by 2 until the start of your next turn, as you temporarily move the bark from the plant to the target.

Witch Transmutation Cantrip

CECILY’S STORMSHOT

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You channel the primal energy of storms into your free hand or spellcasting focus before releasing an instantaneous blast of lightning at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.

If the target is wearing armor or carrying a weapon made of metal, it instead takes 1d10 lightning damage.

This spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 and 4d10).

Witch Evocation Cantrip

DEFLECTION

  • casting time 1 reaction
  • range Touch

  • components S
  • duration Instantaneous

You wave your hand toward an attacker, briefly placing a magical barrier between you. The damage you take from the triggering attack is reduced by 1d6, as you deflect some of it. If you reduce the damage to 0, you can turn the deflected damage back onto your attacker.
Make a melee spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you deflected.

The damage you can deflect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Witch Abjuration Cantrip

HEX - CLASS FEATURE

  • casting time
  • range

  • components
  • duration

At 3rd level, you can create a potent disruptive magical effect called a Hex. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use a reaction to hex the creature.

The hexed creature gains one Hex die, a d4. The creature must roll the Hex die and subtract the number rolled from the ability check, attack roll, or saving throw that triggered your reaction.

Once the Hex die is rolled, it is lost. A creature can have only one Hex die at a time.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Your Hex die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level

Witch Class feature

DRAWING THE MOON - CLASS FEATURE

  • casting time
  • range

  • components
  • duration

Starting at 1st level, you can use an action to call on the spirits of the moon to cover you with a disorienting glamour that lasts for 1 minute.

While the glamour is active, attack rolls against you have disadvantage. If an attack hits you, the glamour is disrupted, and it ceases to function until the beginning of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest

Witch Class feature

SPIRIT BINDING - CLASS FEATURE [1/2]

  • casting time
  • range

  • components
  • duration

At 2nd level, practice with your coven unlocks the secrets of binding a spirit’s power into an object called a witch’s implement. When you gain this feature, choose one witch’s implement from the options below. You know how to make this witch’s implement, and you can do so by performing a 1-hour spirit-binding ritual with the appropriate object at hand. This ritual can be performed during a short or long rest.

If you lose an implement or it is destroyed, you can repeat this ritual to bind a new spirit to a suitable replacement vessel. If a previous implement of the same type still exists when you perform this ritual, the binding ends on that previous object. Due to the nature of the binding, implements you create are only usable by you and any bound spirits are released from your implements when you die.

Witch Class feature

SPIRIT BINDING - CLASS FEATURE [2/2]

  • casting time
  • range

  • components
  • duration

As you gain levels in the witch class, you learn how to create additional types of witch’s implement. Choose an additional type of witch’s implement from the options below at 5th level and again at 15th level. You can have witch’s implements of different types active at the same time—provided you have performed the necessary spirit- binding rituals for each.

Witch Class feature

Guidance

  • casting time 1 action
  • range Touch

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Witch Divination cantrip

Minor Illusion [1/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

Witch Illusion cantrip

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Minor Illusion [2/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

A bit of fleece

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Witch Illusion cantrip

Produce Flame

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

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

Witch Conjuration cantrip

Bless

  • casting time 1 action
  • range 30 feet

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

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Witch 1st level Enchantment

Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. for each slot level above 1st.

Witch 1st level Evocation

Guiding Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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

Witch 1st level Evocation

Detect Magic (ritual)

  • casting time 1 action
  • range Self

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. e 1st.

Witch 1st level Divination

Mage Armor

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.

The spell ends it if the target dons armor or if you dismiss the spell as an action. 1st.

Witch 1st level Abjuration

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

a pinch of find sand, rose petals, or a cricket

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.

The spell ends it if the target dons armor or if you dismiss the spell as an action. 1st.

Witch 1st level Enchantment

Enhance Ability [1/2]

  • casting time 1 action
  • range Touch

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

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Witch 2nd level Transmutation

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Enhance Ability [2/2]

  • casting time 1 action
  • range Touch

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

fur or a feather from a beast

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom checks.

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 Transmutation

Healing Spirit

  • casting time 1 bonus action
  • range 90 feet

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

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels.

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

Witch 2nd level Conjuration

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 that you can see.

Witch 2nd level Conjuration

Moonbeam

  • casting time 1 action
  • range 120 feet

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

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Witch 2nd level Evocation

Counterspell

  • casting time 1 reaction
  • range 60 feet

  • components S
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Witch 3rd level Conjuration

Call Lightning

  • casting time 1 action
  • range 120 feet

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

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.

Witch 3rd level Conjuration

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