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Lesser Restoration

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration Instant

You touch a creature and end one condition on it: Blinded, deafened, paralyzed or poisoned.

Abjuration

Sleep

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration CON up to 1 min

A pinch of sand or rose petals

Each creature of your choice in a 5 foot radisu sphere centered on a point within range must succeed on a WIS save throw or have the incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on the target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
Creatures that don't sleep, such as elves, or that have immunity to the exhaustion condition automatically succeed on saves against the spell.

Enchantment

Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instant

A creature you touch makes a CON save, taking 2d10 Necrotic damage on a failed save or half as much damage on a success.
At Higher levels. The damage increased by 1d10 for each spell slot level above 1.

Witch Bolt

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration CON up to 1 min

A twig struck by lightning

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 lightning damage.
On each of your subsequent turns, you can take a bonus action to deal 1d12 lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
At Higher levels. The initial damage increases by 1d12 for each spell slot above 1.

Chromatic Orb

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Instant

Diamond worth 50 gp

Hurl an orb of energy at a target within range. Choose acid, cold, fire, lightning, poison or thunder for the type of damage, then make a ranged spell attack vs target. Ona. hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll vs the new target, and a make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
At Higher levels. The damage increased by 1d8 for each spell slot above 1. The can leap a max number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Blade Ward

  • casting time Action
  • range Self

  • components V, S
  • duration CON up to 1 min

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instant

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

At Higher levels. The healing increases by 2d8 for each spell slot level above 1.

Abjuration

Witch's Grasp

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration CON up to 1 min

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

Tongue-Tie

  • casting time 1 action
  • range 60 feet

  • components V,S
  • duration CON up to 8hrs

1 creature within range that you can see or hear. WIS save or become cursed. Choose a topic of conversation. While cursed, whenever target attempts to speak about the chosen topic, you, or this spell, a one of the below 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 write 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. 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. Action to end it myself.
At Higher Levels. Spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Witch Enchanment

2nd 2nd
1st 1st
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Cackle

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instant

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 Enchanment

Breath of Belladonna

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

  • components S, M
  • duration Instant

3 berries worth 1gp

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

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2nd 2nd