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Baily Drew

10 Level (0 of 85000 XP for level-up) Witch Class Coven of the Yellow Rose Subclass Human Race Alignment
Strength 13
+1
Dexterity 13
+1
Constitution 18
+4
Intelligence 17
+3
Wisdom 13
+1
Charisma 14
+2

+1
Initiative
11
Armor Class
+0
Spell Attack Modifier

Spell Save DC: NONE
Hit Dice: 10 of 10
Hit Die: 1d6 +4
30ft
Speed (walk/run/fly)
Unrivaled Beauty
Your blessing grants you natural beauty beyond that of even the Elves. You gain proficiency in Persuasion or Deception, if you already have proficiency you gain expertise.
Eyes of the Witch
Your blessing grants you eyes that perceive complete darkness as daylight and more as your power grows. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. At 15th level this ability grants further power and allows you to see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Gift of Youth
You must be 10th level to take this blessing, your blessing grants you an unnaturally long life and you cannot be aged by most magical effects. You cannot be aged magically except by the power of a Sphinx or the effect of a Wish spell, you age ten times as slowly as a member of your race normally would.
Grant Life
Your blessing grants you the ability to assist your allies by sacrificing your own life force to restore their life energy. You can transfer your hit points to any ally by touching them, you cannot raise an ally beyond their maximum hit points this way. Using this blessing counts as an action.
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+5 Dexterity
+8 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
+6 Deception CHA
+3 History INT
+1 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+7 Nature INT
+1 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Witch

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Coven 3 2 - - - - - - - -
2nd +2 Witch's Blood 3 3 - - - - - - - -
3rd +2 Blessings of Libra 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Coven Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Blessings of Libra 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Coven Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Blessings of Libra 5 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Coven Elder 5 4 3 3 3 3 2 2 1 1
Hit Dice: 1d6 per Witch level
Hit Points At 1st Level: 6 + your Constitution modifier
Hit Points At Higher Levels: 1d6 (or 4) + your Constitution modifier per Witch level after 1st
Armor Proficiencies: None
Weapon Proficiencies: Daggers, Staffs, and Slings
Tools: Weaver's Tools and Painter's Supplies
Saving Throws: Constitution, Dexterity
Skills: Choose two from Arcana, Animal Handling, Nature, Persuasion, Sleight of Hand, Stealth or Survival
  Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:
  • (a) two daggers or (b) a staff
  • (a) sling or (b) a healing potion
  • (a) a priest’s pack or (b) a scholar’s pack
  • A spellcasting focus or a component pouchl
Coven
Choose a Coven to belong to, this describes the way you have been taught to connect with the soul of the world. These are detailed at the end of the class description.   Your choice grants you features when you choose it at 1st level and again at 6th, 14th and 18th level.
Witch’s Blood - 2nd Level
You have learned to harness your life force as a resource to empower your magic. By sacrificing your life force, you can bring your spell up to its maximum power, generate additional magical energy or push your spell beyond its natural limit. Consult the table below to understand how much of your own hit points you will need to sacrifice to generate a given effect. When you sacrifice hit points to generate one of these affects you will decrease your current hit points as well as your hit point maximum until you take a long rest. You can use Maximize Magic and Overcast on the same spell if you sacrifice the amount of hit points required to generate the effect twice.  
HP Cost Recover Slot Maximize Magic Overcast
3 - Cantrip's Maximum Damage As if Critical Hit
5 Level 1 Level 1 Spell’s Maximum Damage Cast as a Level 2 Slot
8 Level 2 Level 2 Spell’s Maximum Damage Cast as a Level 3 Slot
12 Level 3 Level 3 Spell’s Maximum Damage Cast as a Level 4 Slot
17 Level 4 Level 4 Spell’s Maximum Damage Cast as a Level 5 Slot
23 Level 5 Level 5 Spell’s Maximum Damage Cast as a Level 6 Slot
30 Level 6 Level 6 Spell’s Maximum Damage Cast as a Level 7 Slot
38 Level 7 Level 7 Spell’s Maximum Damage Cast as a Level 8 Slot
47 Level 8 Level 8 Spell’s Maximum Damage Cast as a Level 9 Slot
57 Level 9 Level 9 Spell’s Maximum Damage Unique Effect or Critical Hit
 
  • If a spell does not deal damage or function differently when cast at a higher level, then generally the GM will assign an additional effect or allow you to regain a spell slot of a lower level.
  • When your Maximum Hit Points have been lowered by using the Witch’s Blood feature nothing except a long rest or a Wish spell can restore your hit point maximum.
  • You cannot use this feature to restore a spell slot that you are incapable of using at your current level.
Blessings of Libra - 3rd Level
Witches gain protection from the bond that they have forged with the innate power of the world. Because of their dedication the Goddess Libra has granted them some innate traits that passively give the Witch protections and bonuses during their life. You can pick two of the Blessings from below, you may pick an additional two at 10th and 17th level but you can never change any of the Blessings that you make.   Wicked Nails. Your blessing empowers your unarmed strikes and makes them deal magical slashing damage. When calculating your bonus to hit and to deal damage with unarmed strikes you will use 1d4 + your Constitution Modifier + your Witch Level.   Unrivaled Beauty. Your blessing grants you natural beauty beyond that of even the Elves. You gain proficiency in Persuasion or Deception, if you already have proficiency you gain expertise.   Horrific Aura. You must be 10th level to take this blessing, your blessing grants you a powerful aura of magic that can startle creatures that are weaker than yourself. If a creature with less hit points moves within five feet of you while you are conscious then it must succeed on a Wisdom save against your spell save DC. On a failed save a creature receives the Feared condition for the next minute, it may repeat the saving throw at the end of each of its turns. If a creature passes the saving throw, then it is immune to your Horrific Aura for 24 hours.   Gift of Youth. You must be 10th level to take this blessing, your blessing grants you an unnaturally long life and you cannot be aged by most magical effects. You cannot be aged magically except by the power of a Sphinx or the effect of a Wish spell, you age ten times as slowly as a member of your race normally would.   Eyes of the Witch. Your blessing grants you eyes that perceive complete darkness as daylight and more as your power grows. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. At 15th level this ability grants further power and allows you to see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.   Siphon Power. Your blessing grants you the ability to steal magical energy from creatures that are damaged by your spells and use it to restore your own reserves. When you kill a creature with a spell you gain a spell slot back equal to an amount dictated by the chart below. You cannot use this feature to restore a spell slot that you are incapable of using at your current level.  
CR of Creature Spell Slot Restored
0-1 -
2-3 1
4-5 2
6-9 3
10-13 4
14-16 5
17-20 6
21-25 7
25-29 8
30+ 9
  Siphon Life. Your blessing grants you the ability to steal hit points from creatures that are damaged by your spells and manifest it as a cloak of arcane energy. When you damage a creature with a spell you gain temporary hit points equal to your Witch level, these hit points are cumulative, but they can never exceed your current maximum hit points.   Grant Power. Your blessing grants you the ability to assist your allies by sacrificing your own life force to restore their magical energy. You can use your Witch’s Blood feature to restore a spell slot to an ally within 30 feet, this must be a corresponding spell slot on the Witch’s Blood chart and the ally must be capable of using the spell slot. Using Witch’s Blood in this way consumes an action.   Grant Life. Your blessing grants you the ability to assist your allies by sacrificing your own life force to restore their life energy. You can transfer your hit points to any ally by touching them, you cannot raise an ally beyond their maximum hit points this way. Using this blessing counts as an action.   Protection from Elements. Your blessing grants you protection from elemental damage (Fire, Cold, Lighting, Thunder). When taking elemental damage, you subtract an amount from it equal to your Witch level, in addition damage from the elemental sources cannot reduce you below 1 hit point or render you unconscious.   Protection from Shots. Your blessing grants you protection from arrows, bolts, bullets and any thrown weapons. When taking damage from the listed sources, you subtract an amount from it equal to your Witch level, in addition damage from the listed sources cannot reduce you below 1 hit point or render you unconscious.   Protection from Blows. Your blessing grants you protection from non-magical melee weapons to include unarmed strikes. When taking damage from non-magical melee weapons, you subtract an amount from it equal to your Witch level, in addition damage from non-magical melee weapons cannot reduce you below 1 hit point or render you unconscious.   Protection from Phenomenal. Your blessing grants you protection from phenomenal sources of damage (Necrotic, Radiant, Psychic, Force). When taking phenomenal damage, you subtract an amount from it equal to your Witch level, in addition damage from phenomenal sources cannot reduce you below 1 hit point or render you unconscious.   Circle of Protection. Your blessing grants you extra protection when you take the time to defend yourself against incoming attacks. When you take the defend action, incoming attacks receive a penalty equal to your Constitution modifier on top of the normal penalty incurred from your defend action.   Circle of Harm. Your blessing grants you incredible accuracy when you take the time to steady yourself and prepare for a spell casting. If you use your action to “prepare” a spell that inflicts damage that will not be cast until your next turn, it will incur a bonus. For spells requiring an attack roll, you will gain a bonus to your attack roll equal to your Constitution modifier and for spells requiring a saving throw, the saving throw will be made at disadvantage.   Circle of Shelter. Your blessing grants you minor healing when you take the time to aide them in combat. If you use your action to “Help” a friendly creature in attacking a creature within 5 feet of you then you will heal an amount equal to your Constitution modifier.   Circle of Fury. Your blessing grants you addition prowess in combat when you choose to attack enemies with unarmed strikes or weapons. If you use your action to attack a creature with a melee weapon or an unarmed strike, then you can use your bonus action to make an additional attack.
Ability Score Improvement - 4th Level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Coven Elder - 20th Level
You have become a Witch of incredible power that is ready to lead their own Coven and spread their knowledge to a new generation. Spells of 3rd level and lower have no effect on you and cannot deal you damage. Spells of 7th level and higher that you cast cannot be prevented by using the spell Counterspell.

Cantrips

At first level, you learn three Witch cantrips from the Witch spell list. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips known column of the Witch table.  

Preparing and Casting Spells

The Witch table shows how many spell slots you have to cast your Witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of Witch spells that are available for you to cast, choosing from the Witch spell list. When you do so, choose a number of Witch spells equal to your Constitution modifier + your Witch level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level Witch, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Witch Bolt, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of Witch spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability  

Spellcasting Ability

Constitution is your spellcasting ability for your Witch spells since you learn your spells through invoking the longevity and power of your own life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Witch spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Constitution modifier   Spell attack modifier = your proficiency bonus + your Constitution modifier  

Spellcasting Focus

You can use an arcane focus from the list of equipment in Adventuring Gear as a spellcasting focus for your Witch spells.  

Ritual Casting

You can cast a Witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Covens

The White Tree

The White Tree

A proud lineage that pursues the raw, natural power that lies within the spirit of Isekai. The White Tree is a rare plant that is thought to be extinct in modern-day but was once incredibly coveted for its use as a component for magical potions and the creation of an arcane focus. It was rumored that a magic wand made from the branch of the White Tree would elevate even a novice caster’s power to that of an elite mage.
The Black Thorns

The Black Thorns

A proud lineage that seeks out protection and sanctuary, the ancient powers of Isekai wrap themselves around Witches of this Coven and shelter them from harm. The Black Thorns make reference to a part of the White Tree that manifests itself in order to ward off wild animals, monsters and evil creatures of all kinds. These thorns were thought to be the bane of evil and to be a living substance on par with Adamantite with a will of their own to protect the White Tree and those that they deemed worth of protection.
The Yellow Rose

The Yellow Rose

A proud lineage that seeks out knowledge and friendship from the ancient spirit of Isekai, they pursue the mysteries of the world and live in a fashion similar to Druidic communities. The Yellow Rose makes a reference to a flower that blooms on the White Tree only once every hundred years, a sight that Fey and animals of the natural world will pause to see because of its elegance and beauty. This Flower is said to impart great knowledge and understanding to those that gaze up its blooming and those that watch the final petal fall as it wilts will learn how the thing they love the most will meet its end. The secrets of the Yellow Rose are such that they could bring about the ruin rulers, societies and civilizations so if it still exists it is hidden far away from any that will see it in the modern-day.

The Yellow Rose

Yellow Rose Teachings
Spell Level Spells
1st Level Ceremony, Sanctuary
2nd Level Suggestion, Zone of Truth
3rd Level Plant Growth, Speak with Plants
4th Level Compulsion, Grasping Vine
5th Level Modify Memory, Raise Dead
Yellow Rose Teachings
You gain access to an expanded spell list that is called “Yellow Rose Teachings” that will be added to the pool of spells that you can pick from at the beginning of each day.
Spell Empowerment
You gain empowered spells based upon the strength of your life force. When a creature makes a saving throw you may use your reaction to expend any number of hit die. Roll those hit die and deduct or add the amount rolled from a creature’s saving throw after hearing if they have failed or not. This can be used to effect multiple creatures, but you must expend and roll a hit die for each creature that you would like to effect. A creature must be in your range of vision for you to use this feature. You can use this feature to expend any number of hit die that you have available but if you reduce yourself to zero hit die then you will gain a level of exhaustion.
Life Force Empowerment - 6th Level
Your spells have become imbued with a mystical force that grants you and your party improved senses of the world around you. If you are proficient in a skill check that uses your Wisdom modifier you may add your Constitution modifier to it as well. Friendly creatures within ten feet of you that make a saving throw or a skill check that uses their Wisdom modifier will gain a benefit of +2 to that saving throw or skill check.
Mystical Life Force - 14th Level
Your life force gains mystical properties that allow you to change the outcome of your fate. If you fail a saving throw or a skill check you may choose to succeed instead. You may use this feature twice before taking a long rest.   Whenever you make death saving throws you make them with advantage.
Unpredictable Life Force - 18th Level
Your life force gains incredible potency and wards off danger from lesser creatures. If you would take damage from a creature that has less current hit points than your current hit points you have resistance to that damage.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase
Size Medium
Speed 30ft

Ability Score Increase.Your ability scores each increase by 1.
  Age.Humans reach adulthood in their late teens and live less than a century.
  Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  Speed.Your base walking speed is 30 feet.
  Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Name Mold Earth School Transmutation
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration Instantaneous or 1 hour
Components S Materials None
Ritual No Concentration No
Description
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:   • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 
Name Druidcraft School Transmutation
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Whispering to the spirits of nature, you create one of the following effects within range:   • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.

 
Name Shillelagh School Transmutation
Spell Level 0 Range Touch
Casting Time 1 Bonus Action Duration 1 minute
Components V, S, M Materials mistletoe, a shamrock leaf, and a club or quarterstaff
Ritual No Concentration No
Description
The wood of a club or quarterstaff you are holding is imbued with nature’s power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon

 
Name Magic Stone School Transmutation
Spell Level 0 Range Touch
Casting Time 1 Bonus Action Duration 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

 
Name Guidance School Divination
Spell Level 0 Range Touch
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
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.

 

Level 1 Spells

Name Ceremony School Abjuration
Spell Level 1 Range Touch
Casting Time 1 Hour Duration Instantaneous
Components V, S, M Materials 25 gp worth of powdered silver, which the spell consumes
Ritual Yes Concentration No
Description
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.   Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

 
Name Sanctuary School Abjuration
Spell Level 1 Range 30 feet
Casting Time 1 Bonus Action Duration 1 minute
Components V, S, M Materials a small silver mirror
Ritual No Concentration No
Description
You ward a creature within range against attack.
Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

 
Name Speak with Animals School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual Yes Concentration No
Description
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 
Name Find Familiar School Conjuration
Spell Level 1 Range 10 feet
Casting Time 1 Hour Duration Instantaneous
Components V, S, M Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Ritual Yes Concentration No
Description
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.   Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

 
Name Hex School Enchantment
Spell Level 1 Range 90 feet
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V, S, M Materials the petrified eye of a newt
Ritual No Concentration Yes
Description
You place a curse on a creature that you can see within range.
Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.   At higher level   When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

 

Level 2 Spells

Name Suggestion School Enchantment
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration Up to 8 hours
Components V, M Materials a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Ritual No Concentration Yes
Description
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.   If you or any of your companions damage the target, the spell ends.

 
Name Zone of Truth School Enchantment
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual No Concentration No
Description
You create a magical zone that guards against deception in a 15- foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

 
Name Barkskin School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials a handful of oak bark
Ritual No Concentration Yes
Description
You touch a willing creature. Until the spellends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

 
Name Alter Self School Transmutation
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You assume a different form.
When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.   Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

 
Name Misty Step School Conjuration
Spell Level 2 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

 

Level 3 Spells

Name Plant Growth School Transmutation
Spell Level 3 Range 150 feet
Casting Time Special Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell’s area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

 
Name Speak with Plants School Transmutation
Spell Level 3 Range Self (30-foot radius)
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual No Concentration No
Description
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.   You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.   Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.   If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.   This spell can cause the plants created by the entangle spell to release a restrained creature.

 
Name Remove Curse School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

 
Name Erupting Earth School Transmutation
Spell Level 3 Range 120 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials A piece of obsidian
Ritual No Concentration No
Description
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.   At higher level   When you cast this spell using a spell slot of 4rd level or higher, the damage increases by 1d12 for each slot level above 3rd.

 
Name Bestow Curse School Necromancy
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:   * Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.   A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above.
The DM has final say on such a curse’s effect.   At higher level   If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes.
If you use a spell slot of 5th level or higher, the duration is 8 hours.
If you use a spell slot of 7th level or higher, the duration is 24 hours.
If you use a 9th level spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

 

Level 4 Spells

Name Compulsion School Enchantment
Spell Level 4 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.   A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

 
Name Grasping Vine School Conjuration
Spell Level 4 Range 30 feet
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.   Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

 
Name Divination School Divination
Spell Level 4 Range Self
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes
Ritual Yes Concentration No
Description
Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.   The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

 
Name Wall of Fire School Evocation
Spell Level 4 Range 120 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A small piece of phosphorus
Ritual No Concentration Yes
Description
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.   At higher level   When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

 

Level 5 Spells

Name Modify Memory School Enchantment
Spell Level 5 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You attempt to reshape another creature’s memories.
One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.   While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.   You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.   A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.   A remove curse or greater restoration spell cast on the target restores the creature’s true memory.   At higher level   If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

 
Name Raise Dead School Necromancy
Spell Level 5 Range Touch
Casting Time 1 Hour Duration Instantaneous
Components V, S, M Materials A diamond worth at least 500 gp, which the spell consumes
Ritual No Concentration No
Description
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.   This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.   This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.   Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

 
Name Animate Objects School Transmutation
Spell Level 5 Range 120 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
Objects come to life at your command.
Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.   As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   Animated Object Statistics
Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6   An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.   If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.   At higher level   If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

 
Name Commune with Nature School Divination
Spell Level 5 Range Self
Casting Time 1 minute Duration Instantaneous
Components V, S Materials None
Ritual Yes Concentration No
Description
You briefly become one with nature and gain knowledge of the surrounding territory.
In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.   You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings   For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

 

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