1347042-The Witch A 5th Edition Class by Goob The Goblin
1347042-The Witch A 5th Edition Class by Goob The Goblin
1347042-The Witch A 5th Edition Class by Goob The Goblin
ON THE COVER
The whimsical witch Merida, first of her name, protecter
of the west, Alderman of Montoled, last of the eight.
Vicious and fierce, she holds back armies and manipulates
the lands to her will. She prepares to cast a spell that shall
rip someone in two.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Spelljammer, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2023 by Gabriel Menzie and published under the Community Content
Agreement for the Dungeon Masters Guild.
1
TABLE OF CONTENTS
Credits..................................................................................... 1
Table of Contents .................................................................. 2
Class: Witch ........................................................................... 3
Class Features................................................................................ 4
Witches Magic ......................................................................... 4
Power of the Oracle ................................................................ 4
Witches Ritual ......................................................................... 4
Coven ......................................................................................... 4
Witches Familiar ..................................................................... 5
Mystic ........................................................................................ 6
Warded ...................................................................................... 6
Covens ............................................................................................. 7
The Academic .......................................................................... 7
Friend of A Spirit ..................................................................... 7
The Wild One ............................................................................ 8
Background: The Prophet.................................................... 10
Feature: Foresight .......................................................................10
Suggested Characteristics....................................................10
Magic Items .......................................................................... 11
Bag of Healing .............................................................................. 11
Bell of Notification ...................................................................... 11
Cloak of Teleportation................................................................ 11
Hat of Manipulation ................................................................... 11
Hat of a Witch ............................................................................... 12
Prophets Blindfold ...................................................................... 12
Whistle of the Worgs .................................................................. 12
Witch’s Cauldron ......................................................................... 12
Witch’s Hut ................................................................................... 13
Witch’s Spell List ................................................................. 14
2
CLASS: WITCH
WITCH’S MAGIC
Witches are mystical beings with strange magic, often
finding themselves the focus of myths and legends little
is widely known of them. Most witches use a form of
natural magic, typically pulling magic from the world
around them. Witch’s magic tend away from the massive
destruction that many wizards and sorcerers can cause,
preferring spells that can aid themselves and their
communities in daily life. Although many witches are
experts in the filed of curses and banes.
WITCH’S REPUTATION
Witches are notorious for being hermits and oracles,
which often broods rumors of their cunningness and
trickery. Many witches are seen as curse spitters and
devil talkers, however most of these comments are
unfounded. Most witches are kind old women and caring
people, often being pillars of communities. Although
many enjoy having ill-begotten gossip and use it to aid
their endeavors.
WITCH’S CULTURE
Witches are often deeply spiritual, having an innate
sense for the supernatural. They are regularly viewed
and used as a bridge between our world and that of the
spirits. Along with this, witches tend to form small groups
with each other, usually in the lines of 2 to 5. These groups
can take different forms; from distant relations that aid
each other on occasion to tight nit families that work
together as one.
WITCH’S APPRENTICE
Many witches take on an apprentice, young witches to aid
them and to whom they aid. Due to the secretive nature of
a witch’s power most have to be taught how to use their
gifts by another witch. Neither of these tasks are simple or
easy, as a result witch apprentices tend to be the children
of other witches and have been in training their entire
lives. Even when a witch is not the child of another, the
relationship between the mentor and apprentice is often
very strong and lasts several life times.
3
CLASS FEATURES POWER OF THE ORACLE
At 1st level you gain the ability to create potions and mixes,
HIT POINTS read palms, and see signs in nature. You gain proficiency in
Hit Dice: 1d8 per Witch Level
the Druidic Language. Additionally, every time you take a
Hit Points at 1st Level: 8 + your Constitution modifier
short or long rest you gain a number of oracle points equal
Hit Points at Higher Levels: 2d4 (or 5) + your Constitution
to your proficiency bonus. These points last until used and
modifier per Witch level after 1st
may be used on the following.
PROFICIENCIES • Five oracle points can be spent to make a common potion,
Armor: None
this takes one hour and can be done over a long rest
Weapons: Simple Weapons
without penalty.
Tools: (a) Alchemist's Supplies and one Artisans Tool of
• Ten oracle points may be spent to make an uncommon
your choice or (b) Herbalism Kit and one Musical
potion. This takes two hours and cannot be done over a
Instrument
long rest without penalty.
Saving Throws: Wisdom, Charisma • When a short rest is taken you may spend any number of
Skills: Choose two from Nature, Survival, History, Animal oracle points, healing everyone participating an equal
4
WITCHES FAMILIAR THE ALL-SEER
Starting at 5th level you gain the admiration of an animal in You and your familiar share a deep and unbreakable bond.
the form of a familiar. This familiar takes the form of any Connected on many levels.
medium or smaller beast of CR 1 or lower. • We Are One (5th Level): As an action, you may inhabit
Your familiar always appears with max hit points and has
your familiar's body. When doing so you enter a trance
its intelligence raised to 10 if not already there. Your
and act as if you were your familiar. This lasts until you
familiar cannot attack but may take other actions on your
dismiss it or one of you falls unconscious. You may not do
turn, acting independently. You may communicate with
this while you and your familiar are on separate
your familiar as if you shared a language and could verbally
planes. While in this trance you are considered
talk, but no one else may communicate with your familiar in
incapacitated.
this way. As an action, you may summon your familiar to an • Magic Touch (9th Level): As a bonus action, you may
unoccupied space within 5 ft. of you, as long as you are on
transfer a spell to your familiar. The spell must be cast on
the same plane of existence.
the same turn and cannot have taken effect yet. When this
If your familiar dies you may spend an hour summoning
is done the spell acts as if it has been cast from the
their spirit back from death, or you may lay them to rest and
position of your familiar. Your familiar must be able to
summon a new familiar. The latter may take time and effort
see or hear you to do this.
to convince a new animal to bond with you. If either of these • Sanctuary (13th Level): As an action you may place your
things ever occurs you may choose a new bond type.
familiar into an object, this object must be small enough
When you form a pact with a familiar you choose a bond
to fit within your hand. While in this object your familiar
type, this bond type will give you a special ability now, and
is perfectly safe and is a place of comfort for them. As an
again on further levels.
action, you may summon your familiar back into this
THE BEASTLY
dimension. When this is done, they return with max hit
points, as long as they spent at least a minute within the
Your familiar is big and bulky, acting not only as a friend
object.
and assistant but as a guard.
• Saving Grace (15th Level): As a ritual taking one minute
• Monstrous (5th Level): Your familiar can now be any
you may create an illusion around your familiar, this
medium or smaller monstrosity of CR 1 or lower, with a illusion lasts for one minute and you must maintain
base intelligence of 5 or lower. Additionally, they may concentration on it. While active your familiar looks like
now take the attack action. Your familiar loses the you, in whatever clothing you wish, and may interact with
multiattack feature if they have it. objects as if this was their real body. The illusion
• Beastly Might (9th Level): Your familiar may now add
disappears if you lose concentration or your familiar
your proficiency modifier to damage rolls they add their takes any damage.
Strength or Dexterity modifier to.
• Beastly Cry (13th Level): When your familiar dies it may
5
THE GALIVANTRESS
Your familiar is more than a companion, it is your steed.
• Ride (5th Level): Your familiar may now take the form of
you may use an action to leap into the air. When this is
done your familiar gains a flying speed equal to their
walking speed, this lasts for 30 seconds or until they
touch the ground. Once this ability is used you must take a
short or long rest before doing so again.
• Lifeless Retreat (15th Level): As an action your familiar
MYSTIC
At 17th level you gain access to more powerful spells than
can be imagined, you may add one spell of 9th level from
the Witches spell list to your known spells.
At 20th level, you may add one more 9th-level spell from
the Witches spell list to your known spells.
Neither of these spells counts against your number of
known spells.
WARDED
At 18th level you gain access to powerful wards, which can
protect your team from attacks. Once a short rest you may
touch a creature activating your wards, for the next 30
seconds (6 rounds) all attacks against them are made with
disadvantage, they have advantage on saving throws
against magical attacks, and all weapon attacks deal half
damage to them.
6
COVENS POWER OF MAGIC
Starting at 10th level magic begins flowing through you at
Your connection to magic is deeply primal, not learned in a
an accelerated rate. You may now cast 3rd level spells and
book or taken from higher beings. However, a little help
lower twice a rest.
here or there can’t hurt. Most witches form covens, to aid
them in their journeys. Finding resources, friends, and
SCROLLS O’ PLENTY
knowledge to help them succeed. Are you an academic, Starting at 14th level your magical knowledge increases.
relying on books and prior caretakers for your knowledge? When you take a long rest, you may spend 10 oracle points
Or you could be a Friend of a Spirit, calling to otherworldly creating a spell scroll. The spell must be on the Witch's Spell
friends to grant you affinity. Maybe you're a Wild One, List of 4th level or lower, you do not have to have the spell
leaning deep into the primal nature of your magic, on your spells known list.
strengthening your connection to the nature witch you draw If you spend 20 oracle points you may make a scroll of
your power. spells 6th level or lower.
HONORED FRIEND
• School of Enchantment: Encode Thoughts, Bane,
Enthrall, Incite Greed At 7th level you gain additional features based on your
• School of Evocation: Booming Blade, Burning Hands, choice at 3rd level.
Darkness, Daylight • Good: Whenever you reduce a hostile creature's hit points
• School of Illusion: Minor Illusion, Illusionary Script,
to zero you gain temporary hit points equal to your
Mirror Image, Fear
Wisdom modifier.
• School of Necromancy: Chill Touch, Cause Fear,
• Evil: Your familiar is more cunning and powerful than
Blindness/ Deafness, Animate Dead
most, it can now take the form of a Pseudodragon or an
• School of Transmutation: Thaumaturgy, Longstrider,
Imp.
Barkskin, Blink • Lawful: You gain the Searing Smite, Branding Smite, and
7
• Chaotic: As an action you may choose one creature you to your true state and the hit points you had at the time of
can see within 30 ft. Your target gains advantage or transforming, carrying over any extra damage.
disadvantage (your choice) on the next skill check, saving While in a wild shape form, you cannot cast spells that
throw, or attack roll they make. Once this feature has require verbal, somatic, or material components.
been used you must complete a short rest before doing so
again.
SPIRITUAL MOTHERLAND
At 7th level you gain access to a spiritual motherland and
THANK YOU, SPIRIT, gain additional known spells based on the motherland you
At 10th level you can call upon your spirit’s power to infuse choose. These spells can be prepared as normal but do not
within your spells. This feature gives you a number of count against your spells known.
charges equal to your Wisdom modifier, these charges • Motherland of Elements: Acid Splash, Absorb Elements,
refresh on a long rest. When you cast a spell, you may use
Burning Hands, Continual Flame, Gust of Wind, and Call
your bonus action to spend any number of charges you Lightning
wish, for every charge you spend the spell you cast is • Motherland of The Animal: Primal Savagery, Animal
considered to have been cast one level higher. You cannot
Friendship, Beast Bond, Animal Messenger, Beast sense,
cast a spell at a level higher than is available to you, as seen
Summon Fey
on the Witch’s Class Table. • Motherland of Earth: Thaumaturgy, Earth Tremor,
SPIRIT’S BLOOD
Entangle, Earthbind, Pass Without Trace, Plant Growth
Starting at 14th level your blood boils with the might of your • Motherland of Plague: Chill Touch, Arms of Hadar, Inflict
spiritual guide, whenever you fall unconscious there's a Wounds, Blindness/ Deafness, Ray of Enfeeblement,
chance that you will stabilize. When you fall unconscious, Hunger of Hadar
WILD SHAPE additional 10 oracle points to refresh the time limit. If this is
Starting at 3rd level you gain the ability to shapeshift. When done 3 weeks in a row the effect becomes permanent.
you gain this ability choose one beast of CR 0, such as a cat
or eagle. As a bonus action, you may transform into this Grove Effects
creature as many times as you wish. Using a bonus action to
• Nature's Guardian: You cause any number of creatures of
turn back to your normal form.
your choice to become hidden as if they were under effect
Additionally, as a bonus action, you may assume the
of the “pass without trace” spell. The effect is broken if
shape of other creatures you have seen. These creatures
the affected creature moves more than 30 ft. from where
must be of a CR equal to half your level or lower. This form
this ritual was performed. This effect lasts for 8 hours.
lasts for one minute or until you dismiss it as a bonus
• Woodland Tower: You cause a 30 ft. radius 10 ft’ tall
action. You may transform in this way a number of times
cylinder to appear. The structure appears to be formed
equal to your Wisdom Modifier.
naturally and is made from natural materials. It has a
When transforming in these ways you retain all your
singular doorway big enough for a medium creature,
mental stats, but physical stats and all other attributes are
although any beast can enter the structure. Any beast that
shifted to that of the creature (including hit points.). Any
enters the structure is considered neutral to you for the
items you are carrying are transformed with you. Your
time spent within. Once you have left the structure for
transformation drops if you fall to 0 hit points, you return
more than an hour it is; consumed into nature becoming
8
part of the natural landscape, subsiding into a non-
magical element such as an oasis, or is claimed by the
spirits of the land becoming inaccessible to most. Your
DMs choice.
• Spring of Birth: An oasis of your choice appears,
MASTER OF NATURE
At 14th level the time limit that appears on some of your
wild-shape forms is increased. You may now enter your
limited wild-shape forms for an hour instead of one
minute.
Additionally, you gain the ability to cast some spells
within your wild-shape forms. You can now complete verbal
and somatic components within a wild-shape form,
however, material components still cannot be
administered.
9
BACKGROUND: THE d8
PROPHET
4 Others see me as sporadic; some call me insane, I exist in a
world inconceivable to them.
5 I see the world in black and white, what has come and what
Prophets are praised around the world for their intelligence is to come.
and their prowess. Seen as predictors of the future and 6 Nothing can shake my belief in myself or my visions.
leaders of the present prophets often find themselves as 7 My gifts are too important to waste time with the trivial
things in life.
high-ranking members of religious orders or coveted town
8 I fixate on every detail around me, I can’t afford to miss an
elders.
omen.
Most prophets put forth a vestige of knowledge and
I DEALS
grace, however many view their gifts as a curse. Prophets
d6
can often be plagued by terrible visions of bloody futures
1 Messiah. I see what others cannot, it is my duty to lead
and terrible atrocities spending their life seeking solutions them where they can’t go. (Good)
to these problems. 2 Chosen. I am the chosen one, my visions come from gods.
All prophets are different coming from various cultures, (Lawful)
which greatly affects their foresight and how they use it. 3 Broken. My visions are random and unconnected, but not
Some prophets see one major recurring image in their
useless. (Neutral)
4 Will. My visions are not predictions but instructions, they
minds, while others see seemingly random images, and
must come to pass. (Evil)
others only see bits and pieces never forming a full vision.
5 Worthless. My visions have no deeper meaning, my mind
No matter how their prophetic visions manifest they can be pulls them out of the either at random. (Chaotic)
changed, a prophet only sees what is likely to come, not 6 Power. I hope to one day use my gifts to save the world.
what will come. (Any)
B ONDS
Skill Proficiencies: Insight, Investigation, Persuasion d6
Tool Proficiencies: One set of artisan’s tools 1 I keep my friends close; they are my family.
Equipment: A prophetic book containing recollections of 2 I do everything I can to seem “normal,” others may not trust
the true me.
visions incomprehensible to most, incense, ink, ink pen, a
3 True power comes from belief and faith.
holy symbol, common clothes, and a pouch containing 10
4 Everything I do is for my family and the people of the world.
gp.
5 My visions predict things long in the future, I must preserve
FEATURE: FORESIGHT
them as best I can for future generations.
6 I would do anything to rid myself of my visions, but I
You see glimpses of the future and can occasionally channel
understand their importance.
that power onto specific moments. You gain access to the
F LAWS
Guidance cantrip.
d6
10
MAGIC ITEMS HAT OF MANIPULATION
Wondrous item, uncommon
BAG OF HEALING A top-hat made of black velvet with a large purple bow
raped around the base. The Hat of Manipulation has the
Wondrous item, common
ability to manipulate forms, both of creatures and objects.
A small black bag, no bigger than a coin pouch containing
As an action an object, small enough to fit within the hat
1d6+4 eyeballs, the eyes are glasslike and covered in a
fully, may be placed within the hat and the command word
slimy residue. As a bonus action, you may have one willing
may be spoken. The object instantaneously transforms,
creature eat one of the eyes curing them of a minor illness,
roll on the Object Table, and for the following hour, it
a non-magical condition, or healing them 1d4 hit points,
retains this new shape. At the end of the hour, the new
your choice. Once the bag is depleted there's a chance that
form disappears and the original object is destroyed.
it will magically refill, roll percentiles, there is a 50%
Additionally, you may place the hat upon the head of a
chance that the bag will refill with 1d6+4 eyes and will
willing creature and speak the command word. The
have the chance of refilling once depleted again. If you fail
creature is mutilated into a new form, roll on the Creatures
to roll above 50% the bag refills with 1d4+4 eyeballs and
Table, this new shape lasts for 1 hour or until a spell such
will not refill once depleted.
as remove curse is cast on them. The creature's equipment
Wondrous item, uncommon (requires attunement) Manipulation may be used 3 times a day.
While attuned the small gold bell floats around your waist.
O BJECTS T ABLE
At the end of each long rest, you may choose a creature
d6 Effect
type; aberration, beast, celestial, construct, dragon,
1 A small rock shining with magic. The rock is a +3
elemental, fey, fiend, giant, humanoid, monstrosity, ooze,
magical weapon, with a range of 30/60, that deals 1d6
plant, or undead. Until the end of your next long rest, the bludgeoning damage on a hit. The wilder is considered
bell will ring (waking you if asleep) when the designated proficient with the rock while holding it.
creature comes within 50 ft. of you. The bell cannot tell the 2 Two bonnets, if worn they provide fire resistance to
their wearers.
difference between specific people or differentiate specific
3 Three bones that play a jaunty tune. Anyone within 30
monsters within a creature type.
feet of the bones is automatically cured of any non-
magical conditions and gain advantage on saving
CLOAK OF TELEPORTATION throws to overcome magical conditions.
Wondrous item, uncommon 4 Four wooden hands, while holding one of the hands the
A scratchy brown cloak that perfectly wraps around a creature gains an extra reaction. This reaction cannot
be used at the same time as their other reaction.
medium humanoid. While wearing the cloak you can
5 Five rideable clouds with a 40 ft. fly speed.
teleport in times of need. Once an encounter when you are
6 Six mugs full of milk, the milk is constantly cool and
hit with an attack, you may use your reaction to escape,
refills after being drunk. As an action the milk may be
taking half the attack's damage and teleporting 1d12 drunk, allowing the drinker to spend a hit die to heal.
squares away. (You must teleport the max distance
possible) Additionally, when you fail a saving throw for an C REATURES T ABLE
area effect, such as the spell fireball, you may teleport in d6 Effect
the same way and be affected as if you had saved. When 1 The creature grows 2 feet taller.
you teleport in either of these ways the cloak stays behind, 2 The creature grows substantial facial hair.
falling to the ground where you once stood undamaged. 3 The creature gains weight, increasing its size by 100 lb.
4 The creature shrinks, becoming one size smaller.
5 The creature's face, manipulates to look like that of the
closest intelligent being to it.
6 The creature's ancestry changes, determined by the
DM.
11
HAT OF A WITCH WITCH’S CAULDRON
Wondrous item, common (requires attunement) Wondrous item, very rare
The hats of witches come in many different shapes and The witch's cauldron allows a witch to create better and
sizes; some are wrinkly, others are covered in moss, and more complex potions. Every potion takes two hours to
many sprout little mushrooms, but they can all be given make and requires intense focus, as a result, they cannot
away by their cone shape and large brim. While wearing a be completed over a rest without receiving a penalty.
witch’s hat the wear gains proficiency in the perception, Additionally, these higher-level potions may require
medicine, and arcana skills. Additionally, the hat allows its unique materials outside of those that correspond to your
wearer to cast Detect Evil and Good once per long rest. oracle points, unlike lower-level potions.
PROPHETS BLINDFOLD
• 20 oracle points may be spent to make a rare potion.
12
WITCH’S HUT death-saving throws and dies upon reaching zero hit
Wondrous item, legendary (requires attunement by a points. Once the hut has died it cannot be revived and the
witch) hut cannot be re-enchanted or be tied to another spirit.
A small hut (no bigger than 10 ft. by 15 ft. on the interior
with two levels) that when dormant has no necessary
distinction from any other. However, it is no ordinary hut, Huge construct, unaligned
this hut is alive and on occasion will bond with a witch. All Armor Class 10+Pb
witch's huts have some form of movement, some walk on Hit Points 15+ 1d12 for every level of witch the attuned character
has.
tall spindly legs while others magically skid along the
Speed 100 ft.
ground.
The hut is an intelligent being that shares a deep STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 10 (+0) 8 (-1) 8 (-1)
connection with its attuned witch. When the hut is
separated from its attuned witch for more than a day it will Saving Throws Str +3+PB, Con +3+PB
begin to take every action in its power to get back to its Skills Athletics +3+PB
Senses Passive Perception 9
witch, unless commanded to do otherwise. Some huts are
Languages Can understand one language of your choice.
themselves sapient beings, having been awakened by
magic. Other huts are themselves not magical or alive but Internal Knowledge. The hut can sense where everything inside
of it is and tell what it is as if it was looking at the object or
have been linked to a spirit as a sort of armor. creature.
These huts come about in many ways, some natural and Just a Hut. When the hut sits perfectly still it has advantage on
others by forceful magic. Some witches find their huts stealth checks. If hidden the hut appears to be a non-magical
building.
naturally in the wild while others make them themselves.
Strength of Structure. The witch's hut has a damage threshold of
If a witch wishes to create or summon their own hut there
10.
are several ways of going about it. The Awaken spell may
be cast on an existing hut, requiring additional material
Smash. Melee Weapon Attack: +3+PB to hit, reach 5 ft., one target.
components of gold dust worth 1,000 gp and the heart of a;
Hit: 2d8+3 bludgeoning damage.
beast, celestial, dragon, fey, or fiend of CR 12 or higher all
Shake (1/day). The hut hits the ground as hard as it can, every
of which the spell consumes. A hut may also be summoned creature within 30 ft. of it must make a Dexterity saving throw, the
with a greater casting of the Wish spell. DC is equal to equal to 11+PB. On a failure, the targets fall prone
and take 4d8 bludgeoning damage. On a success, they take half as
While inside the hut spellcasters may use it as a
much damage.
component pouch, in place of their spellcasting focus or a
pre-existing component pouch. Using the hut as a
component pouch allows the caster to wave the cost of
material components costing 30 gp or less. Additionally,
ritual spells cast within the hut have their casting time
reduced by 5 minutes.
Represented by the Witches Hut stat block below (where
PB is indicated add your proficiency bonus) the hut knows
you and your allies and can be commanded to move or act
by anyone you designate. While inside the hut any
designated person can spend their entire turn operating
the hut, once the hut has taken a turn in this way it may
not be commanded again until the start of the
commanding creature's next turn. The attuned witch may
command the hut from anywhere within 50 ft. of it, when
no commands are given to the hut it will take the dodge
action.
If the witch's hut ever reaches zero hit points its magic
withers away and its spirit dies. A witch's hut makes no
13
WITCH’S SPELL LIST
Life Transference
C ANTRIPS Tree Stride
Magic Circle
Dancing Lights Mass Healing Word 6TH L EVEL
Friends Melf’s Minute Meteors
Chain Lightning
Mage Hand Remove Curse
Contingency
Mending Sending
Create Homunculus
Poison Spray Slow
Disintegrate
Prestidigitation Speak with Dead
Guards and Wards
Shillelagh Speak with Plants
Harm
Thaumaturgy Spirit Guardians
Heal
Toll the Dead Spirit Shroud
Hero’s Feast
Vicious Mockery Stinking Cloud
Magic Jar
World of Radiance Summon Shadowspawn
Mass Suggestion
Tiny Servant
1ST L EVEL Tongues
Mental Prison
Planer Ally
Animal Friendship
Bane
4TH L EVEL Primordial Ward
Summon Fiend
Beast Bond Banishment True Seeing
Chromatic Orb Compulsion Word of Recall
Color Spray Death Ward
Cure Wounds Faithful Hound 7TH L EVEL
Detect Magic Find Greater Steed
Crown of Stars
Dissonant Whispers Freedom of Movement
Draconic Transformation
Hellish Rebuke Greater Invisibility
Etherealness
Hex Locate Creature
Forcecage
Protection From Evil and Mordenkainen’s Private
Prismatic Spray
Good Sanctum
Plane Shift
Purify Food and Drink Polymorph
Sequester
Ray of Sickness Sickening Radiance
Teleport
Sleep Summon Construct
Witch Bolt Vitriolic Sphere 8TH L EVEL
2ND L EVEL 5TH L EVEL Antimagic Field
Control Weather
Aid Animate Objects
Demiplane
Arcane Lock Arcane Hand
Maddening Darkness
Borrowed Knowledge Awaken
Maze
Detect Thoughts Circle of Power
Mind Blank
Find Steed Cone of Cold
Tsunami
Flame Blade Contagion
Invisibility Creation 9TH L EVEL
Protection from Poison Danse Macabre
Astral Projection
Rope Trick Dawn
Shatter Foresight
Dispel Evil and Good
Spider Climb Power Word Kill
Dream
Web Power Word Heal
Geas
True Polymorph
Zone of Truth Greater Restoration
Weird
Far Step
3R D L EVEL
Hallow
Beacon of Hope Immolation
Bestow Curse Legend Lore
Catnap Maelstrom
Clairvoyance Mass Cure Wounds
Create Food and Water Modify Memory
Dispel Magic Pass Wall
Fear Planer Binding
Fly Scrying
Glyph of Warding Steel Wind Strike
Haste Telekinesis
Hypnotic Pattern Teleportation Circle
14