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Playbook - Witch

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Witch

Character playbook
WITCH
Some arcane practitioners are given their magic by another more powerful
entity, while others wrest it from the universe through sheer mental
prowess. Witches, by contrast, are cursed with their magic; a process
that leaves them visibly scarred and bound to a familiar. Because of this,
witches use magic in ways no other class can: to curse and to hex. Play a
witch if you want a flavorful, flexible class with a variety of magical options
to choose from, both in mechanics and lore.
Ability Scores
Your six ability scores define your character’s strengths and weaknesses,
and are the primary way you interact with the game world. To determine
your ability scores, roll 4d6; ignore the lowest die, and record the total of
the other three on scratch paper. Do this five more times, then assign one
of the numbers to each of your six ability scores. For a witch, your highest
ability score should be Charisma, followed by Constitution.
If you’d prefer not to take the time to roll, or if you’re uncomfortable
with a random result, you can use the following default array of ability
scores for your witch:
Strength – 8 Intelligence – 10
Dexterity – 13 Wisdom – 12
Constitution – 15 Charisma – 14
Remember an ability score is entered on your sheet separate from your
ability score modifier, which is determined by the following formula:
Ability score modifier = (ability score - 10) / 2, rounded down
A witch with a Constitution score of 13 would have a Constitution
modifier of +2.
Race
Tieflings and half-elves have ample opportunity to learn the strength of
will it takes to survive life on the fringes of society. While witches do not
choose their magic, witches of these races often thrive. Roll on the table
below to determine your race, or choose one, and follow the guides to
create your witch:

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d20 Race Description
1–10 Half-elf Born of two worlds, half-elves are often outcasts from
both.
11–20 Tiefling Tieflings already bear the visible curse of their infernal
heritage; what’s one more curse?

Half-Elf
Half-elves live far longer than humans and die far younger than elves,
making it very difficult to fit in with either culture. They make the best of
their inheritance from both.
ABILITY SCORE INCREASE
Your Charisma score increases by 2, and two other ability scores of your
choice increase by 1. Choose Dexterity and Constitution for a quick build.
Using the default array above brings your Constitution and Charisma
modifiers to +3, and your Dexterity modifier to +2. Information
presented below will use these bonuses.
SPEED
30 feet is your base walking speed. Write this in the Speed box.
SIZE
Your size is Medium. Write this in the Size box.
TOOLS, LANGUAGES, SENSES
Enter the following information in this section:
Languages: Common, Elvish, and Sylvan You can speak, read, and
write these languages.
Senses: Darkvision, 60 feet Within this range, you can see in darkness
as if it were dim light.
RACIAL TRAITS
Your witch has the following traits based on their half-elf race; add these to
the Racial Traits section.
Fey Ancestry. Adv. on saving throws against being charmed,
and magic can’t put you to sleep You have advantage on these
saving throws, which means you roll twice and take the higher result.
Draw a little heart next to your saving throws to remind you of this trait!
Skill Versatility. You gain proficiency in two skills of your choice, in
addition to those provided by your class and background. Perception
and Persuasion are excellent choices for your half-elf witch; fill in
these circles in the Skills section of your character sheet.

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Tiefling
Unmistakably marked by the color of their skin, their eyes, their tails, or
their horns, tieflings can’t help but stand out. A witch’s curse of magic just
proves the old adage: “When it rains, it pours frogs.”
ABILITY SCORE INCREASE
Your Charisma score increases by 2, and your Intelligence score increases
by 1. Using the default array, this brings your Charisma modifier to +3.
SPEED
30 feet is your base walking speed. Write it in the Speed box.
SIZE
Your size is Medium. Write this in the Size box.
TOOLS, LANGUAGES, SENSES
Enter the following information in this section:
Languages: Common and Infernal You can speak, read, and write
these languages.
Senses: Darkvision, 60 feet Within this range, you can see in darkness
as if it were dim light.
RACIAL TRAITS
Your witch inherited the following traits from their tiefling heritage; add
these to the racial traits section.
Hellish Resistance. Half damage from fire When you take fire
damage, your infernal biology allows you to reduce the damage taken
by half (rounded down).
Infernal Legacy. thaumaturgy, hellish rebuke at 3rd, darkness
at 5th You know the thaumaturgy cantrip. When you reach 3rd level,
you can cast the hellish rebuke spell as a 2nd-level spell once with this
trait and regain the ability to do so when you finish a long rest. When
you reach 5th level, you can cast the darkness spell once with this trait
and regain the ability to do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.

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Hit Points
Your hit points (HP) are an abstraction of your ability to take damage
and continue adventuring; it might also be useful to think of them as
“heroism points.” Your HP maximum is determined by your class’ hit die
(witches use a d8) and your Constitution modifier. At first level, you take
the maximum roll of the die, add your Constitution modifier. Your half-elf
witch has 11 hit points; enter this in the Max Hit Points section of your
character sheet.
You have a number of 1d8 Hit Dice equal to your character’s level.
Write this in the Hit Dice section of your character sheet. You can spend
these dice when you take a short rest to regain hit points.
Skills
Your “bonus” to ability checks is the same as your modifier for the ability
score listed in parentheses. Enter the relevant ability score modifier in the
underlined space next to the skill name.
For skills in which you are proficient, you also add your proficiency
bonus. This increases as you level up. In the Skills section of your
character sheet, fill in the circle to indicate your witch is proficient in
Arcana and Intimidation, or select two of your choice from the class’ skill
list:
• Arcana • Intimidation • Nature
• Deception • Persuasion • Religion
• Insight
For these skills, add your proficiency bonus to the total. For example, your
1st level half-elf witch has a bonus to Charisma (Intimidation) checks of
+5.
Saving Throws
Saving throws modify your character’s reactions to certain events in the
world like spells, traps, or overturned cauldrons. Just like ability checks,
some saving throws add your proficiency bonus. In the Saving Throws
section of your character sheet, fill in the circle to indicate your witch is
proficient in Charisma and Wisdom saving throws. A 1st level half-elf
witch would have the following bonuses:
• Strength: -1 • Constitution: +3 • Wisdom: +3
• Dexterity: +2 • Intelligence: +0 • Charisma: +5

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Initiative
When you start combat, your Dexterity determines how quickly you act.
For a half-elf witch, write +2 in the Initiative box on your character sheet.
Proficiencies
This section indicates the proficiencies provided by your class. Fill in
the bubbles for Light Armor and Simple Weapons. Add Alchemist
supplies, poisoner’s kit, blowguns, shortswords, and whips to the
Tools, Languages, and Senses box.
The Proficiency Bonus box next to your ability scores scales with your
level and is shown in the Class Features table of the witch class. Enter +2 in
this box. The bonus increases by 1 every four levels you gain in any class.
Class Features
You choose one effect for your Witch’s Curse feature and two Hexes from
the class description. Hexes are additional magical effects that function
similarly to spells. Add the text of the choices below to the Class Features
box of your character sheet to build your witch quickly.
Witch’s Curse: Insanity. Communicate telepathically The target
creature must be one you can see within 30 feet. You don’t need to
share a language with the creature for it to understand your telepathy,
but the creature must be able to understand at least one language.
As a witch, you can cast sinister Hexes to cripple your foes. You maintain
concentration on Hexes like spells, but you can maintain concentration
on a hex and a spell at one time. If you need to make a saving throw to
maintain concentration, you make one save for both your hex and spell.
Hexes use your spell save DC.
Hex: Abate. Action - one target makes a Charisma saving
throw or can’t take reactions until the end of your next
turn The target creature must be one you can see within 60 feet.
Reactions let a creature to act outside of its turn, usually to attack
creatures fleeing from it. This hex is a great way to get you or your
allies out of a tight spot.
Hex: Ruin. One target makes a Constitution saving throw, or
its AC drops by 3 until the end of your next turn The target
creature must be one you can see within 60 feet.

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Weapons
While witches are primarily spellcasters, they have some surprising tricks
up their sleeve. Your half-elf witch starts with a whip and a blowgun,
perhaps the tools you use to train your animal companions. Each of these
weapons uses your Dexterity modifier to determine your damage, and
your Dexterity modifier plus your proficiency bonus to determine your
attack bonus. Enter the following information in the central Attacks
section of your character sheet.

Attack
Weapon Bonus Damage Properties
Whip +4 1d4 + 2 slashing Finesse, reach
Blowgun +4 1 piercing Ammunition (range 25/100), loading

Armor
Your class comes with leather armor, perhaps a patchwork of discarded
pieces you gathered to appease your insane compulsions. While wearing
this armor, your Armor Class (AC) is 11+ your Dexterity modifier. Enter
13 in the shield-shaped Armor Class section of your character sheet.
Inventory
Add this starting equipment to the Inventory section of your character
sheet:
• A whip
• A blowgun
• A component pouch
• A scholar’s pack
• A leather armor
• A dagger
• A shortbow with 20 arrows

Spellcasting
Witches are primarily spellcasters, meaning their in-game utility is
drawn mostly from the game’s magic system. The full text of your spells is
provided at the end of the playbook.
As a witch, your Spellcasting Ability is Charisma, meaning your
Charisma modifier and your proficiency bonus are used to determine the
potency of your spellcasting ability. If the spell requires the target to make
a saving throw, the difficulty class (your spell save DC) is equal to 8 + your

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proficiency bonus + your Charisma modifier; enter 13 in the Save DC
box of your character sheet. If the spell requires an attack roll, add your
Charisma modifier and proficiency bonus to the roll; enter +5 in the Spell
Attack Bonus box.
CANTRIPS
Cantrips are minor spells your witch can cast at will, if they are able to
provide the verbal, somatic and material components. Your witch knows
four cantrips of your choice at first level. For a quick build, list these under
Cantrips:
• eldritch orb
• hocuspocus
• mage hand
• minor lifesteal

SPELL SLOTS
Spells more powerful than cantrips require an additional resource called
spell slots, which represent the physical and mental load of reshaping the
fabric of reality to your will. Spell slots can be expended to cast any spell of
their level or lower. Lower-level spells “expand” to fit the slot used; some
spells have additional effects when cast in this way.
At first level, your witch has two 1st-level spell slots. Fill in the first two
diamonds above Spell Slots next to “1” on the spellcasting page of your
character sheet.
SPELLS KNOWN
You can choose any spell you know of the appropriate level to cast using
your spell slots. Casting a spell doesn’t mean you’ve “forgotten” it, and you
can use other slots to cast the spell again.
At first level, your witch knows two 1st-level spells of your choice
from the witch spell list. For a quick build, list these next to “1” on the
spellcasting page of your character sheet:
• bane
• hideous laughter

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BACKGROUND
Your background asks, “What did you do before you were called to become
an adventurer?” The answer gives you some insight into your decisions and
temperament. There are also some mechanical benefits to the time spent in
this way. It helps to think of it as a series of questions.
What do you look like?
Think of 1 to 3 important physical details about your character other
players can use to visualize them as you play. Maybe your half-elf witch
has heterochromia or vitiligo, evidence of the magic that shattered their
mind. Or perhaps they smell like rosemary, practically all the time. Like, to
a weird degree.
What do you sound like?
You don’t have to be a voice actor or do accents to distinguish your
character’s speaking voice from your own. Think in terms of pitch, rate,
volume, rhythm, or timbre. Maybe your half-elf witch speaks quickly and
recklessly before they lose track of their ideas. Or perhaps they have a
raspy, hoarse voice from a throat scarred by magic.
What did you do?
Your previous occupation and lifestyle provide certain mechanical benefits
and personality traits to guide your roleplay. You can choose a prewritten
background or create your own, gaining the following features: Fill in
the bubbles next to Medicine and Religion in the Skills section of your
character sheet. In Tools, Languages, and Senses, write herbalism kit
and Language: Halfling. Additionally, add the following items to your
Inventory:
• Herbalism kit
• Quarterstaff
• Set of traveler’s clothes
• Winter blanket
Roll on the following table, or choose one of the options to determine your
previous occupation:

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d8 Background
1 I sold medicines and home remedies to local townsfolk.
2 I concocted poisons on demand for a powerful crime syndicate.
3 I conned circus-goers into buying “snake oil”, a false panacea of my
own devising.
4 I searched for enlightenment on forgotten paths through old-growth
forests.
5 I followed the doctrine of a religious order among other acolytes.
6 I studied magic as a wizard’s apprentice before the witch’s curse took
me.
7 I cared for travelers’ horses as the stable hand at a halfling inn.
8 I cooked famously excellent meals as the chef in a great house.

How do you do it?


These are your personality traits, your own way of moving through the
world. Roll on the following table, or choose from the options:

d8 Personality Trait
1 I treat every conversation like it’s the last one I’ll have with the person.
2 I tend to forget where I put my... everything.
3 I’m more comfortable talking to animals than I am talking to people.
4 I am most comfortable when covered in a fine layer of fresh dirt.
5 I think everyone I meet is the most beautiful person I’ve ever seen, and
I’m really bad at hiding it.
6 I can’t resist speaking in riddles.
7 I’m fascinated by puzzles, and will spend hours figuring out the answer.
8 I struggle to understand sarcasm, but I’m confident I can fake it.

What do you want?


These are your “bonds”—they help you determine the answers or solutions
you will tend to choose if possible. Roll on the following table, or choose
one of the options:

d6 Bond
1 I lived for too long with nothing; now I’m determined to live like royalty.
2 I sold the wrong potion to a powerful noble—it’s better for everyone if
they never see me again.
3 My coven gave me a list of 151 fantastic creatures I must find and
study in the wild. Catching them seems to be optional.

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4 I received a portent of great peril on my personal sojourn; I must make
sure everyone is prepared for the coming apocalypse.
5 I can never let anyone see me eat.
6 I must provide a blessing to every building I enter, be it a mansion or a
hovel.

Why do you want it?


These are your “ideals”, the guiding principles for your choices, and tend
to reflect your alignment. Roll on the following table, or choose one of the
options:

d6 Ideal
1 Freedom. Everyone should be able to act in their own best interest.
(Chaotic)
2 Balance. No one should take more from the world than they can give
in return. (Lawful)
3 Nature. The best things in life come from the natural world. (Neutral)
4 Respect. The world is full of greater powers than mine; I give them the
courtesy they’re due. (Neutral)
5 Perseverance. The best people are those true to their purpose.
(Chaotic)
6 Power. With enough magic I can make this curse worth the pain I’ve
suffered. (Evil)

What gets in your way?


These are your “flaws”, or the reasons you might make choices that hold
you back or keep you from your goals. Roll on the following table, or
choose one of the options:

d6 Flaw
1 I’ve never given anyone a straight answer in my life, and I don’t intend
to start now.
2 I tend to trail off in the middle of my... um...
3 I hate my curse for what it did to me, and I will only use magic as a last
resort.
4 I’ve forgotten what privacy is, and need constant reminders.
5 I have sticky fingers for shiny objects I think no one will miss.
6 I constantly invent new deities worthy of my companions’ worship.

10
LEVELING UP
As you gain levels in the witch class, you unlock additional features to add
to your character sheet and your spellcasting ability improves.
Leveling Up to 2nd Level
At 2nd level, you gain an additional d8 hit die and your witch’s hit points
increase by 1d8 + 3 (8); add this to your maximum hit point total. You
learn one new spell from the witch’s class list and gain one additional
1st-level spell slot. Fill in an additional diamond in the “1” section of
your character sheet and add the psychedelics spell to your list of spells
known.
Add the following to your Class Features:
Cackle. Bonus action - extend hex duration by 1 round Each
creature must be within 60 feet of you. Usually, hexes only last for 1
round, so this ability lets you extend the duration indefinitely, as long
as you keep using your bonus action to extend it. Your cackle doesn’t
have to be a maniacal laugh, but it does require a verbal component of
your choice.
Familiar. You learn the find familiar spell and can cast it as a ritual (i.e.,
without expending a spell slot) without material components. The
spell doesn’t count against your number of spells known. The spell is
improved in the following ways:
• Action or bonus action - familiar attack Once per turn, you
can use your action or bonus action to mentally command your
familiar to attack, using its reaction.
• Your familiar uses your spell attack bonus instead of its own attack
bonus on attack rolls.
• Your familiar adds your proficiency bonus to its Armor Class, saving
throws, and damage rolls.
• You add twice your witch level to your familiar’s maximum hit
points.
• When you cast a spell, you can deliver it through your familiar as if
it had cast the spell, even if the spell doesn’t have a range of touch.
Choose the homunculus form for your familiar; this creature’s stat block
is included at the end of this playbook. There are several other options for
your familiar’s form listed in the hex description; you can choose a new
form each time you cast the spell.

11
Hex: Dire familiar. Action - for 1 minute, your familiar’s HP
increases by 2X your level, adds +Cha to damage For the 1
minute duration, your familiar’s current and maximum hit points are
increased by twice your witch level, and it gains a bonus to its damage
rolls equal to your Charisma modifier. You can cast other hexes while
this hex is in effect. Once you cast this hex, you can’t cast it again until
your familiar is dismissed, or until its duration expires.
Leveling Up to 3rd Level
At 3rd level, you gain an additional 1d8 hit die and your witch’s hit points
increase by 1d8 + 3 (8); add this to your maximum hit point total. You
learn one new spell from the witch’s class list, gain one additional 1st-level
spell slot, and gain two 2nd-level spell slots. Fill in an additional diamond
in the “1” section on the spellcasting page of your character sheet, bringing
your total to 4. Fill in two diamonds in the “2” section, and add the
intrusive thought spell to your list of spells known. This spell is cast as a
reaction, so remember to stay alert even outside your turn in combat!
At 3rd level, witches begin to practice a Witch’s Craft. This is your
subclass, and it grants you additional features at 3rd, 6th, 10th, and 14th
level. There are many subclasses to choose from; White Magic focuses
on healing and improving your allies. Add the following to your Class
Features:
Craft Spells. Add bless and cure wounds to your list of 1st-level spells
known; add lesser restoration and prayer of healing to your list
of 2nd-level spells known.
Hex: Remedy. Action - one creature regains HP equal to 1d10
+ your witch level The target creature must be one you can see
within 60 feet. A creature which regains hit points from this hex can’t
be affected by it again until it finishes a short or long rest. This hex is
unique to witches practicing the craft of White Magic.

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SPELLS
Your witch knows the following spells.
ELDRITCH ORB
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fling a ball of eldritch energy at a creature or object within range.
Make a ranged spell attack against the target. On a hit, the target takes
1d8 force damage, and each other creature within 5 feet of the target must
make a Dexterity saving throw. On a failed save, a creature takes half as
much damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8),
11th level (3d8), and 17th level (4d8).
HOCUSPOCUS
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
You conjure minor paranormal phenomena and other ominous effects.
You create one of the following magical effects within range for 1 minute:
• You cause all candles, torches, and other open flames to darken and
flicker.
• You create a quiet sound that originates from a point of your choice
within range, such as ominous whispers, the drone of insects, or the
sound of crying.
• You create up to four torch-sized spectral, glowing orbs, which float
around within range. The orbs do not provide light, apart from a dim
glow.
• You can chill or warm the air in a 10-foot cube by 10 degrees.
• Cause small, unattended objects to rattle or levitate an inch off the
ground.
If you cast this spell multiple times, you can have up to three of its effects
active at a time, and you can dismiss such an effect as an action.

13
MAGE HAND
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The
hand lasts for the duration or until you dismiss it as an action. The hand
vanishes if it is ever more than 30 feet away from you or if you cast this
spell again.
You can use your action to control the hand. You can use the hand to
manipulate an object, open an unlocked door or container, stow or retrieve
an item from an open container, or pour the contents out of a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10
pounds.
MINOR LIFESTEAL
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You drain life energy from a hostile creature you can see within range.
The target must succeed on a Constitution saving throw or take 1d4
necrotic damage. You then gain temporary hit points equal to the amount
of damage dealt, which lasts until you finish a long rest. This spell has no
effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4),
11th level (3d4), and 17th level (4d4).
THAUMATURGY
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You manifest a minor wonder, a sign of supernatural power, within range.
You create one of the following magical effects within range:

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• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your
choice within range, such as a rumble of thunder, the cry of a raven, or
ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or
slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its
1-minute effects active at a time, and you can dismiss such an effect as an
action.
BLESS
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
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.
CURE WOUNDS
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 +
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 1d8 for each slot level above 1st.

15
FIND FAMILIAR
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that
must be consumed by fire in a brass brazier)
Duration: Instantaneous
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 your 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
FLAWED RECONSTRUCTION
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a needle and thread)
Duration: Instantaneous

16
You stitch together the wounds of a willing creature you touch, which
regains 4d6 hit points. However, the mending is imperfect, and the target’s
maximum hit points is decreased by the same amount until it finishes a
long rest. A creature that regains hit points due to this spell will be left with
some permanent scars.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the healing increases by 1d6 for each slot level above 1st.
HELLISH REBUKE
1st-level evocation
Casting Time: 1 reaction, which you take in response to being damaged
by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily
surrounded by hellish flames. The creature must make a Dexterity saving
throw. It takes 2d10 fire damage on a failed save, or half as much damage
on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level above 1st.
HIDEOUS LAUGHTER
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives
everything as hilariously funny and falls into fits of laughter if this spell
affects it. The target must succeed on a Wisdom saving throw or fall
prone, becoming incapacitated and unable to stand up for the duration. A
creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the
target can make another Wisdom saving throw. The target has advantage
on the saving throw if it’s triggered by damage. On a success, the spell
ends.

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LESSER RESTORATION
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition
afflicting it. The condition can be blinded, deafened, paralyzed, or
poisoned.
PSYCHEDELICS
1st-level illusion
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a mushroom)
Duration: 1 hour
For a moment, the colors around you shift in a rainbow swirl, before
coming to rest far from their original hues. The colors of all creatures and
objects you choose within range change randomly and remain brightly
and unnaturally colored for the duration. Additionally, each affected
creature you choose must make a Dexterity saving throw. On a failed save,
a creature has disadvantage on attack rolls until the end of its next turn.
INTRUSIVE THOUGHT
2nd-level enchantment
Casting Time: 1 reaction, which you take when you see a creature within
60 feet of you taking an action
Range: 60 feet
Components: V, S
Duration: Instantaneous
As a reaction when a creature you can see within range uses its action to
attack, or takes the Dash, Dodge, or Disengage actions, you can attempt
to distort its thinking. The target makes a Wisdom saving throw. A target
automatically succeeds on this saving throw if it can’t be charmed. On a
failed save, the creature takes an action of your choice from among those
options, instead of the action it intended to take.

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PRAYER OF HEALING
2nd-level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within range each
regain hit points equal to 2d8 + 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 3rd
level or higher, the healing increases by 1d8 for each slot level above 2nd.

HOMUNCULUS
TINY CONSTRUCT, NEUTRAL
Armor Class 13 (natural armor)
Hit Points 3 (2d4)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)

Damage Immunities poison


Damage Vulnerabilities fire
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
CHALLENGE
0 (10 XP)
Telepathic Bond. While the homunculus is on the same plane of existence
as its master, it can magically convey what it senses to its master, and the
two can communicate telepathically.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1
piercing damage, and the target must succeed on a DC 10 Constitution
saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or
more, the target is instead poisoned for 5 (1d10) minutes and unconscious
while poisoned in this way.

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