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Blood Witch

Blood Witch Fey Elf, Chaotic Evil 0 10 xp

  • Armor class 21 (Mage Armor, Haste)
  • Hit points 32 (5d6)
  • Speed 50 ft, Jump 30ft
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 8 (-1)
  • CHA 8 (-1)

Save Throws: DEX + 4,

Damage Resistances: Nonmagical Bludgeoning, Piercing, Slashing, Absorb Elements

Condition Immunities: Charmed, Sleep

Senses: Darkvision, 60ft, Passive Perception 12

Languages: Common, Elvish, Giant, Orc

Challenge: 0 (10 xp)

On the eve of war, Witch Elves drink blood laced with poisonous herbs, driving them into a divine frenzy. Whilst in this god-touched state, Witch Elves give no thought to their own defence, and seek only to hack foes apart in a blood-drenched orgy of slaughter.

Spider Athlete. When you are prone, standing up uses only 5 feet of your movement. Climbing costs no movement, as you stick to all walls and ceilings.


Whip. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d4 P + 1d8 T +4) damage.

Shortsword. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d6 P + 1d8 T +4) damage.

Fey Step (1/Day). Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Legendary Actions

Haste, Counterspell, Darkness,

* Bladesong • SCAG
Twice per short rest, you can use a bonus action to start a Bladesong, which lasts for 1 minute and grants you the following benefits:

You gain a +3 bonus to your AC, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a +3 bonus to any CON saving throw you make to maintain your concentration on a spell.

It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).