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Wrath of Nature

  • casting time 1 action
  • range 120ft

  • components V, S
  • duration Concentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Witch (Eclipse) 5th lvl Evocation

Astral Jaunt

  • casting time 1 action
  • range 120ft

  • components V, S, M
  • duration Instantaneous

a piece of whalebone scrimshaw

You thin the dimensional veil between your location and the Astral Plane, allowing you to teleport to an unoccupied space that you can see within range. Immediately after you teleport, a sliver of gossamer cloud lacerates the space between your previous space and your new one. Each creature in a 5-foot wide line between these two spaces must make a Dexterity saving throw or take 6d8 force damage and be unable to magically move from their space until the end of their next turn. On a successful save, a creature takes half as much damage and is not prevented from magical movement.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 5th.

Witch (Eclipse) 5th lvl Conjuration

Summon Aberration

  • casting time 1 action
  • range 90ft

  • components V, S, M
  • duration Concentration, up to 1 hour

a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400gp

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

Witch (Eclipse) 4th lvl Conjuration

Curse of Lost Sentiment [1/2]

  • casting time 1 hour
  • range Self

  • components V, S, M
  • duration Until cured

a lock of hair from someone the target loves, an animal's heart, and a Shadowsteel idol worth at least 1000gp, all of which the spell consumes

This spell curses a creature on the same plane of existence as you with the loss of memories and horrific madness. The target must make an Intelligence saving throw against the spell's DC, which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed and is unaware of this. Upon the completion of this curse's triggering event, the target automatically advances to stage 1 of this curse.

Triggering event. The next time the target sleeps, they suffer nightmares of a person they treasure abandoning them.

Stage 1. The cursed creature begins forgetting events that have occurred within the past few days, as well as the names of acquaintances.

Stage 2. The cursed creature forgets all but their closest companions. The curse begins creating twisting the creatures mind, creating delusions of hidden threats and scheming rivals. Additionally, the cursed creature has disadvantage on Intelligence saving

Witch (Eclipse) 4th lvl Enchantment (curse)

Curse of Lost Sentiment [2/2]

  • casting time 1 hour
  • range Self

  • components V, S, M
  • duration Until cured

a lock of hair from someone the target loves, an animal's heart, and a Shadowsteel idol worth at least 1000gp, all of which the spell consumes

throws.

Stage 3. The cursed creature completely forgets their closest companions, who they are, and any goals they once possessed (including curing the curse). The curse twists their mind into madness and fabricates delusions of a great conspiracy only the cursed creature can prevent. The cursed creature is compelled to take any action they believe necessary to uncover this conspiracy. Additionally, the cursed creature's Intelligence score becomes 6, unless it was already lower.

Culmination. Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Dream Whisperer. If the creature is a player character, they become an NPC under the GM's control.

Witch (Eclipse) 4th lvl Enchantment (curse)

Hunger of Hadar

  • casting time 1 action
  • range 150ft

  • components V, S, M
  • duration Concentration, up to 1 minute

a pickled octopus tentacle

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Witch (Eclipse) 3rd lvl Conjuration

Conjure Plants [1/2]

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration Concentration, up to 1 hour

the leaf of an elder tree or a piece of crystallised sap for each creature summoned

You channel the powers of the Primordials to animate a number of plants within range. These plants must be in an open and unoccupied space. If no space is available, then the GM may choose to have plants rapidly grow as a result of the spell. In this case the GM also chooses how many plants grow. Choose one of the following options for what appears:

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.

One plant of challenge rating 2 or lower
Two plants of challenge rating 1 or lower
Four plants of challenge rating 1/2 or lower
Eight plants of challenge rating 1/4 or lower
Each plant is considered an elemental in addition to its other types, and it becomes a normal plant again when it drops to 0 hit points or when the spell ends. The animated creatures are friendly to you and your companions. Roll initiative for the animated creatures as a group, which has its own turns. The creatures obey any verbal commands that you

Witch (Eclipse) 3rd lvl Conjuration

Conjure Plants [2/2]

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration Concentration, up to 1 hour

the leaf of an elder tree or a piece of crystallised sap for each creature summoned

issue to them (no action required by you).

If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the animating options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Witch (Eclipse) 3rd lvl Conjuration

Crown of Madness

  • casting time 1 action
  • range 120ft

  • components V, S
  • duration Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Witch (Eclipse) 2nd lvl Enchantment

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Call a Roggenwolf

  • casting time 1 action
  • range 5 miles

  • components V, S, M
  • duration 1 hour

You call a roggenwolf within range to your side (though it may take some time to get to you) and can verbally communicate with it for the duration. If you make an offering of meat and a successful DC 13 Charisma ability check, the roggenwolf will give you information about nearby locations and prey, including whatever it has seen within the past day. You might be able to persuade a roggenwolf to attack a particular creature or howl at a particular location, at the GM's discretion.

Witch (Eclipse) 2nd lvl Divination

Dissonant Whispers

  • casting time 1 action
  • range 60ft

  • components V
  • duration Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Witch (Eclipse) 1st lvl Enchantment

Arms of Hadar

  • casting time 1 action
  • range Self (10ft radius)

  • components V, S
  • duration Instantaneous

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Witch (Eclipse) 1st lvl Conjuration

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