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Detect Poison and Disease

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 10 Minutes

a yew leaf

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Witch Level 1 - Divination

Detect Magic

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 Minutes

(Materials: N/A) For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Witch Level 1 - Divination

Detect Evil and Good

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 Minutes

(Materials: N/A) For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Witch Level 1 - Divination

Cure Wounds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

(Materials: N/A) A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Witch Level 1 - Abjuration

Command

  • casting time 1 Action
  • range 60 ft.

  • components V
  • duration Instantaneous

(Materials: N/A) Speak one-word command to creature you can see in range. Target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose from these options:
Approach. Target moves toward you by shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. Target drops whatever it's holding and ends its turn.
Flee. Target spends its turn moving away from you by fastest available means.
Grovel. Target has Prone condition and ends its turn.
Halt. On its turn, target doesn’t move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Witch Level 1 - Enchantment

Bless

  • casting time 1 Action
  • range 30 ft.

  • components V, S, M
  • duration 1 Minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Witch Level 1 - Enchantment

Bane

  • casting time 1 Action
  • range 30 ft.

  • components V, S, M
  • duration 1 Minute

a drop of blood

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Witch Level 1 - Enchantment

Alarm

  • casting time 1 Minute
  • range 30 ft.

  • components V, S, M
  • duration 8 Hours

a bell and silver wire

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.

Witch Level 1 - Abjuration

Animal Friendship

  • casting time 1 Action
  • range 30 ft.

  • components V, S, M
  • duration 24 Hours

a morsel of food

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spell ends.

Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.

Witch Level 1 - Enchantment

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True Strike

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Instantaneous

a weapon with which you have proficiency

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Witch Cantrip - Divination

Shillelagh

  • casting time 1 Bonus Action
  • range Self

  • components V, S, M
  • duration 1 Minute

mistletoe

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. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Witch Cantrip - Transmutation

Resistance

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration 1 Minute

(Materials: N/A) You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Witch Cantrip - Abjuration

Produce Flame

  • casting time 1 Bonus Action
  • range Self

  • components V, S
  • duration 10 Minutes

(Materials: N/A) A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Witch Cantrip - Conjuration

Minor Illusion

  • casting time 1 Action
  • range 30 ft.

  • components S, M
  • duration 1 Minute

a bit of fleece

Create a sound or an image of an object within range. Illusion ends if you cast this spell again. If a creature takes a Study action to examine it, they can determine that it is an illusion with a successful Investigation against your spell save DC. If they discern the illusion for what it is, the illusion becomes faint to the creature.

Sound. Volume can range from whisper to scream. It can be any sound you choose. Continues unabated throughout the duration, or you can make discrete sounds at diff times b/f the spell ends.

Image. If you create an image of an object, it must be no larger than a 5-foot Cube. Image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Witch Cantrip - Illusion

Message

  • casting time 1 Action
  • range 120 ft.

  • components S, M
  • duration 1 Round

a copper wire

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.

Witch Cantrip - Transmutation

Mending

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can’t restore magic to such an object.

Witch Cantrip - Transmutation

Light

  • casting time 1 Action
  • range Touch

  • components V, M
  • duration 1 Hour

a firefly or phosphorescent moss

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Witch Cantrip - Evocation

Guidance

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration 1 Minute

(Materials: N/A) You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Witch Cantrip - Divination

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Chill Touch

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

(Materials: N/A) Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Witch Cantrip - Necromancy

Cackle

  • casting time 1 Action
  • range 60 ft.

  • components V
  • duration Instantaneous

(Materials: N/A) You cackle wildly at one creature within range that can hear you, unleashing the power of your scorn and animosity. The target must succeed on a Wisdom saving throw or take 1d8 Psychic damage and have Disadvantage on the next ability check or saving throw based on Strength or Dexterity it makes before the start of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Witch Cantrip - Enchantment

Acid Splash

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

(Materials: N/A) You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Witch Cantrip - Evocation

Tongue-Tie (pg. 1)

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration 8 Hours

(CONCENTRATION) Choose one creature within range that you can see or hear. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast it, choose a topic of conversation. While the target remains cursed, whenever it attempts to speak about the chosen topic, you, or this spell, a phenomenon of your choice spills forth from its lips instead of words:
- tiny toads, snakes, moths, or other vermin
- short-lived wildflowers in full bloom
- black filth or bile
- fairy tales and nursery rhymes
- unflattering, unrelated truths about the target or those they are addressing
Attempts to circumvent the curse by writing result in crude drawings of chosen phenomenon. If target can communicate telepathically or another creature reads its mind, it can communicate about the curse that way.

Witch Level 2 - Enchantment

Barkskin

  • casting time 1 Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 Hour

a handful of oak bark

You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.

Witch Level 2 - Transmutation

Faerie Fire

  • casting time 1 Action
  • range 60 ft.

  • components V
  • duration 1 Minute

(Materials: N/A) Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Witch Level 1 - Evocation

Druidcraft

  • casting time 1 Action
  • range 30 ft.

  • components V, S
  • duration Instantaneous

(Materials: N/A) Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor. 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.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Witch Cantrip - Transmutation

Witch's Grasp

  • casting time 1 Action
  • range 30 ft.

  • components V, S
  • duration 1 Minute

(CONCENTRATION) You clench your hand in a grasping motion toward creature within range, wrapping target with twisting ribbons of shadow. The target must succeed on Strength saving throw or have Grappled condition and be held in place for duration. Creature Grappled by this spell can take an action to make a Strength or Dex check (its choice) against your spell save DC. If succeeds, no longer Grappled.
If target has attacked you or forced you to make saving throw within last minute and has never been damaged by you, it has Disadvantage on saving throw. On failure, you can choose for the target to take 1d8 Necrotic damage as part of casting this spell, and an additional 1d8 Necrotic damage at start of each of its turns while Grappled. Spell ends if target is ever outside of spell's range.
Using a Higher-Level Spell Slot. Initial damage increases by 1d8 for each spell slot level above 1.

Witch Level 1 - Evocation

Speak with Animals

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 Minutes

(Materials: N/A) For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Witch Level 1 - Divination

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Sleep

  • casting time 1 Action
  • range 90 ft.

  • components V, S, M
  • duration 1 Minute

a pinch of fine sand, rose petals, or a cricket

Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 ft of point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Start with creature with lowest current hit points, each creature affected by this spell falls unconscious until spell ends, sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
Higher Levels. When you cast this spell using spell slot of 2nd level or higher, roll additional 2d8 for each slot level above 1st.

Witch Level 1 - Enchantment

Silent Image

  • casting time 1 Action
  • range 60 ft.

  • components V, S, M
  • duration 10 Minutes

a bit of fleece

Create the image of an object, creature, or other visible phenomenon no larger than a 15-foot Cube. Image appears at a spot in range and lasts duration. Purely visual, it isn’t accompanied by sound, smell, or other sensory effects.

As a Magic action, can cause the image to move to any spot within range. As image changes location, can alter its appearance so its movements appear natural for the image. Ex: if you create image of a creature and move it, can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. Creature that takes a Study action to examine the image can determine it's an illusion with successful Investigation check against your spell save DC. If creature discerns the illusion for what it is, the creature can see through the image.

Witch Level 1 - Illusion

Shield

  • casting time 1 Reaction*
  • range Self

  • components V, S
  • duration 1 Round

(Materials: N/A) An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

* - which you take when you are hit by an attack roll or targeted by the Magic Missile spell

Witch Level 1 - Abjuration

Protection from Evil & Good

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 10 Minutes

a flask of Holy Water worth 25+ GP, consumed

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Witch Level 1 - Abjuration

Inflict Wounds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

(Materials: N/A) A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Witch Level 1 - Necromancy

Hideous Laughter

  • casting time 1 Action
  • range 30 ft.

  • components V, S, M
  • duration 1 Minute

a tart and a feather

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Witch Level 1 - Enchantment

Heroism

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration 1 Minute

(Materials: N/A) A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Witch Level 1 - Enchantment

Fog Cloud

  • casting time 1 Action
  • range 120 ft.

  • components V, S
  • duration 1 Hour

(Materials: N/A) You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.

Witch Level 1 - Conjuration

Disguise Self

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 1 Hour

(Materials: N/A) You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Witch Level 1 - Illusion

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