Witch Class – New Spells

Hello again, everyone! This post contains the witch class’s new spells. For the time being, I won’t be listing them as available to other classes as they are still written with playtesting in mind. These spells are arranged first by spell level(with cantrips at the beginning) and then alphabetically so as to be most useful for you when creating a witch character. As always, I’d certainly appreciate your feedback on these spells – after all, a caster class like this is defined by the spells they cast! Once again, thank you all for your patience and patronage – this update wound up larger than I’d anticipated, but I certainly am enjoying the design process for the witch class.

Diamond Dust

Conjuration Cantrip

Casting time: 1 action

Range: Self

Components: V, S, M (a smooth marble)

Duration: Concentration, up to 1 round

You clench your fist around a marble, stirring a flurry of glass powder around you. For the duration of the spell, when a creature enters or starts its turn in a space within 5 feet of you, it takes 1d6 slashing damage. The creature can’t benefit from being invisible after taking damage in this way for the duration of the spell.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Hesitance

Enchantment Cantrip

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a creature that you can see within range. You speak a rhyming incantation which resonates with that creature, chilling them to their core. That creature must succeed on a wisdom saving throw, or until the start of your next turn, that creature’s speed is halved and it takes a penalty to its attack rolls and ability checks equal to your spellcasting modifier. This spell has no effect on creatures immune to being frightened or creatures that cannot hear you.

The number of creatures you can affect with this spell increases when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.

Invigoration

Necromancy Cantrip

Casting time: 1 bonus action

Range: 30 feet

Components: S

Duration: Instantaneous

You manifest the confidence and vigor a creature feels into true vitality. Choose a creature within range which has temporary hit points. That creature may expend any number of its temporary hit points to regain that number of hit points.

Potent Brew

Transmutation Cantrip

Casting time: 1 reaction

Range: 30 feet

Components: V, S

Duration: Instantaneous

You infuse a potion with an additional spark of magical energy as it is imbibed. When a creature within range drinks a potion, you may give that creature your choice of one of the following magical effects.

  • Once before the end of its next turn, that creature can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw.
  • That creature’s speed increases by 10 feet until the end of its turn.
  • That creature gains resistance to a damage type of your choice until the end of your next turn.

Twist Fate

Divination Cantrip

Casting time: 1 action

Range: Self

Components: V, S, M (a pair of shears and a purple thread)

Duration: Concentration, up to 1 hour

You pluck at the threads of fate, subtly changing a creature’s destiny. When you cast this spell, roll a d20 and record the number rolled. You may end your concentration on this spell to replace the number rolled on an attack roll, saving throw, or ability check made by you or a creature within 30 feet of you.

 

 

Inkblot

1st level Transmutation

Casting time: 1 action

Range: 120 feet

Components: V, S, M (A full inkwell worth at least 10 gp)

Duration: Concentration, up to 1 minute

A 20-foot-radius sphere centered on a point you choose within range becomes a puddle of viscous black ink. Any creature which speaks or casts a spell with a verbal component in this area must make a Wisdom saving throw. On a failed save, a creature takes 3d6 poison damage and begins to cough up black ink. The creature can’t speak or cast spells with a verbal component until the start of its next turn. On a successful save, the creature takes half damage.

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.

Orchid’s Blessing

1st level Illusion

Casting time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You cause a deep purple orchid to bloom on a creature you touch, imbuing them with improved fortunes. For the duration of the spell, when the creature makes a weapon attack, they score a critical hit on a roll of 19 or 20.

If the creature rolls a 1 on a weapon attack roll, the orchid wilts. They can reroll the die and must use the new roll, and the spell immediately ends.

Pacify

1st level Enchantment

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute

You begin to weave words of arcane power into a hypnotic poem, sapping a creature within range of its violent urges. The target must succeed on a Wisdom saving throw or be enthralled by your words for the duration. While enthralled, the creature cannot take any actions, reactions, or bonus actions which would require it to make an attack roll.

The creature may repeat this saving throw at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may select one additional target for each slot level above 1st. If one target affected by the spell succeeds on its saving throw, the spell ends for all creatures affected by it.

Sapphire Helm

1st level Conjuration

Casting time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You create a mask of sapphire around your face which magnifies your vision immensely. For the duration of the spell, when you cast a spell that has a range of 5 feet or greater, the range of that spell increases by 10 feet times your spellcasting modifier (minimum 10 feet). Additionally, you have advantage on any Wisdom (Perception) checks which rely on sight.

Starfield Veil

1st level Conjuration

Casting time: 1 action

Range: 30 feet

Components: V, S, M (a polished hand mirror)

Duration: Concentration, up to 1 minute

You create a curtain of starlit darkness within range. You can make this curtain up to 60 feet long, 20 feet high, and 1 foot thick. The curtain is opaque and lasts for the spell’s duration. When the curtain appears, each creature within its area must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. When a creature enters the spell’s area or starts its turn there, they take 3d6 cold damage, and their speed is halved until the end of their turn.

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.

Aurora Passage

2nd level Illusion

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

Glowing tendrils of multicolored light wrap around a creature within range. That creature must make a Wisdom saving throw. On a failed save, you may target an additional creature with this spell within 30 feet of the previous target, repeating this process until a creature succeeds on this Wisdom saving throw.

For the duration of the spell, each creature which failed this saving throw becomes vulnerable to radiant damage and emits bright light in a 5-foot radius. A creature friendly to you within this light may use a bonus action to teleport into another space illuminated by this spell.

Coven of Unity

2nd level Evocation

Casting time: 10 minutes

Range: 30 feet

Components: V, S, M

Duration: Concentration, up to 1 hour

You bond up to two willing creatures of your choice within range, allowing them to utilize your arcane power for their own spells.

Until the spell ends, when the targets cast a spell of 1st level, they may use one of your 1st level spell slots instead of their own. If they do so, they gain temporary hit points equal to your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the allies you have chosen can use your spell slots 1 level greater for each slot level above 2nd, and they gain 1d6 additional temporary hit points for each slot level above 2nd.

Lodestone

2nd level Transmutation

Casting time: 1 action

Range: 60 feet

Components: V, S, M (a jar of iron filings)

Duration: 1 minute

You enchant a creature’s extremities to become incredibly heavy, slowing them to a crawl. A creature of your choice within range must succeed on a Strength saving throw or have its speed reduced to 10 feet for the duration on a failed save. If the creature is prone, it cannot stand until the spell’s effect ends. If the creature’s speed was already below 10 feet, this spell has no effect.

A creature affected by this spell can make another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Mad Miasma

2nd level Enchantment

Casting time: 1 action

Range: 50 feet

Components: V, S

Duration: Concentration, up to 1 minute

A 10-foot-radius sphere centered on a point you choose within range seems to emanate a nauseating energy as the ground seems to contort and roil. Any creature which enters this area or starts its turn in it must make a Constitution saving throw. On a failed save, a creature takes 2d12 psychic damage and must move at least 5 feet on its next turn. On a successful save, the creature takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Wilt

2nd level Necromancy

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You enfeeble a creature of your choice within range with necrotic magic. Make a ranged spell attack against the target. On a hit, the target takes 3d10 necrotic damage, and cannot regain any hit points until the start of your next turn.

If the target is a plant, they take an additional 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Ceaseless Babbling

3rd level Enchantment

Casting time: 1 action

Range: 20 feet

Components: V, S

Duration: Concentration, up to 1 minute

You recite an incantation which magically compels a creature of your choice within range to continually talk, unable to contain themselves. A creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature cannot take any bonus actions for the duration of the spell. If the creature knowingly tells a lie, they take 4d6 psychic damage, and automatically fail any Deception checks they attempt. A creature affected by this spell can be evasive in its answers as long as it remains within the boundaries of the truth.

Creatures without a spoken language are unaffected by this spell. A creature can repeat this saving throw at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Dampening Field

3rd-Level Abjuration

Casting time: 1 action

Range: self

Components: V, M (A small charm made of wrought iron)

Duration: Concentration, up to 1 hour

A 30-foot radius sphere around you seems to become more drab in color, and magical energy loses its potency in this area. A creature can’t cast a cantrip within this area. When a creature casts a spell in this area, they must expend a spell slot 1 level higher than normal.

For example, a fireball cast at 3rd level by a creature in this area must be cast using a spell slot of 4th level. This fireball would still be considered to be cast at 3rd level, meaning that it would not benefit from the additional damage from casting the spell at higher levels, unless the caster used a spell slot of a greater level than 4th.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell slot expended must be at least 2 levels higher than normal.

Guardian Pillar

3rd-Level Transmutation

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 10 minutes

A cairn assembles at a point you can see within range, occupying a 5-foot radius, 10-foot-high cylinder, glowing faintly with arcane runes. While this cairn stands, creatures friendly to you within 25 feet of the cairn gain a bonus to their AC equal to your spellcasting ability modifier.

The cairn can be damaged or destroyed. It has AC 15 and 30 Hit Points and is immune to psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cairn has an additional 15 Hit Points for each slot level above 3rd.

Holly Crown

3rd-Level Transmutation

Casting time: 10 minutes

Range: self

Components: V, M (Holly berries)

Duration: 1 hour

You speak words of power, causing holly berries to grow into flexible branches which you weave into a wreath. A creature wearing this wreath on their head gains resistance to cold damage, and when expending hit dice during a short rest may choose to use the maximum value of their hit dice instead of rolling for hit points restored. When this spell ends, the crown falls apart, blowing away in a cold breeze.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can produce another holly crown for each slot level above 3rd.

Rallying Song

3rd-Level Enchantment

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute

You recite a hymn to battle, calling to arms all who can hear you against a creature you choose within range. For the duration of the spell, each time a creature hits the target with an attack, they regain a number of hit points equal to 1d8 + your spellcasting ability modifier.

The spell ends if the targeted creature dies or does not make an attack or cast a spell requiring a saving throw on its turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.

 

 

Fearsome Dirge

4th-Level Enchantment

Casting time: 1 bonus action

Range: self

Components: V

Duration: Concentration, up to 1 round.

You stir your allies to fight with renewed aggression with magically-crafted words, disheartening your foes. Until the end of your next turn, when you or a creature friendly to you within 30 feet of you misses with a melee weapon attack, you deal 1d6 psychic damage to the target. A creature can only deal this damage once per turn.

While you are concentrating on this spell, you may use your bonus action to extend its duration by 1 round.

 

Leeching Sprouts

4th-Level Conjuration

Casting time: 1 action

Range: 30 feet

Components: V, M (A pouch of grass seed)

Duration: Concentration, up to 1 minute.

You scatter seeds at the feet of a creature within range, which burst into entangling sprouts which sap a creature’s strength. The creature must succeed on a Strength saving throw or be restrained by the sprouts until the spell ends. At the start of each of the creature’s turns, it takes 2d10 acid damage, and you regain hit points equal to half the amount of acid damage dealt. A creature can use its action to repeat this saving throw on its turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

 

Obsidian Shield

4th-Level Conjuration

Casting time: 1 action

Range: self

Components: M (A knife of volcanic glass)

Duration: 1 minute.

You produce a round shield made of black volcanic glass with a razor-sharp edge. If you are not already proficient with a shield, you are proficient with this shield for the duration of the spell. When you are hit with a melee weapon attack while wielding this shield, you may use your reaction to deal 2d10 slashing damage to the creature which made the attack.

When the spell’s duration ends, the obsidian shield cracks and disintegrates into dust.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increase by 1d10 for each slot level above 4th.

 

Rotting Veil

4th-Level Necromancy

Casting time: 1 bonus action

Range: self

Components: V

Duration: 1 minute.

A gossamer veil appears, covering your face, and you begin to project an aura of unease and nausea. Creatures starting their turn within 15 feet of you gain vulnerability to necrotic and poison damage and cannot recover hit points until the start of their next turn.

 

Solar Flare

4th-Level Illusion

Casting time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

With a snap of your fingers, a miniature sunburst erupts at a point you can see within range. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a target takes 4d6 radiant damage and 4d6 fire damage and is blinded until the end of your next turn.  On a successful save, a target takes half damage and is not blinded.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere created by this spell increases by 5 feet for each slot level above 4th.

 

Charm of Daftness

5th-Level Enchantment

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute.

You speak paradoxical statements using words of arcane power, clouding a creature’s mind with self-conflicting information. Choose a creature within range who can hear you and shares at least one language with you. That target must succeed on an Intelligence saving throw or be charmed by you for the duration of the spell. While charmed in this way, at the start of each of its turns, the target takes psychic damage equal to your spellcasting ability modifier. It makes any Intelligence, Wisdom, or Charisma saving throws and ability checks at disadvantage.

 

Geode Bomb

5th-Level Conjuration

Casting time: 1 action

Range: 50 feet

Components: V, S

Duration: Instantaneous

You create and hurl a large explosive geode at a point you choose within range, which explodes in iridescent crystal shrapnel. Each creature in a 25-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 radiant damage and 5d6 piercing damage and is knocked prone on a failed save, or takes half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant and piercing damage each increase by 1d6 for each slot level above 5th.

Midnight Storm

5th-Level Evocation

Casting time: 1 action

Range: 100 feet

Components: V, S

Duration: 1 minute.

A turbulent black storm appears centered on a point you choose within range. Each creature in a 20 foot radius sphere centered on that point must make a Constitution saving throw. A target takes 5d12 damage and is pushed 20 feet in a random direction on a failed save, or takes half as much damage on a successful one. If a creature enters the storm or starts its turn there, its speed is halved until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

 

Overgrowth Titan

5th-Level Transmutation

Casting time: 1 action

Range: self

Components: V, S

Duration: 10 minutes.

Kudzu vines erupt from the ground and envelop you, shielding you from physical harm and forming a hulking figure of vines. For the duration of the spell, you gain the following benefits:

Your size becomes Huge, and you gain resistance to all damage types except fire and psychic. You do not take any damage while in this form.

As an action, you may make a melee spell attack with a reach of 15 feet. If this attack hits, you deal 2d12 + your spellcasting ability modifier bludgeoning damage.

You have advantage on all strength ability checks.

The spell ends when you would take a total of 50 damage in this form or when 10 minutes have passed.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage you can take in this form increases by 10 for each slot level above 5th.

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