Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Amaya Oleta

3 Level (0/2700 XP for level-up) Entertainer Background Sea Elf Race / Species / Heritage Chaotic Good Alignment
Witch
Level 3
Hit Dice: 3/3
1d8-4 Class 1

STR 0

-5

DEX 2

-4

CON 2

-4

INT 1

-5

WIS 1

-5

CHA -65

-38

27
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
7
Passive Perception
Spellcasting ...
-36 Attack mod
CHA Ability
+-38 Abi Mod
-28 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
-4 Dexterity
-4 Constitution
-5 Intelligence
-3 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
-4 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+4 Deception CHA
-4 History INT
-4 Insight WIS
+4 Intimidation CHA
-4 Investigation INT
skills
-4 Medicine WIS
-4 Nature INT
+0 Perception WIS
+8 Performance CHA
+8 Persuasion CHA
-4 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
-4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow -4 DEX 1d8-4 Piercing
Dagger -4 DEX 1d4-4 Piercing
Shortsword -4 DEX 1d6-4 piercing
Attacks

Spell Book

Fey ancestry, Child of the Sea, Friend of the Sea, Magic Initiate

Features & Traits
Silver locket, dance costume with scarves, enchanted flute, dungeoneer's pack, leather armor, lesser potion of healing, alchemist supply, poisoner's kit, disguise kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Charisma caster
Spellcasting
Proficiencies: Spear, trident, lt blowgun, X-bow, net, shortsword, lt armor, whip, poisoner's kit, disguise kit
Languages: Common (Hin'aqi), Elvish, Aquan

Languages & Proficiencies
I am in love with all of creation. A kind touch is always the first thought.

Personality Traits
BEAUTY- When I perform, I share Aymara's love with all who witness.

Ideals
The innocent are very dear to me as is Aymara's creed. My mother is very dear to me and the memory of my father possesses me.

Bonds
I tend to forgive offenses, even large ones, quickly.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

Player's Handbook, Wizards of the Coast, p. 150

Arrows (20)

Ammunition Common

Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


 

DnD 5e SRD

Light Crossbow

Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
None 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

DnD 5e SRD

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2sp Weight: 1lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 
98950]

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

The statblocks of your class features

Witch


Hit Points

Hit Dice: d8 per Witch level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per Witch level beyond first

Proficiences

Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Choose two: Arcana, Athletics, History, Insight, Medicing, Nature, Religion

Overview & Creation

A tattooed elf, veiled and cloaked, draws his obsidian dagger across the sand, calling forth from the lines a ghostly apparition to help him and his allies find their way. A trio of halfling hermits gather among candles and incense, chanting words of power to bait spirits from the shadows. The bejeweled human, dressed in exotic garb and golden chains bellows a spell which echoes with the voices of an army of lost souls, a fiendish glint in his eyes as blood drips from his palm. Unlike shamans who pray to the spirits of nature, witches trap the tormented souls of intelligent beings lost betwixt the realm of the living and the beyond. As a witch, you learn to summon these souls and bind them to your will, gaining protection from them as well as the power to de-bilitate your enemies. As you attain higher levels, the circle you join grants you further abilities which extend the usefulness and power of these bonds in different ways.

The Power of Spirits

Witches may or may not have a level of respect for the spirits they bind, though one could say they should. Some witches tap into the residual energies of long-departed souls, while others use extant spiritual beings as conduits for their spell-casting. Either way and whether or not they wish, witches bind part of their own soul to those that surround them. Witch spells mostly deal with manipulation of spiritual energies (both living and dead) and protections against the beings with supply those en-ergies. As part of their connection to the spiritual world, they are also privy to information and secrets normally not meant for mortal minds. As such, witches are powerful enchanters, abjurers, and diviners.

Bonds of the Soul

Witches acknowledge that there is a spiritual connection between all things — forces that inexplicably and randomly bind beings and happenings together in a kind of mass, shared fate. They see other witches as brothers and sisters, and other classes as close cousins. As a consequence, witches are often fond of forming alliances. One kind of alliance is the circle that a witch belongs to. The circle that a witch joins is the manifestation of a philosophy regarding the nature of spirits. Some, like the circle of power, believe in a supreme energy that extends beyond the physical world, weaving together magic and the collective conscience of all living things. Others, from the circle of blood for example, believe in a more intimate connection between the physical world and the other side. In this philosophy, each soul is tied to something close to it in the physical world — a body, an object, or location that was important to it when it was alive.

Creating a Witch

When deciding on the witch class, think about what led your character to tap into the spirit world. Maybe witchcraft is a tradition in the area, or your character comes from an area rife with a ghostly past. Superstition is also a good trigger for a fascination with spirits. What is your relationship with spirits? Is there a measure of mutual respect? Perhaps your character feels more like a servant to the spirit than the other way around, or maybe they possess the entitlement to dominate and extort spiritual beings. How did your character come to be an adventurer? It could be that he or she was a pariah in their community due to contact with the other side, cast out and forced to fend for him or her-self. Perhaps your character is even haunted by a particular spirit, and seeks away to control or be rid of it.

Quick Build

You can make a witch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, select the Hermit background. Third, select the chill touch and guidance cantrips.


Class Features

QUICKENING

At 1st level, you gain the ability to enter into an induced state known as the witch's quickening, letting you see what others cannot. You can enter this state by remaining still and concentrating. If you maintain the quickening for at least 1 minute, you can see into the Ethereal Plane up to 60 feet and you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks. Any action ends the quickening. In addition, you may add your proficiency bonus to Intelligence (Investigation) and Charisma (Persuasion) when dealing with spirits.

Witch Circle

At 2nd level you choose to join a circle of magic: the Circle of Power, the Circle of Blood, the Circle of Ruin, or the Circle of Shadows, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

BINDING RITES

At 2nd level you can bind spirits to your service by performing certain rites. Binding a spirit is a full action. The number of spirits you may have bound at any time is limited as per the Bonds column on the witch class table. When you choose a spirit to bind from the list at the end of this class description, you "fill" one of your available spell slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is said to be of a level equal to the spell slot filled to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at one time. Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section. Releasing a spirit is a bonus action, although some spirits allow release as an action. Once a spirit has been released it no longer provides its passive bonus and the spell slot it was in is considered expended.

Spirit Ward

One of the first abilities a witch learns is how to protect himself from spirits who may wish to harm him. At 3rd level, you gain the ability to create a spirit ward as an action. The ward has a radius of 30 feet, centered on your location, and is stationary for its duration. While inside the ward, friendly creatures (yourself included) cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incorporeal undead sources (including the spiritual effects produced by other witches). Additionally, if a friendly creature is reduced to 0 hit points inside the ward but not killed out-right, the creature becomes stable. The ward lasts 1 minute per level, or until you create an-other ward.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spiritual Spellcasting

At 7th level, you can call upon the spirits you have bound to help you cast your spells. You may dismiss a spirit or a number of spirits as a bonus action to recover a single expended spell slot of a level no higher than the combined level of the spirits you dismissed. You may only use this spell slot for casting spells, and the release effects of the spirits you dismissed are not activated.

Channel Spell

Starting at 11th level, you can channel spells through the spirits you bind, wreaking havoc on spiritual enemies. Your spells affect enemies you are aware of who are incorporeal or on another plane of existence.

Strength of Spirit

At 15th level, you learn to sap additional fortitude from the spirits you bind. You gain an in-crease to your maximum hit points equal to the sum of the levels of each spirit you have bound. As long as these spirits remain bound, these hit points recover when you complete a long rest.

Ghostly Step

At 18th level you gain the ability to enter the spirit realm as a bonus action by projecting part of yourself beyond the material plane. You and your belongings become invisible and incorporeal for up 1 minute. During this time you may move your normal speed and may pass through solid objects. If you choose to maintain this form until the duration expires and you are in a location occupied by a creature or solid object, you are shunted to the near occupied space and take damage equal to twice the number of feat you are moved as a result. You may otherwise choose to rematerialize at any time in your present location. You may use this ability once, after which you must complete a long rest to use it again.  

Binding Rites

Following is a list of different spirits a witch may bind.

Spirit of Agony

In the presence of a spirit of Agony. foes' wounds continue to bleed and fires continue to burn, While Agony is bound, you may reroll any damage die that shows a 1, and use the new roll even if it is another 1. Release: You may release Agony when you roll a critical hit, In addition to the critical damage, you may roll an extra number of dice equal to the level of the spirit This Spirit's passive ability ap- plies to the normal and the additional dice for this attack.

Spirit of Desire

Spirits of Desire impress your desires onto others and enhance their own. You have advantage on Charisma checks when interacting socially with a creature who finds your race and gender attractive. Release: When you release this spirit, a single target creature within 30 feet becomes charmed if they fail a Wisdom saving throw as if against one of your spells. This effect lasts one minute per level of the spirit. The effect ends prematurely if you or your allies damage the creature.

Spirit of Empathy

Spirits of Empathy force your enemies to share your pain. While Empathy is bound, whenever you are dealt damage from a living or undead source, you may use your reaction to deal that source psychic damage equal to the level of this spirit. Release: You can release Empathy as a reac-tion when you take damage from a creature. The creature is dealt psychic damage equal to the damage you took + the spirit's level, or half that on a successful Wisdom save.

Spirit of Envy

Spirits of Envy take from others what they covet for themselves — life. Whenever you deal damage with an attack or spell while Envy is bound, you gain the spirit's level in temporary hit points. These hit points last until you release Envy. Release: When you hit an enemy with an attack or spell you may release Envy. When you do so, you gain temporary hit points equal to five times the spirit level. These temporary hit points last up to 24 hours.

Spirit of Fear

Spirits of Fear bring nightmares to life. While Fear is bound, you may add your proficiency bonus to Charisma (Intimidation) checks, or double it if you already do. Release: When Fear is release from its bonds, a number of creatures equal to the spirit level within 30 feet make a Wisdom save or be frightened for 1 minute. Each creature affected is allowed a Wisdom save to end the effect at the be-ginning of each turn.

Spirit of Generosity

Spirits of Generosity are always willing to make sacrifices for those who bind them with good intentions. Your spells that heal restore an additional 1d6 damage per creature they affect. Release: You may release Generosity and gift the spirit to an ally within 30 feet. The spirit protects the ally, granting them temporary hit points equal to 5 times the spirit's level. These temporary hit points last 10 minutes.

Spirit of Guilt

Spirits of Guilt cause your enemies hesitation in acts that would wrong you. While Guilt is bound. you may use your reaction to impose disadvantage on an attack roll against you. Release: When you release Guilt from your power, a single target within 30 feet has disadvantage on attack rolls against you for 1 round per spirit level.

Spirit of Hate

Spirits of Hate inspire a ferocity in you. When you are damaged by a creature, you gain advantage on attack rolls against that creature on your next turn. Release: When you hit a creature with a spell or attack you may release Hate and deal necrotic damage equal to 1d6 per spirit level.

Spirit of Hunger

Spirits of Hunger both sustain their friends and deprive their enemies of energy. While Hunger is bound to you, you require no food or water to survive. Release: You may release Hunger to impart one level of exhaustion on a number of creatures within 30 feet equal to the spirit's level.

Spirit of Passion

Spirits of Passion give those who bind them the motivation to push themselves further in order to accomplish a task. When this spirit is bound you gain a number of bonus dice equal to the spirit level. These dice are d6s. You may choose to roll one of these dice and add the result to any d20 roll you make. You lose all remaining dice when you release Passion. Release: You may release Passion when you make any d20 roll with disadvantage. You make this roll with advantage instead, and in addition you add 1d6 to the result.

Spirit of Serenity

Spirits of Serenity bring peace and clarity of thought to those who bind them. You require only half the time worth of sleep or rest as long as Serenity remains bound. Release: When you release Serenity from your power, you may remove one of the following conditions from yourself: Blinded, Charmed, Deafened, Frightened, Paralysed, Poisoned, and Stunned.

Spirit of Sloth

Spirits of Sloth inspire sluggishness and laziness of thought and action around you. While Sloth is bound, spaces you threaten count as difficult terrain for enemies. Release: When Sloth is released, one foe per spirit level within 30 feet loses their reaction until your next turn.

Spirit of Sorrow

The failures of your enemies continue to haunt them in the presence of a spirit of Sorrow. While Sorrow is bound to you, enemies within 30 ft. who fail a save against one of your spells are dealt psychic damage equal to twice the spirit's level. Release: When Sorrow is released, choose a target creature within 30 feet. That creature has disadvantage on its next saving throw, ability check, or attack roll. Should this roll fail, they are dealt 1d6 psychic damage per spirit level.

Spirit of Valor

Spirits of Valor give those who bind them the power to pull through with confidence against poor odds. While Valor is bound, you have advantage on saves against being frightened. Release: When you release this spirit, one creature per spirit level is no longer frightened.

Spirit of Wonder

You radiate an aura of awe when a spirit of Wonder is bound to you. While Wonder is bound, you can use your action to impose a -5 penalty on passive Perception checks creatures within 30 feet make to notice anything other than your-self for the round. Release: You may release Wonder from your power when you hit a target with a spell or they fail a save against one of your spells. That foe is stunned until your next turn.


Starting Equipment

  • (a) light crossbow and 20 bolts or (b) Any simple weapon
  • (a) A component pouch or (b) An Athame to use as a spellcasting focus
  • (a) A priest's pack or (b) A scholar's pack
  • Any simple weapon and two daggers


Spellcasting

Charisma is your spellcasting modifier, so use your Charisma whenever a spell refers to your spellcasting ability. In addition, use your Charisma modifier when calculating the saving throw DC and when rolling attacks.
Spell save DC = 8+ Charisma modifier + Proficiency bonus
Spell attack modifier = Charisma modifier + Proficiency bonus
You can use an Athame as a spellcasting focus for your Witch spells
 


Subclass Options

Circles

The circle that a witch joins at 2nd level has everything to do with the witch's personal philosophy on spirits. When becoming a part of a circle, the witch joins other like-minded witches and is granted abilities which align with these core philosophies. Though witches of different circles may carry similar opinions of spirits and their own magic, it is important to think on how each circle's teachings shape your character's attitudes towards the binding and utilization of spirits.

Circle of Blood

Witches of the Circle of Blood believe in strong connections between the physical world and the spiritual one. Spirits are connected to the physical world through objects that were important to them while they were alive. This knowledge allows a witch to bind spirits to her power more easily — as long as she knows a bit about the spirit's life. Though not always, witches from the circle of blood tend to dominate the spirits under their control. They generally take care to leave spirits intact and in a state no worse than before they were bound, but nevertheless are capable of using a spirit's weaknesses against them, taking advantage of their connections to the physical world in order to gain power over them.

Sympathetic Magic

At 2nd level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. Provided you have an article (blood, hair, clothing) from the target, your spells which have a single target may affect the creature in question from up to one mile away per witch level. When you cast a spell that affects a creature this way, the article you have from the target is consumed.

Awaken the Blood

Beginning at 6th level, when you release a spirit from your power, you can use the energy from those broken spiritual bonds to repair corporeal bodies. You can heal yourself or a creature adjacent to you for hit points equal to four times the level of the spirit when you trigger a release effect.

Blood Binding

At 10th level, if a living creature dies within 30 feet of you, you may bind its soul as a full action on your next turn. You bind a spirit type of your choice to a spell slot of your choice. This binding expires after 24 hours or whenever you use this ability again. The creature who provided the soul cannot be resurrected during the time it remains bound. You may use this ability once, after which you must complete a long rest to use it again.

Call forth the Blood

At 14th level, you gain the ability to force ethereal and incorporeal creatures into the material plane and bind them to a corporeal form. The creature must succeed at a Constitution save or lose its incorporeal traits and associated immunities and resistances for 1 minute. You may use this ability once, after which you must complete a long rest to use it again.

Circle of Power

The Circle of Power subscribes to a philosophy that all spiritual entities are connected by a collective consciousness. They use this knowledge to surmount power over the spiritual realm itself. In other words, these witches gain their abilities by harnessing the secrets which govern the very basis of spiritual existence, rather than focusing on the relationships between the metaphysical and the material world. The Circle of Power is perhaps a little more sympathetic to the spirits these witches bind. Witches of this circle tend to see spirits more as allies. They trust the spirits they bind enough to allow their power to grow under their command with the purpose of sharing this power.

Ancestral Power

You can call upon the residual power of the individuals whose souls you bind. Beginning at 2nd level, the save DC of your spells is increased by 1 for every bond you have filled.

Forceful Presence

When you reach 6th level, you can force a spirit to grant its release effect, but retain control of the spirit so that it is not dismissed and continues to provide its passive effect. You may use this ability a number of times equal to your Charisma modifier, minimum 1. After these uses are expended, you must complete a long rest to recover them.

Powerful Bonds

At 10th level, your body and soul develop the ability to contain more powerful spirits. The level of spirits you bind are considered 1 higher than the spell slot you use to bind them.

Simulacrum

As a witch of the Circle of Power, your mind and body have become powerfully linked to spiritual existence. At 14th level, should you be reduced to 0 hit points but not killed outright, your body becomes possessed by a spirit you control and you may continue to act for 1 round per level of the highest level spirit you have in your power. You cannot use this ability if you do not have any spirits bound. You may perform any action you normally could except for releasing spirits. During this time, your hit points remain at 0 and you continue to make death saving throws (though a prepared witch may move to her spirit ward to become stable). Onlookers notice a strangeness in your movements, eyes, and voice while you remain possessed. When the effect expires, your body collapses if you have not been healed above 0 hit points, otherwise you snap out of the possession conscious.

Circle of Ruin

The Circle of Ruin has less respect for spirits than the other circles. Witches who bind these spirits utilize their magic to torture and pressure spirits in order to extract power from them. Their philosophy revolves around invoking ruin and causing as much damage as possible. Though good witches of this circle are rare, they are not unknown. Good witches who share this circle's ideology typically aim to bind evil spirits, turning these beings into weapons for good against their will (though this can hardly be considered to be completely benign). These witches often claim this is for the greater good —using evil to combat evil.

Soul Shatter

Beginning when you choose this circle at 2nd level, spells which you cast that cause damage may deal half of their damage as psychic damage if you choose.

Devastating Release

At 6th level, spirits you release erupt with energy as their bonds are broken, causing harm to those around you. When you dismiss a spirit, enemies within 30 feet of you are dealt 1d6 points of damage per level of the spirit. Half of this damage is necrotic, and the other half psychic. Those who experience the damage hear wails and screams as the spirit is released, and feel a rush of sorrow and discomfort.

Ruinous Ward

Beginning at 10th level, the Spirit Wards you create are accompanied by spiritual dissonance which can strain and break the weak of spirit. In addition to the described effects above, your Spirit Ward ability deals 1d6 psychic damage each round to hostile creatures within its radius. The damage can be ignored by a successful Wisdom save as if against one of your spells.

Rite of Exorcism

At 14th level, you can attempt to exorcize a living creature's own soul. If a creature within 30 feet fails a Wisdom save against your spell save DC, they are dealt 10d6 damage as their soul is torn from their body. Half of this damage is psychic, the other half is necrotic. The creature is also stunned until your next turn. A successful save lets the creature avoid the damage, but still leaves the creature stunned. You may use this ability 3 times. Expended uses recover after a long rest.

Circle of Shadows

The Circle of Shadows subscribes to the belief that everything that exists, both physically and metaphysically, is like a shadow cast by that which came before it. Shadows are windows into worlds beyond the material plane — as one world becomes dimmer, others become brighter and easier to see by comparison. There is reason to be wary of the dark. Witches from this circle are more cautious dealing with spirits. They know that dangers lurk in the shadows, and they are careful with their dealings lest the spirits they bind show their dark side.

The Shadows Have Eyes

You can use the spirits which dwell in the darkness to see. Beginning at 2nd level, you have darkvision 60 ft. as long as you have at least one spirit bound. If your race grants you darkvision, it is extended by 60 ft. instead.

Blinding Release

At 6th level, whenever you release a spirit which lets you choose a target or affects a single target, that target is blinded for 1d6 rounds. This ability cannot affect creatures who do not use light to see.

Spirits in the Shadows

Beginning at 10th level, as long as you have at least 2 spirits bound, you may call upon nearby shadows to replace the somatic components of your spells. Additionally, the ghostly whispers of those spirits may replace the verbal components of your spells. You may therefore cast spells with these components even if you yourself cannot motion or vocalise.

Shady Exchange

Beginning at 14th level, when you enter a witch's quickening in low light or darker conditions, you may exchange one of the spirits you have bound for another of a different type. The new spirit is of the same level as the one you exchanged, and no release effect is triggered during the exchange. You may use this ability once, after which you must complete a long rest to use it again.
 


LevelProficiencyBondsFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1+20Quickening, Spellcasting22--------
2+21Witch Circle, Binding Rites23--------
3+21Spirit Ward242-------
4+21Ability Score Improvement343-------
5+31-----------------------3432------
6+32Circle Feature3433------
7+32Spiritual Spellcasting34331-----
8+32Ability Score Improvement34332-----
9+42-----------------------343331----
10+43Circle Feature443332----
11+43Channel Spell4433321---
12+43Ability Score Improvement4433321---
13+53-----------------------44333211--
14+54Circle Feature44333211--
15+54Strength of Spirit443332111-
16+54Ability Score Improvement443332111-
17+64-----------------------4433321111
18+65Ghostly Step4433321111
19+65Ability Score Improvement4433322111
20+65-----------------------4433322211

Statblocks for your familiars, mounts etc.

SRD

Pseudodragon

Tiny dragon, neutral good
Armor Class 13
Hit Points 7 ( 2d4+2 )
Speed 15ft Fly: 60ft

STR
6 -2
DEX
15 +2
CON
13 +1
INT
10 0
WIS
12 +1
CHA
10 0

Skills Perception +3 , Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Common and Draconic but can't speak
Challenge 1/4


Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 ( 1d4+2 ) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


 

Statblocks for race/species of the character.

Sea Elf

Ability Score Increase Your Dexterity score increases by 2. Your Constitution score increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.

Darkvision


Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Keen Senses
You have proficiency in the Perception skill.   Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Sea Elf Training
You have proficiency with the spear, trident, light crossbow, and net.   Child of the Sea
You have a swimming speed of 30 feet, and you can breathe air and water.   Friend of the Sea
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Languages. You can speak, read, and write Common, Elvish, and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

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 magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger 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, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Player's Handbook

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: Two beams at 5th level Three beams at 11th level Four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 60ft
Duration Instant
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric

Level 1 Spells

Basic Rules, pg. 219

Bless

1-level Enchantment

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V, S, M
Materials A sprinkle of holy water.

Damage Type: Buff   Saving Throws: None   Description: 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.

Class(es): Cleric, Paladin

Players Handbook Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instant
Components V (A verbal component is a spoken incantation), S (A somatic component is a measured and precise movement of the hand)

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: 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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Basic Rules , pg. 250

Hellish Rebuke

1-level Evocation

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: 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.

Class(es): Warlock, Sorcerer

PHB

Armor of Agathys

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Class(es): Warlock, Paladin (Oath of Conquest)

PHB pg 216

Bane

1-level Enchantment

Casting Time 1 action
Range 30 Feet
Duration Concentration, Up to 1 minute
Components VSM

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

Class(es): Bard, Cleric

Player's Handbook

Faerie Fire

1-level Evocation

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Class(es): Bard, Druid

Level 2 Spells

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

PHB

Prayer of Healing

2-level Evocation

Casting Time 10 Minutes
Range 30ft
Duration Instantaneous
Components V

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.

Class(es): Cleric, Sorcerer (Divine Soul)

Player's Handbook, 260

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Damage Type: Teleportation   Attack/Save Throw: None   Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Paladin

Statblocks for your Trinkets, businesses, building, castles, empires.


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems