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Witch

P
eddling snake oil and healing teas in a market, Creating a Witch
the attractive young merchant spots the
weariness of disease in a customer's gaze. Witch is a name given but not often owned. Long associated
Pulling the sickly woman aside, the merchant with malign or even infernal origin, the true witch is neither
chants a phrase in an unknown tongue, thrice of these things. The craft of the witch is in weaving fates, and
over, and passes a hand over the plague the practice ages back to the earliest practitioners of magic.
stricken, bringing swift relief. Forcing a vial of Rigorous practice and devotion is required to truly master its
colored water into the hand of the now healthy woman, the art, but once learned, it is a power unseen and unimagined to
witch only says to her, "I have done nothing, this is what common folk. This is, perhaps, the cause of the oft miscast
cured you. Now go!" judgement against witchcraft of this age.
Confronted with an overbearing zealot of the church, an Did you learn from a potion maker who showed you how to
old woman steps from her hut on the swampland borders. create elixirs which were somehow more than the sum of
"You should not have come, brave knight. Fear me not, but their parts? Or perhaps you willfully doled out unlikely
defend an old woman from what you lured to her doorstep!" fortune tellings that somehow became complete, if unlikely,
The knight's eyes glaze over as he turns and charges toward reality? It may even have been a brush with death itself that
the enormous troll which stalked him here from the swamp. caused you to realize that your fate was only your own if you
Rocking on the bow of a mercantile ship, the captain and a seize it.
pockmarked sailor of many years survey the choppy waters.
Suddenly the elder man's head snaps to attention and he Quick Build
grabs hold of the wheel, wildly spinning it into a starboard You can make a witch quickly by following these suggestions.
turn. The captain orders full sail and only minutes later, the First, Wisdom should be your highest ability score, followed
writhing tentacles of the Kraken are seen erupting from far by Constitution. Second, choose the hermit background.
off the port side of the vessel. Third, choose the sacred flame and guidance cantrips, along
with the 1st-level spells bless and witch bolt.
Weavers of Destiny
A true witch is the modern embodiment of a spellcaster in its Class Features
most ancient and base forms. When magic first awoke in the As a witch, you gain the following class features.
world it was witches who first felt it and answered. Not ones
to call down unnatural chaos into the world, the spells of the Hit Points
witch are ever subtle, but guided by the essential nature of Hit Dice: 1d6 per witch level
the universe itself. As these magical strands are pulled and Hit Points at 1st Level: 6 + your Constitution modifier
twisted, the witch becomes one both able to weave, or fray, Hit Points at Higher Levels: 1d6 (or 4) + your
destinies. Constitution modifier per witch level after 1st
Bygone Magic Proficiencies
With the passing of ages, most witchcraft has been passed Armor: None
over for more flamboyant and direct forms of magic. Yet there Weapons: Daggers, Darts, Slings, Quarterstaves, Light
are always some who hear the subtle call, and are guided by Crossbows.
the spirits to become scions of this modest use of magic. Tools: Herbalism Kit
Neither entirely divine or arcane in origin, the witch blends Saving Throws: Wisdom, Intelligence
spirituality with ritual to perform her spells. While the spirits Skills: Choose two from Arcana, Animal Handling,
of the world are fine guides, a witch's talents are entirely her Insight, Medicine, Nature, Religion, Survival
own. Equipment
Hailing from all walks of life, these traditions appear You start with the following equipment, in addition to the
across most cultures of the world. Most witches choose to live equipment granted by your background:
quietly, not revealing their full capabilities unless and until
the need is dire. Once revealed, too many witches of the past (a) a light crossbow and 20 bolts or (b) any simple weapon
have found themselves at odds with a world that cannot (a) a component pouch or (b) a druidic focus
understand the nature of their power. A witch is as likely to be (a) a scholar’s pack or (b) an explorer's pack
found living as a commoner among civilization of any size as Traveler's clothes, an herbalist kit, and two daggers
they are to be found living alone in the wild, practicing openly
and freely.
The Witch
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Level
1st +2 Fate Magic, Prophecy, Shawl 3 2 1 1st
2nd +2 Incantation 3 3 2 1st
3rd +2 Awakening 3 4 2 2nd
4th +2 Ability Score Improvement 4 5 2 2nd
5th +3 _ 4 6 2 3rd
6th +3 Brew Potion 4 7 2 3rd
7th +3 Awakening Feature 4 8 2 4th
8th +3 Ability Score Improvement 4 9 2 4th
9th +4 _ 4 10 2 5th
10th +4 Improved Shawl 5 10 2 5th
11th +4 Weave Fate's Tapestry (6th level) 5 11 3 5th
12th +4 Ability Score Improvement 5 11 3 5th
13th +5 Weave Tapestry (7th level) 5 12 3 5th
14th +5 Awakening Feature 5 12 3 5th
15th +5 Weave Tapestry (8th level) 5 13 3 5th
16th +5 Ability Score Improvement 5 13 3 5th
17th +6 Weave Tapestry (9th level) 5 14 4 5th
18th +6 Awakening Feature 5 14 4 5th
19th +6 Ability Score Improvement 5 15 4 5th
20th +6 Close the Circle 5 15 4 5th

.
Fate Magic Spell Slots
Your devotions to the prime spirits has drawn their favor and The witch table shows how many spell slots you have. The
bestowed on you facility with spells to weave fates of those table also shows what the level of those slots is; all of your
around you. See chapter 10 for the general rules of spell slots are the same level.
spellcasting and this document for the witch spell list. To cast one of your witch spells of 1st level or higher, you
Your Fate Magic counts as the Pact Magic feature from the must expend a spell slot. You regain all expended spell slots
warlock class for any other rule referencing Pact Magic, and when you finish a short or long rest.
your spells count as warlock spells for this purpose. For example, when you are 5th level, you have two 3rd-level
Examples include multiclassing or utilizing a Rod of the Pact spell slots. To cast the 1st-level spell bane, you must spend
Keeper (DMG 197). one of those slots, and you cast it as a 3rd-level spell.

Cantrips Spells Known of 1st Level and Higher


You know three cantrips of your choice from the witch spell At 1st level, you know two 1st-level spells of your choice from
list. You learn additional witch cantrips of your choice at the witch spell list. The Spells Known column of the witch
higher levels, as shown in the Cantrips Known column of the table shows when you learn more witch spells of your choice
Witch table. of 1st level and higher. A spell you choose must be of a level
no higher than what’s shown in the table's Slot Level column
for your level. When you reach 6th level, for example, you
learn a new witch spell, which can be 1st, 2nd, or 3rd level.
When you gain a level in this class, you can choose one of
the witch spells you know and replace it with another spell
from the witch spell list. The selected spell must also must be
of a level for which you have spell slots.
Spellcasting Ability You may Incant a spell that has a concentration
Wisdom is your spellcasting ability for your witch spells, so requirement while still concentrating on a spell you have
you use your Wisdom whenever a spell refers to your already cast. However, if you take damage while Incanting
spellcasting ability. In addition, you use your Wisdom a spell (even one which normally has no concentration
modifier when setting the saving throw DC for a witch spell requirement) you must make a concentration check or the
you cast and when making an attack roll with one. spell ends immediately. If you are both Incanting a spell
and concentrating to maintain another, you make two
Spell save DC = 8 + your proficiency bonus + your separate concentration checks after taking damage.
Wisdom modifier Ending an Incantation:
Spell attack modifier = your proficiency bonus + your
Wisdom modifier You may willfully end your Incantation on your turn with a
Spellcasting Focus bonus action. If you end your Incant in this way, the
You can use a druidic focus (found in chapter 5) as a normal duration begins for the spell. If the spell has a
spellcasting focus for your witch spells. At 11th level, you may concentration requirement you must begin concentration
use your tapestry to this purpose. for it.
When you end an Incantation as a bonus action, you may
adjust the parameters of the spell - such as the target(s) or
Magic Item Attunement effects - as though you had just cast the spell again. Any
You may attune to any magic item that requires the warlock effects of the incanted spell end immediately and take
or druid class. effect on any new target(s). Any new target which would
require an attack roll or saving throw are rolled anew and
Shawl may miss or be saved against, as normal for the spell. If
A Shawl is an item of clothing enchanted by intermingling the spell deals damage, it does no damage when the
fate magic with the aura of the caster. A shawl can take many Incantation is ended, but may do so with your action this
forms, but is most commonly an article of clothing worn over turn or on subsequent turns (if the spell allows). For
the head and/or shoulders, such as a cloak, cape, veil, or even example, if you were Incanting the Enhance Ability - Bull's
a large scarf. While wearing your Shawl, you may calculate Strength - spell on a fighter, you could use your bonus
your armor class as 10 + your Wisdom modifier. action to end this effect and grant a friendly rogue with the
At 10th level, you attune your Shawl to grant additional Cat's Grace effect of the spell instead - the normal
protections. When wearing your Shawl you may use your duration for the spell would begin, and you must begin
reaction after taking damage to reduce the damage taken by concentration to maintain the effect.
half. After a long rest, you may choose either the cold, Additional notes:
necrotic, poison, or radiant damage type. You gain resistance
to the selected damage type while wearing the Shawl. You You cannot verbally communicate while Incanting a spell,
may switch to a different damage type after each long rest. the spell gains a verbal component if it does not already
have one, and an effect which prevents you from providing
Prophecy the verbal component (such as the Silence spell)
immediately ends your Incantation and the spell.
As an action on your turn, you may select any creature within You may continue an Incantation, or begin a new
30 feet of you and gain a fleeting glimpse into any immediate Incantation, without selecting a target for the spell or even
danger it poses. Roll a d20 and record the result. At any time if there is no available target for the spell. However, you
before your next turn, when the target makes an attack roll, will need to end the Incantation as a bonus action on a
you may use this result of the creature's d20 roll. You must later turn in order to assign target(s) for the spell. In this
decide to use your Prophecy result before the creature's roll way, you might continue an incantation from one
is made, and using your result overrides any advantage or encounter to another - keeping in mind your character is
disadvantage that the attack might otherwise have. actively chanting in between encounters.
You may use your Prophecy feature while Incanting a
Incantation spell, doing so does not interrupt your Incantation. You
Beginning at 2nd level, as an action on your turn, you can may also end an Incantation and cast another spell on
begin to Incant any known spell or cantrip which has a your turn, if you have the actions needed to do both.
duration other than instant. This works exactly as casting the
spell with the following adjustments:
The duration of the spell is indefinite and lasts until your
Incantation ends.
You may not cast another spell while Incanting, doing so
ends the Incantation, and the effect of the spell,
immediately.
Awakening At higher levels, you gain more witch spells of your choice
that can be cast in this way: one 7th-level spell at 13th level,
At 3rd level, the nature of how you learned your spellcraft one 8th-level spell at 15th level, and one 9th-level spell at 17th
begins to define some of your abilities. This grants you access level. Each one of these spells prepared in this way may be
to select spells as well as new abilities at the 3rd, 7th, 14th, used once per long rest. You regain all uses of your Tapestry
and 18th levels of this class. Awakenings include the when you finish a long rest, and may prepare different spells
Traditionalist, Blighted, and Clairvoyant; detailed below. from the witch spell list.
Spells cast from your Tapistry may not utilize the
Ability Score Improvement Incantation class feature.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Close the Circle
by 2, or you can increase two ability scores of your choice by At 20th level, your Incantation is a perfected art. When you
1. As normal, you can’t increase an ability score above 20 are Incanting a spell of first level or higher, you may end the
using this feature. Incantation as an action. When you do so, the spell effect
ends but you immediately regain the spell slot used to begin
Imbue Potion the Incantation.
Beginning at level 6 you learn methods to brew potions
imbued with your magic. You may create a potion by selecting
any known spell and expending a spell slot. It requires 50
Awakenings
gold in herbal reagents and 10 minutes of time per level of The nature of a witch's awakening influences how they view
the spell. You may create potions at a spell level lower than and manipulate fate. Each grants access to a selection of
the default level of your spell slots, but the potion must be spells which can be learned, and specialized skills to suit the
created with at least a level high enough for the default level nature of their spellcasting. Your Awakening determines
of the spell. For example, a level 5 witch with the Lesser additional class abilities at levels 3, 7, 14, and 18.
Restoration spell may create a level 2 potion to store the spell,
but a level 1 potion could not store that spell as Lesser Traditionalist
Restoration is a level 2 spell. Be sure to note the level of the Witchcraft is one of the oldest forms of magic, and well
potion when it is created. preserved in many cultural histories. For the Traditionalist,
Spells stored in this way must be consumed, so are usually your craft is not just a practice, but a way of life that respects
used for beneficial effects, however creatures may be tricked this history and the lives of those who still live close to the
or charmed into drinking malign concoctions. Also, land. Most Traditionalist witches are born into their craft, and
incapacitated creatures can be forced to consume a potion are frequently taught by an elder of the same Awakening.
against their will. When a potion is consumed, the spell effect Repetition and ritual develops their talent to weave boons of
triggers as normal, as though the creature drinking it were fate into their lives and the lives of those around them.
the target of the spell. If the spell is beneficial, and would
normally allow additional targets to be chosen, those targets Expanded Spell List
are selected by the creature drinking the potion. If the potion The Traditionalists teach from this expanded list of spells.
is of malign or offensive nature, additional targets are You know the following spells and they do not count against
ignored. If the spell contained within a potion has a your limit of known spells. In order to cast the spell, you must
concentration requirement, the creature drinking the potion have a spell slot of a level high enough.
must maintain concentration.
You can maintain a number of potions equal to your Traditionalist Expanded Spells
maximum spell slots. Spell slots used to create potions are Spell Level Spells
regained as normal during your next short rest, but the potion 1st Detect Magic, Expeditious Retreat
persists until used or replaced.
2nd Invisibility, Misty Step
Weave Fate’s Tapestry 3rd Magic Circle, Dispel Magic
At 11th level, your insight into the tapestry of fate has grown 4th Otiluke's Resilient Sphere, Greater Invisibility
so deep that you may metaphysically weave it to prepare 5th Mislead, Modify Memory
potent magic, able to rewrite what is to come. This tapestry
can take the form of a true tapestry, dreamcatcher, voodoo
doll, tribal fetish, journal of prophecies, or similar device.
You may prepare one 6th-level spell from the witch spell list
after finishing a long rest. You may change this spell after
each long rest to another spell from the list, but each day your
tapestry may only be used to cast the spell(s) which were
prepared.
You can cast the spell prepared in your tapestry once
without expending a spell slot. You must finish a long rest
before you can do so again.
Circle Casting Prophetic Seal
When you select the Traditionalist Awakening at 3rd level, When an ally under the effect of your Prophecy hits with an
you learn the ability to cast spells as ritual and lead such attack, that ally gains temporary hit points equal to your
rituals amongst other spellcasters. You learn the spells Wisdom modifier.
Ceremony (Unearthed Arcana spell, presented below) and
Unseen Servant. These spells do not count against your Fickle Enchantment
known spells. You can cast any spell you know as a ritual if it At 7th level, you can grant fleeting good fortune upon a
has the ritual tag. nonmagical weapon or suit of armor after completing a long
You may invite other willing creatures with an intelligence rest. The item becomes a +1 version of the same type. You
score of 6 or higher to join your ritual castings, or to perform may only have one such item enchanted at a time.
ritual castings of their own, even if they do not have the ritual The enchantment breaks the first time a roll it is involved
casting feature. If a participating creature has a spell with the in comes up as either a natural 1 or 20. For weapons, this is
ritual tag, they may cast it as a ritual when you lead them in the attack roll being made with the weapon, for armor it is
this way. when any attack roll against the wearer of the armor comes
When a ritual is cast in this way, you may designate any up as natural 1 or 20.
number of participating creatures to be treated as the At 14th level the enhancement bonus becomes a +2, and at
"caster" of the spell and to experience the effect. Doing so 18th level it becomes +3.
does not duplicate the effect of the spell and the original
caster of the spell has the final say in all parameters of the Homespun Implements
spell. Beginning at 14th level you learn the power of flight using an
implement such as a staff, broom, or similar object. Your
Ceremony flying speed is 40'. The implement can carry only you and one
1st-level evocation (ritual) additional creature of size category tiny or smaller. If you take
Casting Time: 1 hour damage while flying, you must make a concentration check or
Range: Touch immediately fall.
Components: V, S, M (25 gp worth of powdered silver) At this level you have also devoted a particular cauldron to
Duration: Instantaneous (see text) the brewing of your potions. While you have this cauldron
You perform one of several religious ceremonies. When and use your Brew Potion feature, the material cost and time
you cast the spell, choose one of the following ceremonies, required to create each potion is halved.
the target of which must be within 10 feet of you throughout Finally, your armor class when utilizing your Shawl is
the casting. equal to 12 + your Wisdom modifier.
Atonement. You touch one willing creature whose
alignment has changed, and you make a DC 20 Wisdom Open Yet Unbroken
(Insight) check. On a success, you restore the target to its At 18th level you learn to quickly form metaphysical bonds
original alignment. among allies nearby to one another and yourself. You may use
Bless Water. You touch one vial of water and cause it to your action to form such a sympathy among willing creatures
become holy water. that are within 5 feet of one another. You must be within 5
Coming of Age. You touch one humanoid old enough to be feet of at least one of the target creatures. Each creature so
a young adult. For the next 24 hours, whenever the target bonded may use the armor class and/or saving throw
makes an ability check, it can roll a d4 and add the number modifiers for any other bonded creature as long as it is within
rolled to the ability check. A creature can benefit from this 5 feet of at least one other affected creature, and at least one
ceremony just once. affected creature is within 5 feet of the witch that used this
Dedication. You touch one humanoid who would willingly ability. As long as the "chain" of affected creatures is
convert to your religion or who wishes to be dedicated to your unbroken the effects persist. You may use this ability an
god’s service. For the next 24 hours, whenever the target unlimited number of times, but must wait 1 minute between
makes a saving throw, it can roll a d4 and add the number uses.
rolled to the save. A creature can benefit from this ceremony
just once. Blighted
Funeral Rite. You bless one corpse within 5 feet of you. To Awaken as Blighted, a witch will typically have a close
For the next 24 hours, the target can’t become undead by any brush with death, whether personally or in someone close to
means short of a wish spell. them. Their magic is forever colored by this encounter. In
Investiture. You touch one willing humanoid. Choose one bending fate, snatching life from the maw of death; or
1st-level spell you have prepared and expend a spell slot and delivering doom to those who otherwise might have escaped
any material components as if you were casting that spell. it, these witches begin to see life and death as simultaneous
The spell has no effect. Instead, the target can cast this spell states of existence. In manipulating this duality, they become
once without having to expend a spell slot or use material twisted themselves; mingling living death with the breath of
components. If the target doesn’t cast the spell within 1 hour, life.
the invested spell is lost.
Marriage. You touch adult humanoids willing to be bonded
together in marriage. For the next 24 hours, each target gains
a +2 bonus to AC and saving throws while they are within 30
feet of each other. A creature can benefit from this ceremony
just once.
Expanded Spell List Clairvoyant
The Blighted gain secrets from this expanded list of spells. To many witches, the greatest compliment to weaving of fates
You know the following spells and they do not count against is in the foresight of divination. Those which fall too deeply
your limit of known spells. In order to cast the spell, you must into scrying the strands of fate have been known to Awaken
have a spell slot of a level high enough. with a deeper understanding of the fates around them.
Blighted Expanded Spells Though the Clairvoyant is the most subtle Awakening, such a
Spell Level Spells gift will win the day in battle or in court with none the wiser
1st Ray of Sickness, False Life
to the witch's involvement.
2nd Gentle Repose, Protection from Poison Expanded Spell List
3rd Animate Dead, Feign Death Clairvoyants have more exceptional ability to look upon the
strands of fate. You know the following spells and they do not
4th Banishment, Evard’s Black Tentacles count against your limit of known spells. In order to cast the
5th Antilife Shell, Cloudkill spell, you must have a spell slot of a level high enough.
Clairvoyant Expanded Spells
Recant Frailty Spell Level Spells
Once per long rest, you may use an action to restore a
creature which is suffering from a reduction in their 1st Alarm, Faerie Fire
maximum hit points, such as from the life draining effects of 2nd Detect Thoughts, Locate Object
many undead. This ability also suppresses any poison or
disease the target is suffering from for a number of hours 3rd Counterspell, Tongues
equal to your Wisdom modifier. 4th Arcane Eye, Locate Creature
Additionally, Blighted gain advantage when making 5th Contact Other Plane, Legend Lore
concentration checks to maintain an active Incantation after
taking damage. This advantage does not extend to their
normal concentration spells. Inspirited Reading
Upon selecting the Clairvoyant Awakening at level 3, you may
Doomsaying cast the Augry spell without expending a spell slot. You must
When an enemy affected by your Prophecy misses an attack, complete a long rest before doing so again.
it takes 1d8 necrotic damage. After you cast the Augry spell, if the result is 'weal' or
'nothing', you gain advantage on the next saving throw you
Lifetap roll before your next long rest. If the result is 'woe' or 'weal
At 7th level, when you reduce a creature to 0 hit points you and woe', the next time you cast a spell which forces an
gain temporary hit points equal to your Wisdom modifier. You enemy to make a saving throw, that save is made at
also gain this amount of temporary hit points if a creature disadvantage.
affected by your Prophecy is reduced to 0 hit points from any
source. Lucidity
While you have temporary hit points from any source, you When you use your Prophecy feature on a creature, the
add your Wisdom modifier to all damage done by your spells, Prophecy die result may be used to replace any d20 roll
cantrips, and Prophecy:Doomsaying feature. (attack roll, skill or ability check, or saving throw) of the
target. You still must decide to apply the Prophecy die result
Bereavement before the normal d20 roll is made.
Starting at 14th level, you make all death saving throws with When you use this to affect a skill or ability check, you
advantage. If you roll a natural 20 on a death saving throw, must wait at least 10 minutes before it can be used again
you not only regain 1 hit point but also a number of with the same skill or ability check from that creature.
temporary hit points equal to your witch level.
Additionally, you may now cast the Gentle Repose spell at Foretelling
will, using no spell slot. Beginning at level 7, you are visited by vivid dreams and
portents when you slumber. Immediately after completing a
Heresy long rest, you may cast the Divination spell without
At 18th level you gain the ability to wrest control of both the expending a spell slot or any material components.
fire of creation and entropic energies of the void and make You may also use your Wisdom modifier in place of
those hostile energies serve you. When you take necrotic or Dexterity when rolling for initiative.
radiant damage, you gain half of that damage back as
temporary hit points. Certain Fate
At level 14 you may choose one skill during any short or long
rest. For the next 24 hours, up to eight friendly creatures may
treat their d20 rolls as a minimum result of 10 when rolling
that skill. You must complete a long rest before using this
ability again.
Déjà Vu Level 3 (continued)
At 18th level, when the Clairvoyant has an active Prophecy Fly
placed upon any creature, you may use your reaction to use Glyph of Warding
the Prophecy die result in place of any applicable d20 roll Life Transference*
about to occur within 30 feet of you. You may still use the Mass Healing Word
Prophecy result against the original target later in the round, Protection from Energy
but it still must be used before your next turn. Remove Curse
Revivify
Sending
Witch Spells Vampiric Touch
Cantrips Level 4
Chill Touch Banishment
Guidance Blight
Mending Charm Monster*
Poison Spray Compulsion
Resistance Confusion
Sacred Flame Death Ward
Shillelagh Divination
Thaumaturgy Freedom of Movement
Toll the Dead* Phantasmal Killer
True Strike Polymorph
Virtue** Shadow of Moil*
Level 1 Sickening Radiance*
Bane Level 5
Bless Commune
Cause Fear* Contagion
Charm Person Enervation*
Cure Wounds Geas
Faerie Fire Greater Restoration
Find Familiar Hallow
Guiding Bolt Hold Monster
Guiding Hand* Mass Cure Wounds
Healing Elixir** Reincarnate
Healing Word Scrying
Hex Skill Empowerment*
Inflict Wounds
Protection From Evil & Good Level 6
Sanctuary Eyebite
Sleep Find the Path
Witch Bolt Forbiddance
Harm
Level 2 Heal
Aid Mental Prison*
Augry Primordial Ward*
Blindness/Deafness Soul Cage*
Darkvision True Seeing
Enhance Ability
Enthrall Level 7
Healing Spirit* Etherealness
Hold Person Finger of Death
Lesser Restoration Power Word Pain
Mind Spike Regenerate
Prayer of Healing Resurrection
Ray of Enfeeblement Symbol
Suggestion
Level 3
Bestow Curse
Catnap*
Clairvoyance
Crown of Madness
Fear
Level 8 Level 9
Antipathy/Sympathy Foresight
Control Weather Mass Heal
Dominate Monster Mass Polymorph*
Feeblemind Power Word Heal
Power Word Stun Power Word Kill
Wish
* Xanathar's Guide to Everything spell
** Unearthed Arcana spell - see
http://dnd.wizards.com/articles/unearthed-arcana/starter-
spells

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