Witch
Witch
Standing on moss-covered steps in the path of an advancing ogre, a young shrine maiden carefully pours a hot cup of tea. She whispers a word of thanks into the rising steam, and as she raises the drink, the ogre drops the greatclub from his hand as he sits in wonder, gazing at the offering.
Peering over a bubbling cauldron, a mother watches her child breathe raggedly under a patch-work quilt. A crow alights upon her shoulder with white-blossoming herbs in its beak, and she sighs with relief as she adds them to the magic brew. Striding through the great mead hall, a wizened crone strikes terror into the hearts of once-brave warriors. She points a bony finger at the old king, and as shadow and fire leap to the fury of her cackling command, the king dies knowing he has earned this fate.
Witches are powerful mages as well as devoted caretakers, combining patience, insight, and subtlety with extraordinary willfulness. While other spellcasters might use magic in grand gestures that bend the world to their whims, a witch’s power works in harmony with the people, plants, animals, and magical forces around them. The practice of witchcraft is often rooted in everyday rituals and chores, emphasizing the value in doing things with care and deliberation rather than taking shortcuts.
Source: Homebrew - Worlds Without Number
Multiclassing
You must have an Wisdom score of 13 or higher in order to multiclass in or out of this class.
Hit Points
Hit Dice: 1d8 per Witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Witch level after 1st
Proficiencies
Armor: Light
Weapons: Simple Weapons
Tools: Two Types of Artisans Tools of your choice, or one Artisans Tools and an Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Arcana, Deception, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather Armor
- Sickle, 2 Daggers, A Wand (Arcane Focus)
- Explorers Pack, 2 Sets of Artisans Tools, 5gp
Class Progression
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Witchcraft Tokens, Witch's Familiar | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Retributive Curses | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Witch Coven | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Witchcraft Talisman | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Coven Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | Improved Tokens, Willful Sanctum | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | Improved Retribution | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Coven Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | Hallowed Sanctum | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | Greater Tokens | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Coven Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | Greater Retribution | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18th | +6 | Shifting Sanctum | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | True Craft | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Subclasses
Homebrew Subclasses
Situationally Bound Subclasses
Witch Class Features
Level 1
Spellcasting
As a custodian of old folkways and the balance between worlds, you can cast Witch spells. Your magic works through subtle but emphatic suggestion, channeling your will to influence the wellbeing, fate, or opinions of beings who need a little (or not-so-little) nudge to exist in harmony with others.
Cantrips
You know three cantrips of your choice from the Witch spell list. Cackle, Guidance and Mending are recommended (the Cackle cantrip is included in the “New Spells” section at the end of this class). Whenever you gain a Witch level, you can replace one of your cantrips with another cantrip of your choice from the Witch spell list.
When you reach Witch levels 4 and 10, you learn another Witch cantrip of your choice, as shown in the Cantrips Known column of the Witch table.
Spell Slots
The Witch Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four spells from the Witch spell list. Bane, Cure Wounds, Detect Magic, and Witch’s Grasp are recommended.
The number of spells on your list increases as you gain Witch levels, as shown in the Prepared Spells column of the Witch Features table. Whenever that number increases, choose additional spells from the Witch spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Witch, your list of prepared spells can include six spells of levels 1 or 2 in any combination.
If another Witch feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Witch spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Witch spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Witch spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Witch spells. Witches may also have unusual, homemade, or repurposed objects as their Arcane Focus, such as brooms, kitchen knives, kettles, dolls, or similar household objects. To use such an item as your Arcane Focus, you must spend 1 hour in meditation dedicating it to that purpose.
Curse Spells
A witch’s curse carries a personal grudge. Some features of the Witch covens imbue certain spells with additional potency. These spells are shown in the Curse Spells table.
Curse Spells
| Spell Level | Spell | Spell Level | Spell | |
|---|---|---|---|---|
| 1 | Bane | 4 | Phantasmal Killer | |
| 1 | Tasha's Hideous Laughter | 4 | Polymorph | |
| 1 | Witch’s Grasp* | 4 | Spellwarping Curse* | |
| 2 | Blindness/Deafness | 6 | Otto's Irresistible Dance | |
| 2 | Ray Of Enfeeblement | 6 | Flesh To Stone | |
| 2 | Tongue-Tie* | 8 | Miser’s Menace* | |
| 3 | Bestow Curse | 9 | Imprisonment | |
| 3 | Swineskin |
Witchcraft Tokens
You bring a touch of magic to everyday materials and tasks, and as a result, the fruits of your labor bear a subtle—but potent—power. Savvy witches soon learn that common chores can be just as useful as flashier forms of spellcasting; they can channel magic just as easily by cooking up restorative meals, growing strange medicines in their gardens, weaving charm bracelets, and stitching protection into the seams of clothes. They also empower their familiars to aid them in spellcasting. The minor results of a witch’s craft—potions, salves, one-use charms, and favors—are commonly called tokens, and any given witch can expect to make countless numbers of them in their lifetime. Many witches make a living by trading tokens with those in need, although few ever become wealthy that way.
Any level 1 Witch spell that targets one or more creatures can be crafted into a token with 1 hour of labor using Artisan’s Tools or an Herbalism Kit. To craft it, you must have an unexpended spell slot of a high enough level to cast the spell (you need not have the spell prepared) and you must succeed on a Wisdom check using your tools with a DC of 10 + the spell’s level. On a failure, the item isn’t created unless you expend a spell slot of the spell’s level. You can attempt to make a single token during a Short or Long Rest. Tokens take a form appropriate to the tools you use to create them. An Herbalism Kit might produce a potion or salve; Chef’s Tools might produce a cupcake.
Once created, a creature holding the token can cast the spell from it using your spell save DC, spell attack bonus, and spellcasting ability. If the spell requires Concentration, the creature must concentrate. The token then loses its magical properties, becoming a mundane item of its kind. You can maintain a number of active tokens equal to your Proficiency Bonus. If you make an additional token while at your limit, the magic fades from your oldest token.
Witch’s Familiar
A witch’s familiar is their lifelong companion and friend. You can choose to form a magical connection with a willing Badger, Bat, Cat, Crab, Frog (toad), Goat, Hawk, Lizard, Octopus, Owl, Quipper (fish), Rat, Raven, Sea Horse, Scorpion, Spider, Venomous Snake, or Weasel (fox), or any CR 0 creature approved by your GM. Witch’s Bond. Your familiar has a number of Hit Points equal to your Witch level, or the number in their stat block (whichever is higher). They can speak (but not read or write) any one language you speak. Your familiar acts independently of you, but they generally heed your requests. Telepathic Connection. You can communicate telepathically with your familiar regardless of distance. Additionally, as a Bonus Action, you can see through your familiar’s eyes and hear what they hear until the start of your next turn, gaining the benefits of any special senses the familiar has.
Magical Assistant. When you cast a spell with a range of Touch, your familiar can deliver the spell as if they had cast the spell. Your familiar must be within 100 feet of you, and they must use their Reaction to deliver the spell when you cast it. If the spell requires an attack roll, they use your attack modifier for the roll. If you lose Concentration on a spell as a result of taking damage or becoming incapacitated, your familiar can temporarily concentrate on the spell in your stead. If they are within 100 feet of you when you lose Concentration, they can transfer the Concentration to themself as a Reaction. At the start of your next turn, you can transfer Concentration on the spell back to yourself as a Bonus Action. Otherwise, the spell ends. Your familiar can use your Constitution saving throw bonus in place of their own if they must make a saving throw to maintain Concentration. The spell ends if they lose Concentration. Once your familiar takes over Concentration in this way, they can’t do so again until you finish a Short or Long Rest.
Combat and Revival. In combat, they roll their own Initiative and act on their own turn. When your familiar would be reduced to 0 Hit Points, you can expend a level 1+ spell slot to make them drop to 1 Hit Point instead (no action required), provided you don’t have the Incapacitated condition. If your familiar dies, their body vanishes, and you can perform a ritual to revive them during a Short or
Long Rest. The ritual requires 10 GP of herbs or incense, and your familiar returns to life with all their Hit Points in an unoccupied space within 5 feet of you.
One Familiar Only. You can’t have more than one familiar at a time. If you choose another animal as your witch’s familiar, you lose your connection to your previous familiar.
Level 2
Retributive Curses
Witches are quick to punish those who wrong them. A creature becomes a target for retribution when it transgresses against you in one of the following ways:
- Harm: The creature attacks or deals damage to you, your familiar, or a creature holding a token or talisman you created.
- Threat: The creature forces you to make a saving throw.
- Betrayal: The creature intentionally breaks a promise to you.
As a Reaction when a creature within 60 feet of you commits such a transgression, you can place one of the following curses on it: - Bloodguilt - The first time on a turn that the target deals damage to another creature, it takes Psychic damage equal to 1d6 + your Proficiency Bonus.
- Leaden Shoes - The target’s movement speed is reduced to 5 feet and it can’t make Opportunity Attacks.
- Uncanny Jinx - Whenever the target makes a check, saving throw, or attack, it must subtract 1d4 from the total.
- Vengeful Gleam - The target glows with a green witch-light that sheds Dim Light in a 5-foot radius. It can’t benefit from the Invisible condition, and attacks against it have Advantage if the attacker can see it.
The curse lasts for 1 minute. It ends early if the cursed creature dies, you apply a different Retributive Curse to the creature, or you choose to end the curse as an action.
You can use this feature twice, and regain expended uses when you finish a Short or Long Rest. If you or your allies initiated a fight with the creature, it can make a Charisma saving throw against your spell save DC. On a successful save, the curse has no effect but you don't expend a use of this feature
GM Sidebar: A Witch’s Grudge
Sometimes circumstances arise in which a creature transgresses against a witch who isn’t present or is unable to exact retribution in the moment—for example, if someone breaks a promise to the witch while she isn’t present, or strikes her and knocks her unconscious. In these cases, it makes sense for the DM to rule that a Witch can use their Retributive Curse feature against the creature the next time the Witch enters combat against it.
Moreover, some acts are so egregious to the cosmic balance that they warrant a more lasting punishment. A trusted ally’s betrayal of their bond, the theft of an especially portentous artifact, or bringing violence to a place of lasting peace all might earn the transgressor an enduring curse. Using their narrative discretion, the GM may rule that the effects of a Retributive Curse last longer than 1 minute: a lunar cycle, a year and a day, or even indefinitely. In such cases, righting the wrong usually ends the curse, as do other means of cursebreaking.
Level 3
Witch Subclass
You gain a Witch subclass of your choice, joining a coven of witches whose magic resonates with your craft. A subclass is a specialization that grants you features at certain Witch levels. For the rest of your career, you gain each of your subclass’s features that are of your Witch level or lower.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, 16, and 19
Level 5
Witchcraft Talismans
When you put your back into your craft and devote a little part of yourself to what you’re making, you can weave your magic into a talisman that will last forever. Many witches make talismans of clothing, though brooms, athames, keys, and tools are also popular—especially brooms as a means of fantastical conveyance for the witch themself.
Most witches craft talismans specifically for companions, heroes, loved ones, or younger witches under their tutelage, but some guard their talismans jealously. As an action while you can see a talisman, you can recover the sacrificed spell slot. The talisman ceases to be a magic item, and you regain that spell slot the next time you finish a Long Rest. Similarly, if the talisman is destroyed, you regain the spell slot when you finish your next Long Rest.
You always know the distance and direction to a talisman you created while you are on the same plane of existence. You can create the following kinds of talisman:
- Instilled Spell - Any Witch spell that doesn’t require a costly Material component can be crafted into a talisman if you have an unexpended spell slot of a high enough level to cast it (you need not have the spell prepared). To craft a talisman, you must spend 24 hours of labor (this time need not be continuous) and make a DC 20 Wisdom check using Artisan’s Tools. On a success, you permanently sacrifice a spell slot of the spell’s level to complete the talisman.
A creature holding the talisman can cast that spell from it, using your spell save DC, spell attack bonus, and spellcasting ability. Once the talisman is used to cast its spell, it can’t be used that way again until the next dawn. You can add more spells to a talisman, or more uses of the same spell, with an additional 24 hours of labor, an other Wisdom check using Artisan’s Tools, and another sacrificed spell slot of the appropriate level. - Create Magic Item - Alternatively, you can sacrifice a level 3+ spell slot to craft an item from the Common and Uncommon Items table, or a level 6+ spell slot to craft an item from the Rare Items table. New magic items that Witches can craft as talismans are marked with an asterisk and detailed in the “New Magic Items” section at the end of this class.
Level 7
Willful Sanctum
A witch’s labor bears so much of their connection to magic that the very sticks, stones, walls, and hearth of their dwelling respond. You can spend 8 hours fashioning a place where you’ve taken a Long Rest into a sanctum. If the place is already owned or inhabited, you must have permission from its owner to reside there. You determine the boundaries of your sanctum, but you must be able to traverse its perimeter in an hour or less (alternatively, it must fit in a 2,000-foot-radius area).
If you have a sanctum that’s at least 7 days old, your presence helps ward it against magical and spiritual prying; you can cast Private Sanctum within your sanctum without Material components. You always have Private Sanctum prepared.
You can only have one sanctum at a time. Whenever you fashion a new sanctum, your old sanctum goes dormant, and if you decide to restore it, it takes another 8 hours of labor and another 7 days to regain its full power. If you designate a new sanctum, any Private Sanctum you cast on a previous sanctum with this feature immediately ends.
Improved Tokens
You can create tokens using level 2 spells.
Level 9
Improved Retribution
When you curse a target with your Retributive Curses feature, the curse now lasts for up to 10 minutes. Moreover, you gain the following additional curse options:
- Shared Suffering - The target has the Poisoned condition for 1 minute. Each time it casts a spell or forces another creature to make a saving throw, it takes 1d8 + your Proficiency Bonus Poison damage.
- Enervation - The target subtracts 1d8 from all its damage rolls.
- Muzzle - The target can’t use bite attacks or breath weapons, and it can’t cast spells that require Verbal components.
- Painful Reflection - The next time the target deals damage to a creature, it gains Vulnerability to one type of damage dealt (your choice) until the curse ends.
Level 11
Hallowed Sanctum
You always have Hallow prepared. You can cast it without Material components on one area within your sanctum. Additionally, a creature that tries to force its way into this area has Disadvantage on the Charisma saving throw it makes to ignore the spell’s effects. If you designate a new sanctum, any Hallow spell you cast on a previous sanctum with this feature immediately ends.
You can also always have Word of Recall prepared and can cast it with your sanctum as the spell’s designated sanctuary
Level 13
Greater Tokens
You can create tokens using level 3 spells.
Level 15
Greater Retribution
When you curse a target with your Retributive Curses feature, the curse now lasts for up to 1 hour. Moreover, you gain the following additional curse option:
- Humbling Hex - You cast Polymorph on the target without expending a spell slot. On a failed save, you transform it into a Beast with Challenge Rating 0 that can survive in its current environment. When you cast Polymorph in this way, it doesn’t require Concentration.
Level 18
Shifting Sanctum
You always have Imprisonment prepared and can cast it without Material components while you are in your sanctum. You also always have Demiplane prepared and can cast it once in your sanctum with a duration of Permanent.
Level 20
True Craft
You can now create a token or talisman using a spell of level 8 or lower. Additionally, the spell you choose can be from any class list, but you must expend (or risk, in the case of tokens) a spell slot one level higher than the spell you choose.
Witch Craftable Magic Items
| Common and Uncommon Items | Rare Items |
|---|
| Magic Item | Attunement | Magic Item | Attunement | |
|---|---|---|---|---|
| Amulet Of Proof Against Detection And Location | Yes | Cape Of The Mountebank | — | |
| Bag Of Tricks | — | Cloak Of The Bat | Yes | |
| Bauble Trap* | Yes | Dagger Of Venom | — | |
| Boots Of The Winterlands | Yes | Folding Boat | — | |
| Brooch Of Shielding | Yes | Gem Of Seeing | Yes | |
| Broom Of Flying | — | Handy Haversack | — | |
| Cloak Of The Manta Ray | — | Horseshoes Of Speed | — | |
| Eversmoking Bottle | — | Mantle Of Spell Resistance | Yes | |
| Gem Of Brightness | — | Periapt Of Proof Against Poison | — | |
| Lantern Of Revealing | — | Ring Of Feather Falling | Yes | |
| Necklace Of Adaptation | Yes | Rope Of Entanglement | — | |
| Periapt Of Health | — | Staff Of Withering | Yes | |
| Periapt Of Wound Closure | Yes | Warder’s Tocsin* | — | |
| Ring Of Mind Shielding | Yes | |||
| Slippers Of Spider Climbing | Yes | |||
| Stone Of Good Luck | Yes | |||
| Worry Stone* | — |
Witch Spell List
This section presents the Witch spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, M means it requires a specific Material component, and X means it’s a curse spell as defined in the Witch class Spellcasting feature. New Witch spells found at the end of this class are marked with an asterisk.
At their discretion, a GM can add to this list from spells found outside the core rules.
| Witch Spells | |||
|---|---|---|---|
| Spell Level | Spell | School | Special |
| Cantrips | |||
| 0 | Acid Splash | Evocation | — |
| 0 | Cackle* | Enchantment | — |
| 0 | Chill Touch | Necromancy | — |
| 0 | Guidance | Divination | C |
| 0 | Light | Evocation | — |
| 0 | Mending | Transmutation | — |
| 0 | Message | Transmutation | — |
| 0 | Minor Illusion | Illusion | — |
| 0 | Produce Flame | Conjuration | — |
| 0 | Resistance | Abjuration | C |
| 0 | Shillelagh | Transmutation | — |
| 0 | True Strike | Divination | — |
| 1st Level Spells | |||
| Spell Level | Spell | School | Special |
| 1 | Animal Friendship | Enchantment | — |
| 1 | Alarm | Abjuration | R |
| 1 | Bane | Enchantment | C, X |
| 1 | Bless | Enchantment | C, M |
| 1 | Command | Enchantment | — |
| 1 | Cure Wounds | Abjuration | — |
| 1 | Detect Evil and Good | Divination | C |
| 1 | Detect Magic | Divination | C, R |
| 1 | Detect Poison and Disease | Divination | C, R |
| 1 | Disguise Self | Illusion | — |
| 1 | Fog Cloud | Conjuration | C |
| 1 | Heroism | Enchantment | C |
| 1 | Tasha's Hideous Laughter | Enchantment | C, X |
| 1 | Inflict Wounds | Necromancy | — |
| 1 | Protection from Evil and Good | Abjuration | C, M |
| 1 | Shield | Abjuration | — |
| 1 | Silent Image | Illusion | C |
| 1 | Sleep | Enchantment | C |
| 1 | Speak with Animals | Divination | R |
| 1 | Witch’s Grasp* | Evocation | X |
| 2nd Level Spells | |||
| Spell Level | Spell | School | Special |
| 2 | Aid | Abjuration | — |
| 2 | Animal Messenger | Enchantment | R |
| 2 | Arcane Lock | Abjuration | M |
| 2 | Augury | Divination | R, M |
| 2 | Blindness/Deafness | Transmutation | X |
| 2 | Breath of Belladonna* | Necromancy | M |
| 2 | Cleansing Crystal* | Abjuration | M |
| 2 | Continual Flame | Evocation | M |
| 2 | Darkness | Evocation | C |
| 2 | Darkvision | Transmutation | — |
| 2 | Detect Thoughts | Divination | C |
| 2 | Enhance Ability | Transmutation | C |
| 2 | Enlarge/Reduce | Transmutation | C |
| 2 | Gust of Wind | Evocation | C |
| 2 | Heat Metal | Transmutation | C |
| 2 | Hold Person | Enchantment | C |
| 2 | Invisibility | Illusion | C |
| 2 | Lesser Restoration | Abjuration | — |
| 2 | Levitate | Transmutation | C |
| 2 | Magic Mouth | Illusion | R, M |
| 2 | Misty Step | Conjuration | — |
| 2 | Protection from Poison | Abjuration | — |
| 2 | Ray of Enfeeblement | Necromancy | C, X |
| 2 | Scorching Ray | Evocation | — |
| 2 | See Invisibility | Divination | — |
| 2 | Shatter | Evocation | — |
| 2 | Silence | Illusion | C, R |
| 2 | Spider Climb | Transmutation | C |
| 2 | Tongue-Tie* | Enchantment | C, X |
| 2 | Web | Conjuration | C |
| 3rd Level Spells | |||
| Spell Level | Spell | School | Special |
| 3 | Bestow Curse | Necromancy | C, X |
| 3 | Call Lightning | Conjuration | C |
| 3 | Call to the Hunter | Conjuration | C |
| 3 | Clairvoyance | Divination | C, M |
| 3 | Counterspell | Abjuration | — |
| 3 | Create Poppet* | Transmutation | — |
| 3 | Dispel Magic | Abjuration | — |
| 3 | Fear | Illusion | C |
| 3 | Fly | Transmutation | C |
| 3 | Gaseous Form | Transmutation | C |
| 3 | Glyph of Warding | Abjuration | M |
| 3 | Hypnotic Pattern | Illusion | C |
| 3 | Magic Circle | Abjuration | M |
| 3 | Major Image | Illusion | C |
| 3 | Nondetection | Abjuration | M |
| 3 | Phantom Steed | Illusion | R |
| 3 | Protection from Energy | Abjuration | C |
| 3 | Remove Curse | Abjuration | — |
| 3 | Sending | Divination | — |
| 3 | Slow | Transmutation | C |
| 3 | Speak with Dead | Necromancy | — |
| 3 | Spellwarping Curse* | Abjuration | X |
| 3 | Swineskin* | Transmutation | C, X |
| 3 | Tiny Hut | Evocation | R |
| 3 | Tongues | Divination | — |
| 3 | Water Breathing | Transmutation | R |
| 3 | Water Walk | Transmutation | R |
| 4th Level Spells | |||
| Spell Level | Spell | School | Special |
| 4 | Arcane Eye | Divination | C |
| 4 | Banishment | Abjuration | C |
| 4 | Confusion | Enchantment | C |
| 4 | Conjure Minor Elementals | Conjuration | C |
| 4 | Conjure Woodland Beings | Conjuration | C |
| 4 | Control Water | Transmutation | C |
| 4 | Death Ward | Abjuration | — |
| 4 | Dimension Door | Conjuration | — |
| 4 | Divination | Divination | R, M |
| 4 | Fabricate | Transmutation | — |
| 4 | Faithful Hound | Conjuration | — |
| 4 | Fire Shield | Evocation | — |
| 4 | Giant Insect | Conjuration | C |
| 4 | Locate Creature | Divination | C |
| 4 | Polymorph | Transmutation | C, X |
| 4 | Private Sanctum | Abjuration | — |
| 4 | Secret Chest | Conjuration | M |
| 4 | Stone Shape | Transmutation | — |
| 4 | Stoneskin | Transmutation | C, M |
| 4 | Wall of Fire | Evocation | C |
| 4 | Wyrding* | Transmutation | — |
| 5th Level Spells | |||
| Spell Level | Spell | School | Special |
| 5 | Animate Hut* | Transmutation | C |
| 5 | Animate Objects | Transmutation | C |
| 5 | Arcane Hand | Evocation | C |
| 5 | Awaken | Transmutation | M |
| 5 | Commune | Divination | R |
| 5 | Conjure Elemental | Conjuration | C |
| 5 | Contact Other Plane | Divination | R |
| 5 | Creation | Illusion | — |
| 5 | Dispel Evil and Good | Abjuration | C |
| 5 | Dream | Illusion | — |
| 5 | Geas | Enchantment | — |
| 5 | Greater Restoration | Abjuration | M |
| 5 | Hallow | Abjuration | M |
| 5 | Insect Plague | Conjuration | C |
| 5 | Legend Lore | Divination | M |
| 5 | Mass Cure Wounds | Abjuration | — |
| 5 | Modify Memory | Enchantment | C |
| 5 | Passwall | Transmutation | — |
| 5 | Planar Binding | Abjuration | M |
| 5 | Scrying | Divination | C, M |
| 5 | Seeming | Illusion | — |
| 5 | Telekinesis | Transmutation | C |
| 5 | Telepathic Bond | Divination | R |
| 5 | Teleportation Circle | Conjuration | M |
| 5 | Wall of Force | Evocation | C |
| 5 | Wall of Stone | Evocation | C |
| 6th Level Spells | |||
| Spell Level | Spell | School | Special |
| 6 | Conjure Fey | Conjuration | C |
| 6 | Contingency | Abjuration | M |
| 6 | Create Undead | Necromancy | M |
| 6 | Eyebite | Necromancy | C |
| 6 | Find the Path | Divination | C, M |
| 6 | Flesh to Stone | Transmutation | C, X |
| 6 | Forbiddance | Abjuration | R, M |
| 6 | Globe of Invulnerability | Abjuration | C |
| 6 | Guards and Wards | Abjuration | M |
| 6 | Harm | Necromancy | — |
| 6 | Heal | Abjuration | — |
| 6 | Heroes’ Feast | Conjuration | M |
| 6 | Instant Summons | Conjuration | R, M |
| 6 | Irresistible Dance | Enchantment | C, X |
| 6 | Magic Jar | Necromancy | M |
| 6 | Move Earth | Transmutation | C |
| 6 | Planar Ally | Conjuration | — |
| 6 | Programmed Illusion | Illusion | M |
| 6 | Transport via Plants | Conjuration | — |
| 6 | True Seeing | Divination | M |
| 6 | Wall of Ice | Evocation | C |
| 6 | Wall of Thorns | Conjuration | C |
| 7th Level Spells | |||
| Spell Level | Spell | School | Special |
| 7 | Etherealness | Conjuration | — |
| 7 | Finger of Death | Necromancy | — |
| 7 | Forcecage | Evocation | C, M |
| 7 | Magnificent Mansion | Conjuration | M |
| 7 | Mirage Arcane | Illusion | — |
| 7 | Plane Shift | Conjuration | M |
| 7 | Prismatic Spray | Evocation | — |
| 7 | Project Image | Illusion | C, M |
| 7 | Regenerate | Transmutation | — |
| 7 | Reverse Gravity | Transmutation | C |
| 7 | Sequester | Transmutation | M |
| 7 | Simulacrum | Illusion | M |
| 7 | Symbol | Abjuration | M |
| 7 | Teleport | Conjuration | — |
| 7 | Verdant Slumber* | Abjuration | — |
| 8th Level Spells | |||
| Spell Level | Spell | School | Special |
| 8 | Animal Shapes | Transmutation | — |
| 8 | Antimagic Field | Abjuration | C |
| 8 | Antipathy/Sympathy | Enchantment | — |
| 8 | Befuddlement (Feeblemind) | Enchantment | X |
| 8 | Control Weather | Transmutation | C |
| 8 | Demiplane | Conjuration | — |
| 8 | Earthquake Transmutation | C | |
| 8 | Maze | Conjuration | C |
| 8 | Mind Blank | Abjuration | — |
| 8 | Miser’s Menace* | Enchantment | X |
| 8 | Power Word Stun | Enchantment | — |
| 9th Level Spells | |||
| Spell Level | Spell | School | Special |
| 9 | Astral Projection | Necromancy | M |
| 9 | Foresight | Divination | — |
| 9 | Gate | Conjuration | C, M |
| 9 | Imprisonment | Abjuration | M, X |
| 9 | Mass Heal | Abjuration | — |
| 9 | Power Word Kill | Enchantment | — |
| 9 | Prismatic Wall | Abjuration | — |
| 9 | Shapechange | Transmutation | C, M |
| 9 | True Polymorph | Transmutation | C |
| 9 | Weird | Illusion | C |
| 9 | Wish | Conjuration | — |