Sharlan

by Chia_Pet7

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Sharlan of the Blade

Medium Shadar-Kai, Neutral Good


  • Character Level: 5 (Witch 5, Covenant of Steel)
  • Armor Class: 15 (Infernium Half-Plate), 16 (Eerie Fighting Style)
  • Hit Points: 42 , 5d6+20
  • Speed: 30ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 15 (+2) 16 (+3) 20 (+5)

  • Background: Hermit
  • Saving Throws: Wisdom, Charisma
  • Skills: Arcana, Medicine, Perception, Religion
  • Senses: Darkvision 60 ft.
  • Spirit Bonds: 1 (Typically Envy)
  • Languages: Common, Sylvan, Elven
  • Resistances: Necrotic, Fire
  • Feats: Tough, War Caster
  • Proficiency Bonus: +3
  • Proficiencies: Light armor, Medium armor, Simple weapons, Longswords, Shortswords, Longbows, Shortbows, Herbalism kit
  • Passive Perception: 16

Class Features

Spell Casting:

Sharlan is a 5th-level spellcaster. Her spellcasting
ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). She regains spell slots after finishing
a long rest. She has the following Witch spells:

Cantrips (at will): Chill Touch, Fire Bolt,
Mage Hand, Toll the Dead

1st level (4 slots): Cure Wounds, Faerie Fire,
Ice Knife

2nd level (3 slots): Branding Smite, Healing Spirit
Spiritual Weapon, Summon Beast,
Tasha's Mind Whip

3rd level (2 slots): Crusader's Mantle,
Spirit Guardians, Spirit Shroud.


Ritual Casting:

Sharlan can cast a Witch spell as a ritual
if she has it in her spellbook.


Fighting Style: Eerie. While you have a
spirit bound, you gain a +1 bonus to AC.

Quickening. At 1st level, Sharlan gains the ability to enter a trance known as the witch’s quickening, letting her see beyond the borders of the material world. As an action she can enter this trance to see into the Ethereal Plane up to 60 feet.

Additionally she also gains insight into the emotional energy surrounding her, she knows if and what spirits are bound within 60 feet, and she gains advantage on Wisdom (Insight) checks.

The trance lasts for 1 minute, or until she ends it as an action. She can use this feature a number of times equal to her Charisma modifier (minimum 1). She regains any expended uses when she finishes a long rest.


Binding Rights. At 2nd level you can bind spirits to your service. Binding a spirit requires 10 minutes of uninterrupted meditation. During this time, the witch speaks the invocations required to summon the spirit forth and enacts the rite of binding depending on which philosophy the witch subscribes to. A witch may perform this ritual at any time to swap a bound spirit for a new one, losing the old passive benefit and gaining the new (or simply to change the spell slot level the same spirit is occupying).

See Section called Binding Rights at end of the character sheets.


Spirit Ward. At 3rd level, you learn a rite that offers protection against spirits who wish you or your allies harm. As an action, you can create a spirit ward with a radius of 15 feet, centered on a point you touch. The ward lasts 1 minute. While inside the ward, creatures you choose who you can see cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incorporeal undead. Additionally, if an affected creature is reduced to 0 hit points within the ward but is not killed outright, the creature becomes stable.

Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot to use it again.


Imbue Weapon. At 2nd level, you can channel the power of your bound spirits through a weapon. Whenever you finish a short or long rest, you can touch one weapon that you are proficient with and choose one spirit you have bound. The spirit is infused into the weapon until you finish a long rest, and it cannot be released while it is infused in this way.

When you attack with the weapon, it gains a magical bonus to attack and damage rolls equal to the spirit's level divided by three, unless it is a magic weapon that already has a bonus to those rolls. Whenever you hit a creature with this weapon, you gain a number of temporary hit points equal to your Charisma modifier (minimum of 1).

Race Features

Blessing or the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.


Darkvision. 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 discern colors in that darkness only as shades of gray.


Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.


Keen Senses. You have proficiency in the Perception skill.


Necrotic Resistance. You have resistance to necrotic damage.


Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Actions

Infernium Longsword. Melee Weapon attack: +5 to hit, reach 5ft., one target, Hit: (1d8+2) or 2 handed (1d10+2) Slashing damage. Stores fire damage that can be released later, up to 20 points of fire damage. Imbued. When Imbued with a Spirit, the sword becomes magical and gains a bonus equal to the Spirits level/3. Whenever a creature is hit, Sharlan gains 5 temporary hit points.


Longsword of Speed +2. Melee Weapon attack: +7 to hit, reach 5ft., one target, Hit: (1d8+4) or 2 handed (1d10+4) Slashing damage. Sharlan can her bonus action to make an extra attack. Imbued. When Imbued with a Spirit, the sword becomes magical and gains a bonus equal to the Spirits level/3. Whenever a creature is hit, Sharlan gains 5 temporary hit points.


Chill Touch. Spell attack: +8 to hit, 120 ft., one target. Hit: (1d8) Necrotic damage, and it can't regain hit points until the start of your next turn


Fire Bolt. Spell attack: +8 to hit, 120 ft., one target. Hit: (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.


Toll the Dead. Cantrip: Sharlan points at a creature she can see within range and the sound of a dolorous bell fills the air around it for a moment. 60ft. Wisdom Save vs DC 15 or deals 1d8 necrotic damage. if target is missing any hit points, it instead takes 1d12 necrotic damage.

Feats and Effects


Periapt of Wound Closure While Sharlan wears this pendant, she stabilizes whenever she is dying at the start of her turn. In addition, whenever Sharlan rolls a Hit Die to regain hit points, double the number of hit points it restores.


Tough. Sharlan receives an extra 2 hit points/level


War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Skills Modifier
Acrobatics (Dex) +0
Animal Handling (Wis) +3
Arcana (Int) +5
Athletics (Str) +2
Deception (Cha) +5
History (Int) +2
Insight (Wis) +6
Intimidation (Cha) +5
Investigation (Int) +2
Medicine (Wis) +6
Nature (Int) +2
Perception (Wis) +6
Performance (Cha) +5
Persuasion (Cha) +5
Religion (Int) +2
Sleight of Hand (Dex) +0
Stealth (Dex) +0
Survival (Wis) +6

(*) denotes expertise

Equipment

Worn
Infernium Half-Plate (Adamantine properties and resist fire)
Backpack
Ritual Book
Belt Pouch
Coin Purse
Scroll Case
Map Case
Belt

Backpack:

Strapped to Backpack: Bedroll, 50' Rope, Grappling Hook, Shovel, Hatchet, 2 Person tent


Backpack contents:

Mess kit, Tinderbox, (10) Torches, Hammer, (10) Pitons, (5) Flasks of oil, Herbalism Kit, Medicine Kit, (10 Days) Rations

Belt pouch contents: Cartographer's Tools, (2) Vials of ink, (2) Quills, (2) Colored Inks.


Coin Purse:

PP GP EP SP CP
(___) (325) (___) (700) (1150)

Scroll case: Sheets of Paper (10)


Leather Map Case: (2) Sheets of Parchment

Spell Book
1st Level
Alarm Cure Wounds
Comprehend Languages Detect Magic
Faerie Fire Find Familiar
Ice Knife Identify
Tasha's Caustic Brew Witch Bolt
2nd Level
Augury Branding Smite
Healing Spirit Spiritual Weapon
Summon Beast Tasha's Mind Whip
3rd Level
Crusader's Mantle Spirit Guardians
Spirit Shroud
Magical Items
Infernium Longsword (Charge with fire)
Periapt of Wound Closure (Stablizes when reduced to 0.)
Longsword of Speed +2.
Unique Items


Infernium Half-Plate This suit of armor confers resistance to fire, and reduces critical hits against wearer, to normal hits.


Infernium Longsword This longsword can absorb up to 20 points of fire damage. The wielder can then release that damage in full on a successful attack.


Longsword of Speed, +2 You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.


Periapt of Wound Closure While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Sharlan's Spell Descriptions

1st level spells



Alarm

Source: Player's Handbook

1st-level abjuration (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a tiny bell and a piece of fine silver wire)

Duration: 8 hours


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

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.



Cure Wounds

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

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. 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.



Comprehend Languages

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S, M (a pinch of soot and salt)

Duration: 1 hour


For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.



Detect Magic

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.



Faerie Fire

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute

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.



Find Familiar

Source: Player's Handbook

1st-level conjuration (ritual)

Casting Time: 1 hour

Range: 10 feet

Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Duration: Instantaneous


You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.



Ice Knife

Source: Xanathar's Guide to Everything

1st-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: S, M (a drop of water or piece of ice)

Duration: Instantaneous


You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.



Identify

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a pearl worth at least 100 gp and an owl feather)

Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.



Tasha's Caustic Brew

Source: Tasha's Cauldron of Everything

1st-level evocation

Casting Time: 1 action

Range: Self (30-foot line)

Components: V, S, M (a bit of rotten food)

Duration: Concentration, up to 1 minute


A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.



Witch Bolt

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a twig from a tree that has been struck by lightning)

Duration: Concentration, up to 1 minute


A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

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

2nd level spells



Augury

Source: Player's Handbook

2nd-level divination (ritual)

Casting Time: 1 minute

Range: Self

Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)

Duration: Instantaneous


By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


Branding Smite

Source: Player's Handbook

2nd-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute


The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.


Healing Spirit

Source: Xanathar's Guide to Everything

2nd-level conjuration

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute


You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.



Spiritual Weapon

Source: Player's Handbook

2nd-level evocation

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S

Duration: 1 minute


You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.



Summon Beast

Source: Tasha's Cauldron of Everything

2nd-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)

Duration: Concentration, up to 1 hour


You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.


Beastial Spirit

Small Beast


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 20 (air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
  • Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

  • Senses darkvision 60 ft.,
  • Perception 12
  • Languages understands the languages you speak
  • Challenge --
  • Proficiency Bonus equals your bonus

Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.


Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.


Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The Creature Name makes Number equal to half this spell's level (rounded down).

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. hit: 1d8 +4 + the spell's level piercing damage.

Tasha's Mind Whip

Source: Tasha's Cauldron of Everything

2nd-level enchantment

Casting Time: 1 action

Range: 90 feet

Components: V

Duration: 1 round


You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

3rd level spells



Crusader's Mantle

Source: Player's Handbook

3rd-level evocation

Casting Time: 1 action

Range: Self

Components: V

Duration: Concentration, up to 1 minute


Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.



Spirit Guardians

Source: Player's Handbook

3rd-level conjuration

Casting Time: 1 action

Range: Self (15-foot-radius)

Components: V, S, M (a holy symbol)

Duration: Concentration, up to 10 minutes


You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

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



Spirit Shroud

Source: Tasha's Cauldron of Everything

3rd-level necromancy

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

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

Binding Rites

You choose a spirit to bind from the list at the end of this description, and you fill one of your available spell slots with the spirit. The spell slot 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 of a level equal to the level of the spell slot used to bind it. For example, 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 once.

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 a reaction. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is expended.

You can bind a number of spirits up to the number shown for your witch level in the Bonds column of the witch table.

Binding Rites

The following is a list of different spirits a witch may bind.

Agony

In the presence of a spirit of Agony, foes’ wounds continue to bleed and fires continue to burn. While Agony is bound, when you roll damage for an attack or spell you cast, for each 1 on a damage die, you can add the level of the spirit to the damage total.

Release. You can release Agony as a reaction when you roll the highest possible number on a damage die. Roll a number of d6s equal to the spirit's level and add the total to the triggering damage as psychic damage.

Desire

Spirits of Desire impress your will onto others and enhance existing desires. Friendly and charmed creatures within 30 feet of you have disadvantage on Wisdom saving throws against your spells. Once a creature succeeds on a Wisdom saving throw against one of your spells, that creature is immune to this spirit’s passive effect for 24 hours.

Release. When you release this spirit as a bonus action, you attempt to charm a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute or until it takes damage. The spirit's level determines what kind of creature can be charmed. At 3rd level and below, only humanoids and beasts are affected. At 4th level and above, all creatures can be affected.

Empathy

Spirits of Empathy force your enemies to share your pain. While Empathy is bound, whenever a creature deals damage to you, you can use your reaction to retaliate. The creature takes psychic damage equal to twice the spirit's level.

Release. You can release Empathy as a reaction whenever a creature deals damage to you or an ally within 30 feet of you. The creature takes psychic damage equal to the triggering damage + the spirit’s level.

Envy

Spirits of Envy take from others what they covet for themselves – life. Once on each of your turns, when you damage a creature with an attack or spell while Envy is bound, you regain a number of hit points equal to the level of the spirit.

Release. When you deal damage to a creature with an attack or spell you can release Envy as a reaction. When you do so, you gain a number of temporary hit points equal to the triggering damage.

Fear

Spirits of Fear bring nightmares to life. While Fear is bound, you can add your proficiency bonus to Charisma (Intimidation) checks, or double it if you already do. Additionally, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Release. When Fear is released from its bonds as a bonus action, a number of creatures equal to the spirit's level within 30 feet of you must succeed on Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Generosity

Spirits of Generosity are always willing to make sacrifices for those who bind them with good intentions. Your spells that restore hit points restore additional hit points equal to the spirit's level.

Release. You can release Generosity as a bonus action and gift the spirit to an ally within 30 feet of you. The spirit protects the ally, granting them a number of temporary hit points equal to 5 times the spirit's level. These temporary hit points last 10 minutes.

Guilt

Spirits of Guilt cause your enemies hesitation in acts that would wrong you. While Guilt is bound, when you are attacked you can use your reaction to gain a bonus to AC against that attack equal to the level of the spirit.

You can use this feature a number of times equal to the spirit's level. You regain all expended uses when you finish a long rest.

Release. When you release Guilt from your power as a bonus action, one creature you can see within 60 feet has disadvantage on attack rolls against you for 1 minute. At the end of each of its turn the target can make a Wisdom saving throw against your spell save DC, ending the effect on itself on a success.

Hate

Spirits of Hate inspire a ferocity in you. When you are damaged by a creature, you can choose to channel Hate and gain advantage on attack rolls against that creature until the end of your next turn. You can use this feature a number of times equal to the spirit's level. You regain all expended uses when you finish a long rest.

Release. When you damage a creature with an attack you can release Hate as a reaction. Roll a number of d6s equal to the spirit's level and add the total to the triggering damage as necrotic damage.

Humility

When you make an ability check with which you are not proficient at disadvantage, the result can not be lower than 8 + the level of this spirit.

Release. As a reaction when a creature you can see makes a saving throw or ability check, you can release Humility from your power to bestow it upon the creature. Add the spirit’s level to the roll. You can do so after the roll, but must decide before the DM says whether the roll succeeds or fails.

Hunger

Spirits of Hunger sustain their binder and deprive their enemies of energy. While Hunger is bound you require no food or water.

Release. You can release Hunger as a bonus action to exhaust a number of creatures within 30 feet of you equal to the spirit’s level. A target gains one level of exhaustion (as described in appendix A of the Player's Handbook), and cannot be affected by a Spirit of Hunger for 24 hours.

Passion

Spirits of Passion give those who bind them the power to push themselves and others to greater heights of success. While this spirit is bound you can channel Passion when you make an attack roll, ability check or saving throw, or when an ally within 30 feet of you does, you roll a d6 and add the number rolled to the total.

You can use this feature a number of times equal to the spirit's level. You regain all expended uses when you finish a long rest. You lose all remaining dice when you release Passion.

Release. You can release Passion as a reaction when you make an attack roll, ability check, or saving throw. You gain advantage on the roll.

Additionally, you and each friendly creature within 30 feet of you gain a d6 that lasts until the end of your next turn. A creature can expend and roll the d6 when they make an attack roll or ability check, adding it to the total.

Pride

Creatures in your presence are more easily filled with a dangerous sense of pride, oversight, and overconfidence. When you make an ability check that is contested by a creature you can see, you gain a bonus to the ability check equal to the spirit's level.

Release. When a creature you can see succeeds on an attack roll or ability check, you can release Pride as a reaction to curse that creature to a disgraceful fall. The next time the target makes an attack roll or ability check, it does so with disadvantage, and subtracts the spirit’s level from the total.

Serenity

Spirits of Serenity bring peace and clarity of thought to those who bind them. You don't need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Additionally, if you or any friendly creatures who can see you regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regains a number of additional hit points equal to the level of the spirit.

Release. When you release Serenity from your power at the start of your turn (no action required), you are no longer blinded, deafened, frightened, paralysed, poisoned, or stunned.

Sloth

Spirits of Sloth inspire sluggishness and laziness of thought and action around you. While Sloth is bound, the ground within 15 feet of you is difficult terrain for your enemies.

Release. When you release Sloth as a bonus action, you can slow a number of creatures up to the spirit's level that you can see. A target must make a Wisdom saving throw against your spell save DC. On a failed save a target is slowed until the end of their next turn, and can take either an action or bonus action on their turn, not both.

Sorrow

The failures of your enemies continue to haunt them in the presence of a spirit of Sorrow. While Sorrow is bound to you, when a creature fails a saving throw against one of your spells of 1st level or higher, it takes psychic damage equal to the spirit's level.

Release. When Sorrow is released as a bonus action, choose a creature you can see within 30 feet of you. The target has disadvantage on the next attack roll or ability check it makes before the end of its next turn. If it misses that attack roll or fails the ability check, roll a number of d6s equal to the spirit's level. The target takes psychic damage equal to the total.

Trust

While emboldened by a spirit of trust, you can help your allies through cooperative spellcasting. While Trust is bound, when you finish a long rest you can choose a number of spells from the witch spell list equal to the spirit's level. You and friendly creatures within 30 feet of you of you know these spells, and always have them prepared, and they don't count against the number of spells an affected creature can know or prepare.

Release. You can release Trust when you take the Help action, as part of that action. When the target makes the attack roll or ability check that you aided, it can reroll one of the dice once.

Valor

Spirits of Valor give those who bind them the power to pull through with confidence against poor odds. While Valor is bound, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened.

Release. When you release this spirit as a bonus action, you and a number of creatures equal to the spirit's level that you can see within 30 feet of you are no longer frightened.

Wonder

You radiate an aura of awe when a spirit of Wonder is bound to you. While Wonder is bound, creatures of your choice within 30 feet of you have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you.

Release. You can release Wonder from your power as an action to inspire awe in a number of creatures equal to the spirit's level that you can see within 30 feet of you. A target must succeed on a Wisdom saving throw against your spell save DC or be incapacitated and have a speed of 0 until the end of your next turn.

The number of spirits in any given area may fluctuate, if the DM decides, they can roll a d10 to determine the number of spirits in the area. Then, roll a d20 to determine the types.

d20 Spirit Type
1 No Spirit
2 Agony
3 Desire
4 Empathy
5 Envy
6 Fear
7 Generosity
8 Guilt
9 Hate
10 Humility

11 Hunger
12 Passion
13 Pride
14 Serenity
15 Sloth
16 Sorrow
17 Trust
18 Valor
19 Wonder
20 Re-roll 2 times