Deep Magic Vol. 2
A witch communicates with all spirits, whether small and fleeting, emerging spontaneously only to quickly condense back into the ebb and flow of the natural world, or massive ancients, dozing in lost corners while the world moves around them. With patient and skilled determination, witches appeal to these diverse beings—by befriending, cajoling, or coercing them—calling them into focus and coaxing them into service to perform both mundane and otherworldly feats.
If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "Season of the Witch".
Drawing on your communion with spirits and connection to the natural world, you can cast spells, coaxing the power out of the myriad spirits of nature.
You know four cantrips of your choice from the witch spell list (see the Spell Lists chapter for the full list of witch spells). You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
At 1st level, you know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice. A spell you choose must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
In addition, 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, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your witch spells. Your magic comes from negotiating and working with spirits to manifest your intentions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
You can cast any witch spell as a ritual if that spell has the ritual tag.
You can use a druidic focus as a spellcasting focus for both your witch spells. Some witch implements can also function as a spellcasting focus, as described in the Spirit Binding feature.
At 1st level, you dedicate yourself to the traditions of a particular coven of your choice, such as the Coven of the Hidden Moon, the Coven of the Roiling Hearth, or the Coven of the Verdant Wood, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
At 2nd level, practice with your coven unlocks the secrets of binding a spirit’s power into an object called a witch’s implement. When you gain this feature, choose one witch’s implement from the options below. You know how to make this witch’s implement, and you can do so by performing a 1-hour spirit-binding ritual with the appropriate object at hand. This ritual can be performed during a short or long rest.
If you lose an implement or it is destroyed, you can repeat this ritual to bind a new spirit to a suitable replacement vessel. If a previous implement of the same type still exists when you perform this ritual, the binding ends on that previous object. Due to the nature of the binding, implements you create are only usable by you and any bound spirits are released from your implements when you die.
As you gain levels in the witch class, you learn how to create additional types of witch’s implement. Choose an additional type of witch’s implement from the options below at 5th level and again at 15th level. You can have witch’s implements of different types active at the same time—provided you have performed the necessary spiritbinding rituals for each.
You bind a spirit into a nonmagical cauldron, kettle, or other portable cooking container. When you first learn how to create this implement, your Hit Dice becomes 1d10 per witch level instead of 1d8—including for the level gained that unlocked this feature. Your hit point maximum also increases by 1 for each previous level you have in the witch class when you learn how to create this implement. For example, if you learn how to create this witch’s implement at 5th level, your Hit Dice becomes 1d10 for 5th level and every level in the witch class thereafter, and your hit point maximum increases by 4.
Brewed Concordance. As part of a long rest, you can use your cauldron to prepare a brew that fortifies the soul. This brew can be consumed by a number of creatures equal to your proficiency bonus. Each creature that partakes of the brew gains 1d8 temporary hit points which last until the next time the creature finishes a long rest.
Spellcasting Focus. You can use your brewer’s cauldron as a spellcasting focus. Whenever you cast a spell of 1st level or higher that restores hit points to a creature using this item as your spellcasting focus, the creature regains additional hit points equal to your proficiency bonus.
Once you gain access to greater binding, your brewer’s cauldron gains the following additional features.
Brewed Concordance. Each creature that partakes of your brew now gains 1d12 temporary hit points, instead of 1d8.
Efficient Implement. Your brewer’s cauldron can take the place of one material component worth 500 gp or less in a spell you cast. Using the cauldron in place of a material component does not damage or destroy the cauldron—even if the required component would typically be consumed by casting. Alternatively, the cost of all material components required for spells you cast using the cauldron as your spellcasting focus are reduced by half.
You bind a spirit into a nonmagical broom, staff, or a similarly sized branch. When you learn how to create this implement, you are infused with the irrepressible energy of the night. You have advantage on all ability checks or saving throws against being grappled or restrained. In addition, once per short or long rest, you can take an additional action on your turn which you must use to Dash, Disengage, or Dodge.
Night's Journey. While nightflyer is within 30 feet of you, you can use a bonus action to activate the spirit within the broom, staff, or branch. While the spirit is active, nightflyer is a magic object with a flying speed of 30 feet and the ability to hover. Nightflyer can carry up to 1,000 pounds of weight. On your turn, you can mentally command the spirit to move nightflyer up to its movement speed (no action required by you). It can’t take other actions.
As part of your movement, you can mount or dismount nightflyer while it is within 5 feet of you. Doing so costs an amount of movement equal to half your speed.
While nightflyer is active, you can use a bonus action to deactivate it. You can keep nightflyer activated for up to 1 minute. Deduct the time it was active in increments of 6 seconds (1 round) from nightflyer’s total active time. If nightflyer is flying when you deactivate it or when the duration expires, it—and anything attached to it—descend at a rate of 30 feet per round until it lands.
Nightflyer regains all expended flying capability when you finish a long rest.
Once you gain access to greater binding, your nightflyer gains the following additional features.
Night's Journey. Nightflyer can now be active for up to 4 hours. Deduct the time it was active in increments of 1 minute from nightflyer’s total active time. In addition, nightflyer’s flying speed increases to 40 feet.
You bind a spirit into a candle, which can be mounted on a candlestick, in a lantern, as part of a candelabra, or similar. Only you can light or extinguish the soul candle, which you can do mentally as a bonus action. Though the light appears to be a flame, it doesn’t burn the candle, and it produces no heat. The lit soul candle extinguishes if you are more than 60 feet away from it. While the candle is lit, you can choose for it to shed dim light in a 5-foot radius, or you can choose for it to shed bright light in a 5- to 60-foot radius and dim light for an additional number of feet equal to the chosen radius. The candle can shed light of whatever color you choose, and changing the radius, brightness, or color of light shed by the soul candle requires no action.
Soul Fire. As an action while the soul candle is lit, you can force the candle to burn with a supernatural substance called soul fire, causing the candle to emit one of the following effects of your choice instead of bright or dim light. You can change the effect’s radius as if it were light shed by the candle, as detailed above. While soul fire is active, you can use a bonus action to change which effect the soul candle emits. Soul fire can be activated for up to 1 minute, ending early if you extinguish the soul candle. Deduct the time it was active in increments of 6 seconds (1 round) from the soul fire’s total active time. The soul candle regains all expended soul fire time when you finish a long rest.
Spellcasting Focus. You can use your soul candle as a spellcasting focus. The first time you cast a spell that requires a spell attack roll using this item as your spellcasting focus on your turn, you have advantage on the spell attack roll.
Once you gain access to greater binding, your implement the following additional features.
Soul Fire. Soul fire can now be active for up to 10 minutes. Deduct the time it was active in increments of 1 minute from the soul fire’s total active time.
You bind a spirit into a book, scroll, or other object suitable for recording information. When you first learn how to create this implement, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the spirit book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the witch spell list, they are nonetheless witch spells for you.
Book of Knowledge. Whenever you gain a new spell slot from gaining a level in this class, one spell of your choice from any class’s spell list appears in your spirit book in a cipher only you can read. While the spirit book is on your person, you can expend spell slots to cast these spells like any other spell you know. Each of these spells counts as a witch spell for you, but it doesn’t count against the number of witch spells you know.
When you first learn how to create this implement, the book fills with one spell of your choice of each level of witch spell you can cast. For example, if you select this Spirit Binding at 5th level, the book gains one 1st-level spell, one 2nd-level spell, and one 3rd-level spell of your choice from any class’s spell list. Your spirit book can never contain more than one spell of each level you can cast, to a maximum of 9 spells at 17th level.
Universal Language. While holding the book, the spirit contained within it can translate languages for you, allowing you to read any written language and understand any language you hear.
Once you gain access to greater binding, your implement the following additional features.
Knowledge Quest. As an action, you can unleash the spirit within your book to investigate a problem and return to you with solutions. For 1 minute, the spirit can answer up to three questions you ask of it. The answer to each question is a one-word, truthful answer, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the spirit doesn’t know the answer to the question). The spirit’s knowledge is limited to what is common knowledge in the region where you are asking the question. Therefore, the spirit can confirm the name of the local lord’s lead advisor but not that the advisor is secretly a doppelganger. Once you use the spirit book in this way, you can’t do so again until you finish a long rest.
Universal Language. While holding the book, you can now speak and write in any language, in addition to being able to read any written language and understand any language you hear.
You bind a spirit into a bell, gong, chime, or other percussion instrument. When you first learn how to create this implement, you gain proficiency in one of the following skills of your choice: Investigation, Perception, or Performance. If you have proficiency in all of these skills, choose one. You now double your proficiency bonus whenever you make an ability check using the chosen skill.
Chime of Revealing. While holding the thundering aegis, you can use an action to begin ringing it, banging it, or otherwise causing sound to issue from it, creating an audible soundscape that can be heard up to 60 feet away. While you can hear the sound created by your thundering aegis, you perceive your surroundings within 30 feet of you as if you had blindsight—including being able to target creatures or objects within this radius with attacks and spells.
On each of your subsequent turns, you must use a bonus action to continue ringing the bell, banging the gong, or similarly creating sound from the thundering aegis. Otherwise, this effect ends.
Chime of Divination. While holding the thundering aegis, you can use an action to create a note that holds certain types of creatures at bay. For 1 minute, whenever an aberration, celestial, elemental, fey, fiend, or undead starts its turn within 30 feet of you, it must succeed a Charisma saving throw against your spell save DC or be unable to move any closer to you that turn. Once you use this feature of the thundering aegis, you can’t do so again until you finish a short or long rest.
Spellcasting Focus. You can use your thundering aegis as a spellcasting focus. Whenever you cast a spell that deals damage using this item as your spellcasting focus, the spell deals double damage to objects and structures.
Once you gain access to greater binding, your implement the following additional features.
Chime of Revealing. While you can hear your chime of revealing, you now perceive your surroundings within 60 feet of you as if you had blindsight—including being able to target creatures or objects within this radius with spells.
Spellcasting Focus. Whenever you cast a spell that deals damage using this item as your spellcasting focus, the spell deals double damage to constructs, as well as to objects and structures.
At 3rd level, you can create a potent disruptive magical effect called a Hex. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use a reaction to hex the creature. The hexed creature gains one Hex die, a d4. The creature must roll the Hex die and subtract the number rolled from the ability check, attack roll, or saving throw that triggered your reaction. Once the Hex die is rolled, it is lost. A creature can have only one Hex die at a time.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. Your Hex die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, an ability score can't be increased above 20 using this feature.
When you reach 9th level, you learn to draw greater power from the spirits bound to your witch implements. One of the witch implements you know how to make gains the benefits of the Greater Binding detailed in the implement’s entry in the Spirit Binding feature.
When you reach 13th level and again at 17th level, you learn to draw greater power from one additional witch implement you know, which gains the benefits of its Greater Binding.
At 20th level, you can use an action to call nearby spirits to form a field around you and lend their energy to your spells. For 1 minute, or until you fall unconscious, you gain the following benefits:
Once you use this feature, you can’t do so again until you finish a long rest.
Level | Proficiency Bonus | Features | Cantrips known | Spells known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Coven, Spellcasting | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Spirit Binding | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Hex (d4) | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Hex (d6), Spirit Binding (2) | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Coven feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | Greater Binding (1) | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Coven feature, Hex (d8) | 6 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
11th | +4 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | Greater Binding (2) | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Coven feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | Hex (d10), Spirit Binding (3) | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Greater Binding (3) | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | - | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Spell Exchange | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |