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Witch

hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d10 (or 8) + your constitution Modifier
armor proficiencies: Light
weapon proficiencies: Martial and Simple weapons
tools: 2 Tool kits of your choice
saving throws: Strength, Dexterity
skills: Choose three from Athletics, Acrobatics, History, Investigation, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Persuasion,
starting equipment:

  • A Crossbow of your choosing with 30 bolts and 10 Silver bolts (or) a Silver Dagger

  • A Handaxe (or) A simple Melee Weapon

  • A Shortsword (or) A Martial Weapon

  • a Memento

  • Witch's Pack

  • Two of your chosen weapons are coated in silver.


spellcasting:
class features:

Coven

Once Upon a time at 1st level, a mysterious adventurer decided to embrace the ways of a Witch, but before they could do so they had to embrace a Coven's Mark. With a specific Coven's mark, the Witch can understand symbols and hidden messages specific to that coven, and even recongize other Witches with that mark.   Mark of The Spectral tells the tale of Witches with the ability to manipulate their spirit to enhance themselves, call upon lingering and bonded spirits, and even split their own spirit in two.   Mark of the Wild tells the tale of Witches who accept or invite a beast's spirit to merge with theirs, and dedicate their Witchhood to taming the beast within.   Mark of the Void tells a tale unknown to most, of Witches who know things about people they shouldn't, able to torment people with memories they don't have, and absorb all light with presence alone.   Mark of the Soul tells a tale of light and dark, of Witches who balance both, or embrace one over the other.   Mark of the Crimson tells a tale of blood, the latent power within the veins of every living creature, and the Witches able to turn their blood into weapons, who siphon the lifeforce from their opponents, and who can move as fast as nightmares.   Death's Mark Is a tale as old as time. All that is living must die, an escapeless fate that is feared by some and accepted by others. Witches who embrace this mark are known to linger around recent tragedies to ease the passing of restless spirits, or take fate into their own hands and hurry along the clocks of their enemies.  

Witches' Way

Once upon a time at 1st level, a mysterious adventurer chose one of three Witches' Ways, and begun their journey as a Witch. These forms are enhanced and gain unique abilities, depending on the Coven the Witch is a part of.  

Fable

Attacks with silver weapons cause bleeding, you also gain the spells Detect Magic and Hunter's Mark.  

Hag

Gain 3 cantrips from any spell table. Also gain 3 Hag points, which recharge after a long rest. After a long rest, or after choosing Hag, you can spend up to 3 hag points to gain a Spell slot and gain a spell, the level of both being deterimined by how many Hag points you spent on that Spell Slot. Gain an additional Hag point every 3 levels.  

Boogeyman

+3 to any roll using an item after swapping to it for 1 turn, your first weapon swap does not consume an action. If you are dual wielding, add your proficiency bonus to attack rolls with your offhand weapon.      

Witchcraft

Once upon a time at 2nd level, the Witch is capable of harvesting magical properties, including formless ones, and storing them in any non-organic container with a silver lid. This operation takes at least 1 hour, and requires Witch's Tools. You can infuse these properties into Effigies to craft spells, wards, and curses. To craft an effigy you just need organic materials, magical binding, and a little bit of your spirit (it'll heal). An Effigy's durability is determined by quality of the materials. Crafted spells use Dexterity or Strength stat, whichever is higher.  

Black Lamb Dressed as the Shepard

Once upon a time at 3rd level a Black Lamb decided to dress as the Shepard and go into town, which took an hour. The Lamb knew the town inside and out, as they have been there for at least three days, and knew their disguise would work as long as they acted and went where the shepard would. As soon as their day was over, they quietly returned to the farm and returned the farmer's clothes, but remebered exactly what they looked like, allowing them to cast Disguise Self to mimic the shepard's outfit at will.  

Hero's Journey.

Sevenths upon a time, starting at 4th level, the Witch had grown since their journey began, and can increase any one ability score by 2 or any two ablity scores by 1, or choose a feat of strength. This chapter repeats itself at 6th, 8th, 12th, 14th, 16th, and 19th level.  

Extra Attack

Thrice upon a time starting at 5th level, the Witch's combat experience had grown refined enough to allow them to perform an extra attack. This chapter repeats itself at 11th and 20th level.  

Wicked Witch

One upon a time at 6th level, the Witch gains an ability tied to the form of Witchcraft they chose at 1st level.  

Fable

You can coat your weaponry in magic silver, granting them the properties of silver weapons. Silver weapons have +3 to attack rolls, weapons already silver that are coated in magical silver gain +4 and can be recalled when thrown.  

Hag

Spells that don't require concentration can be cast as a bonus action, but if a spell is cast a bonus action you cannot cast a spell that costs an action. If a spell can already be cast as a bonus action, that spell can be cast without consuming a bonus action, but only once per turn. spells use Dexterity or Strength stat, whichever is higher.  

Boogeyman

You can bind up to six items to effigies, allowing you to summon them and desummon, does not use actions.    

Twisted Alchemy

Once upon a time at 8th level, the Witch learned how to combine harvested magical properties in a ritual, which requires a sturdy non-organic container, twice as many Effigies as magical properties, and a silver string or rope. Bind the containers of the properties with the silver rope and connect them to the Effigies laid out like a cage, and put the sturdy empty container in the middle. Open the sturdy container and put the lid outside the cage, then open both containers containing the magical properties. If done correctly, the Magical properties will flee into the sturdy container and be forced to merge to fit.  

The Eyeless Hare

Once upon a time at 9th level An Eyeless Hare went looking for its friends in the forest. Grown accustomed to moving around thanks to its Blindsight, said to be so precise it could distinguish predator from prey from 30ft away by pawstep alone. While looking for its friends, it encounters a lone weasel, who says the Hare's friends have gone to the river. The hare, able to hear the Weasel's heartbeat being within 10ft of them, knew they were lying. When they tried to run, the Weasel snapped, but the Hare was not surprised, for it's heartrate had increased in anticipation of the ambush.
subclass options:

Mark of The Wild

Once upon a time a wolf fell victim to a poacher, which angered their spirit. The wolf, restless and not yet ready to go out, at least not on such terms, finds a lone wanderer capable of seeing them. The wanderer sits down and makes a pact with the beast, the wanderer will help fufill the wolf with its unfinishes business, and in turn, instead of passing on, the beast will join with the wanderer's spirit within his body. The wolf, of course, agreed.  

Packt together.

Once upon a time at 1st level, the Witch chose or already had chosen a beast's who's spirit has merged or joined theirs within the Witch's body. Whether they have merged conciousness, or live seperately in the same body is up to the Witch and the Beast to decide. the Witch can allow their newfound primal instincts to take over, during this time the Witch is unable to use weapons, forms features of the chosen beast (horns, claws, etc) and gains the Beast's attacks, features, movement speed, and stats (Witch's stats cannot fall below 10). The Witch has to roll a Wisdom saving throw DC:10 to wrestle back control of the body. For every turn after the first you fail to wrestle back control, DC increases by 1 and your beast-like features become more prominent, upon reaching 20 the Witch loses complete control of the body to the Beast.    

Ways of the Wild

  Once upon a time at 4th level, the Witch is granted new features based on the way they chose at 1st level.  

Full Moon

When in Beast Mode, the beast's attacks are coated in Silver magic.  

Black Cat

Whenever an effigy is destroyed through usage you regain 1 Hag point.  

Big Bad Wolf

Going Beast Mode refreshes your actions and Bonus Actions. Three turn cooldown.  

Mutual Frenzy

Once upon a time at 7th level level, the Witch learned how to tap into the beast's more subtle instincts. Whichever the Beast's lowest stat is that is still higher than one of yours can be used instead on rolls with that stat. If that beast has any Saving Throw Proficiencies the Witch does not, the Witch can choose up to one of them to benefit from. While in Beast Mode, the Witch can throw items, retain one of the Witch's stats of their choosing, and infuse cast effigies with their spirit, dealing 1d6 per effigy potency to the Witch, but allows the Witch to choose not to effect durability or break the effigy upon usage regardless of remaining durability. Base DC for wrestling back control is now 12.  

Wildheart

once upon a time at 10th level, The Witch no longer needs Speak with Animals to speak with animals, and when speaking to animals, other Mark of The Wild Witches, or Druids, The Witch's charisma modifier is equal to the highest stat of their Bestial Spirit. Animals will recongize their Mark, and most will be non-hostile to them without external circumstances. While in Beast Mode they can use weapons as long as they are proficient in them, and their beast features become even more pronounced. DC to wrestle back control is now 15, however the Witch can sacrifice an effigy to wrestle back control without requiring a roll.  

The Wolf and the Hare

Once upon a time at 13th level, the Wolf with no Howl met an Eyeless Hare while wandering the forest. The Hare did not flee from the wolf, and the wolf did not bear its teeth, instead the Hare simply asked if the Wolf had seen its friends anywhere. The wolf had no clue, but could not say anything to the Hare without its howl. When the Wolf began to move on, to continue its own search, the Hare began to follow. "Perhaps" said the Hare, "We could both find what we're looking for if we travel together?"  

Spirit Guardian (Fable)

Beast Mode triggers the first time you are knocked unconcious, and gain temporary health equal to xd8 with x being your proficiency modifier, however you are unable to wrestle back control until you are knocked unconcious again, regain health, or combat ends. While in Beast mode you are proficent in any weapon coated in Silver, and can make an unarmed attack or beast attack after your first primary weapon attack per turn for free.  

Shapechanger (Hag)

You can astral project your spirit as your pact beast, or change your form into that of your pact beast once per short rest. Effigies adorn your changed shape, and can be used while your shape is changed. Your beast-like features are prominent and obvious.  

Little Red (Boogeyman)

Regaining control refreshes your actions and bonus actions, three turn cooldown. Your first attack when you swap forms has advantage, effigies bound with items no longer lose durability.    

Mark of The Spectral

Once upon a time there lived an old dollmaker who lived in a carriage. The Dollmaker could make the most incredible dolls, if only they could afford the material. Instead, the only doll they managed to make with what materials they had was subpar at best. The leather they had was rough, and worn, and barely changed shape, The doll would hardly be cuddly. The porciline was rough, and faded, so much so that they would make lifeless eyes. And the sand and rice they would fill the doll with was clumpy, thanks to the frequent storms, making it mishapen and ugly.   The old dollmaker poured his blood, sweat, and spirit into that doll, perhaps a little too much, as the old dollmaker would pass soon after its completion. Upon coming to, and witnessing the corpse of the Dollmaker, the ugly doll began to weep.  

'Ello Poppet

Once upon a time at 1st level the Witch could create Poppets (a doll in the shape of a person) that have a spirit bound or linked to them. That Poppet can be used to call upon a bound spirit in times of need. To create a Poppet, The Witch needs a material for the body, a material for the eyes, and something to fill the poppet with. The Poppet must be in the shape of a person when sewn, stitched, or bound together. Poppet Durability is determined by the materials used.   To bind a spirit, that spirit must be recently passed and you must have access to the body. Once per short rest you can use your Spectral Mark to call upon the spirit, using the Husk as a relay. If the spirit is willing it links to your Poppet Automatically, if it is unwilling it must make a Wisdom Saving Throw, if it fails it is bound, if it succeeds you can call upon a different spirit until you succeed. Larger more powerful spirits require stronger poppets.   Bound spirits can be called upon once per short rest (per poppet), and can persist for 1d6 hours or turns, during that time the spirit is commanded by you, retains the equipment they had before death, as well as their memories.    

Hallow's Eve

Once upon a time at 4th level, the Witch's combative expertise merges with their mastery of spirits.  

Omen

Attacks with Silver Weapons can deal Spectral Damage, which attacks the spirit directly and ignores physical resistances. Killing a creature with Spectral damage rips their spirit from their husk with half health and forces them to fight for you for 1d4 turns.  

Banshee

When you bind a spirit to a poppet you can choose up to 3 of their known spells (if any) that are bound to the poppet. You can cast each of those spells once per short rest from the Poppet.  

Poltergiest

You can swap to a projection of weapons of bound spirits that deal spectral damage, you are proficient in weapon projections.  

Suffer Me Now!

Once upon a time at 7th level you can harness your mark to rip a creatures spirit from their body temporarily for 1d4 turns once per short rest. The Target can make a constitution saving throw to resist the pull, if they succeed you can cast this again. The Husk benefits from "sanctuary" while the spirit is removed. The ripped spirit has no immunities and no vulnerabilites, and can still fight. However, after the Spirit returns to the body, all damage dealt to the spirit transfers to the body, if the damage would kill the target, the spirit can be automatically forced into a Poppet.   You can cast Astral Projection once per short rest.  

Me and Me

Once Upon a time at 10th level the Witch can perform a ritual to split their shadow and their spirit, creating a Spirit Shade of the Witch that is linked to the Witch, shares all of the Witch's Memories, hopes, passions, and ideals, but does not have the ability to speak. The Shade looks almost exactly like the Witch, but may take its own form over time, and can do all the actions the Witch could do (aside from speak) and has hp equal to half of the Witch's maximum HP. When the Shade is not active it rests within the Witch's body (non-intrusively).   Your Shade cannot move farther than 50ft from you, and doing so forces the Shade to rejoin you in your body for 1 turn.   Your Shade has no immunities, resistances, or vulnerabilites.   If your Shade runs out of HP, it returns to your body to regain 1d10 + your constitution Modifier per turn.   If you summon your Shade during Combat, it's initative is the same as yours.   If your shade is already out when combat starts, it's initative is half of yours.  

Spirit's Dance

Once Upon a Time at 13th level, there was a town that had not a single denizen. The streets were always quiet, the stores were always closed, and not a single breathing being even looked upon the town's magnificent well. Then, one day, a Shepard came into town, lost but not afraid, and found the well. The shimmering pure water glowed with the hopes and dreams of a thousand wishes, the magical energy drifting up into the air. The Shepard leaned down, cupped their hands, and took a sip.  

Folktale

Your summoned spirits act as if their weapons are silver, and can now do physical damage rather than Spectral Damage. You can call upon a random spirit once per short rest as a bonus action that lasts for 1d6 turns or hours.  

Puppeteer

Your Shade can attempt to possess a creature once per turn, targeted creature must make a Wisdom Saving Throw to resist. Possessed creature cannot be ordered to death, Survival instinct's too strong.  

Horror

You can swap positions with your summoned spirits and your Shade as a bonus action, which grants both you and the swapped target +3 to their next attack and 2d4 additional Spectral Damage. You can Also swap weapons with active spirits and your Shade once per turn.   You can summon a non-combative spirit of any creature your size or smaller, this spirit cannot make attack actions and persists for 1d6 +2 turns.  

Mark of The Void

     

Dreamwalker

Once upon a time at 1st level you can enter a Dreamwalking state while your character is asleep and allowing you to invade the minds, memories, and dreams of other beings. you can utilize your Void Mark to attempt to pry into a creature's active thoughts, or communicate telepathically. If you have any allies near you when you sleep, they can join you during your dream hopping (provided they are sleeping too and you visit their dream to pick them up).   Once per short rest you can harness your Mark to try to manifest a target's dreams or nightmares (you choose which). Succeeding to do so turns the Nightmare or Dream into an entity, whether it was beforehand or not. If you kill the Manifestation you can bind it to yourself, and manifest it once per short rest as an action. You can store up to 4 Manifestations, and can only summon one manifestation at a time.   Blank Effigies can be filled while Dreamwalking, allowing you to bind nightmares and dreams to them.    

In The Abyss

  Once upon a time at 4th level the Witch's peerance into the void has blessed them with wicked darkness.  

Curse

Your silver weapons can extend any negative status effect by 1 turn or can apply any mental negative status effect (that is not race or creature specific).  

Cultist

As an action you can try to absorb a target within 40ft's spell slot, if you succeed you can cast any of their spells capable of utilizing that spell slot's level. Costs 1 Hag point.  

Jumpscare

You can bind any weapon (or weapons if duel wielding) to your Void Mark. You can teleport to that weapon as an action, which grants you +3 to your next attack. If there is a creature within 5ft of where you teleport, they must make a wisdom saving throw or become frightened.    

Daydreamer

Once upon a time at 7th level you can Dreamwalk while awake, while doing so your body will either resume any action it's actively doing when you dreamwalk, remain in place, or attempt any simple task you set it to. Dreamwalking in Combat allows you to invade concious minds, and attacks against their dream form will deal half damage to the concious body, but any status effects inflicted are doubled in length and damage (if any).   You'll retain partial control of your body if you Dreamwalk in combat, allowing you to make basic actions. Your body cannot attack a creature you are invading with Dreamwalk, or else you are forced back into your body.   If you have an active Manifestation, you can choose to pull that Manifestation into the Dreamwalking state with you, or keep it on the material plane.  

Lucid

Once upon a time at 10th level, you can create dream and nightmare manifestations of your own by taking the traits of your stored Manifestations.   To create a Manifestation you'll need a base (stats), an attack type, and a feature. Additional traits can be added. Taking traits from other manifestations destroys them.    

Grim's Counting

Once upon a time at 13th level, a starving weasel was running urgently through a thick and wicked forest. The Shadows chase them relentlessly, twisting the branches and making them reach out to try to hamper the Weasel's progress. Faster and faster it ran, feeling its paws getting grazed by the vengeful hands. But before the Weasel could be claimed by the woods, it burst into a clearing where the sun shone brightly on a peaceful wooden cabin. Sitting on the porch was a woman with black hair, black clothes, and black eyes, and she was humming a tune that the weasel use to hear all the time when it was younger.  

Lullabye

Your Manifestations gain the benefits of your Silver weapon attacks, and are no longer vulnerable to silver weaponry. You can cast Sleep once per short rest.  

Summoner

Your created Manifestations can have up to 3 Effigiy effects bound to them while being created. Effegies with elemental effects give that manifestation that elemental effect.  

Cryptid

Instead of summoning a manifestation you can choose to change into (or take on the traits of) that manifestation. When you run out of hp while your form is changed, you return to your normal self. If you Dreamwalk while in your manifested form, you can choose to invade with your manifested form or your actual form, whichever you do not choose remains in the material plane.  

Mark of the Soul

Once Upon a Time, on a land with very little life, a Lone tree grew lonely with its existence. So lonely that it grew two apples one as white as the clouds, and one darker than the tree's shade. When these apples fell from the branches, and onto the ground, they shattered, and hatched two lizards. One representing Willpower, Truth, and Heart, the other representing Logic, Desire, and Hope. The tree rejoiced, it finally had company, and the two lizards grew large and powerful, sprouting wings, talons, and horns, to better protect the tree from the cascade of new beings. And, of course, each other, but they'll never let the other one know that.  

Soulforged

Once Upon a Time at 1st level the Witch is capable of harnessing the power of their Soul, the fuel to their body and spirit, through an action. If they choose to do this, they choose one of three forms, harnessing the Shadow, the Light, or balancing both aspects of their soul.  

Light

Glittering light scales armor your body and spirit, your AC is increased by 2 and you gain Unarmored Defense if you are unarmored. When you damage that you are vulnerable to, you are resistant to that damage type for the next attack of that type. You can make a movement action (jump, Sprint, etc) before making an attack action. Disadvantage on Wisdom Saving Throws, resistant to Radiant damage.  

Balance

Black and white scales increase your AC by 1, attacks with advantage deal 1d6 extra damage. Stealth rolls have advantage and you are proficient with Wisdom Saving Throws.  

Shadow

Shadowy scales makes your movements as silent as still air, and help you vanish into the darkness. You have advantage on stealth, attacks with advantage deal 2d6 extra damage, and once per short rest you can teleport between shadows that are 50ft apart or closer. Proficency with Wisdom Saving Throws, Vulnerable to radiant damage.  

Subtle Corruption

Once upon a time at 4th level, the Witch's skin has slightly lost saturation, and their sclera seems... dimmer.  

Ethereal

As a bonus action you can harness Light magic to summon a weapon forged of Soul Scales that takes on the damage type of the forged weapon, is considered Silver, and deals 1d8 additional radiant damage.  

Wicked

When you cast a spell that uses Hag Points, your soul fluxuates with power, you can roll a 1d4 and apply the rolled effect.            
RollEffect
1 Glittering scales heal you and nearby allies for 1d4 per Witch Level.
2 A vortex of Shadow Scales surrounds you, decreasing ranged attack rolls by 2d4 for 2 turn
3 You can cast a second spell of a lower spell slot level.
4 You gain resistance to the cast damage type for 3 turns.

Terror

After making your first attack action you can swap forms without using an action.  

Soulfury

Once upon a time at 7th level, the Witch's Soul has grown so potent that they can swap or enter a form through Bonus Actions, and their Soul forms have grown in power. The Witch's Soul Scales can now take the form of their chosen primordial element (fire, Water, Earth, Air, and its counterparts). Their Sclera is a bottomless black, and their iris glows vibrantly. It is said that the Witch who has embraced the mark to this point have Soulsight, which allows them to see the fuel of every living being if they concentrate and close their eyes.  

Light

You are resistant to your Soul Scale's Element, if you did not choose an element, you are resistant to one physical damage type of your choice. Attacks while using Soulsight have advantage, and melee attacks against you have disadvantage, However ranged attacks have advantage.  

Balance

You are resistant to your Soul Scale's Element and your attacks take on its properties.  

Shadow

You can silence the intent of your next 2 actions as a bonus action, doing so creates a blur of false illusions as no being can comprehend or read you, so they'll percieve you doing many possible things at once, giving them advantage if those actions effect a creature. You can silence the hum of your soul, your spirit, and your husk, at will when standing still. Making it completely invisible to creatures with Blindsight or Soulsight. Attacks can take on the properties of your Soul Scale Element.      

Soul Speaker

Once upon a time at 10th level, You can understand most languages, provided the creature speaking has a soul of light and shadow. When using Soulsight you can read the soul's of beings, learning their alignment, mood, stats, and features.   If in combat and using Soulsight you can read your opponents intentions, and, as a reaction to a successful physical attack, force the target to reroll or make a dexterity saving throw to avoid the attack.   You can rip a small chunk of Soul out from a willing creature that is suffering a non-physical status effect, removing that status effect and allowing you to store that effect. Removing a portion of the soul this way deals 2d10 damage + the targeted creatures hit die.  

The Lamb Earns its Fangs

Once upon a time at 13th level, there was a little village, with a farm that had a Black Lamb. One day, the shepard came home with a brand new lamb as a gift for their daughter. The Black Lamb watched in jealousy as the Lamb followed the daughter all through town, without a care, without a disguise, from its barn on the hill. "Why, if that Lamb can roam the village as it pleases, than I am to roam where it cannot!" The Black Lamb decided. So, one day, as usual it turned on its disguise, but instead of going into the village, the Black Lamb went away, into the thick forest. There, it met a peculiar Owl...    

Fairy

Silver weapon attacks do not break stealth if you make a successful dexterity saving throw or if the targeted creature dies. Your chosen Soul Element now enhances your weapon, dealing 2d8 of bonus of that damage type, and attacks with your Soul Scale Element are considered Silver.  

Hex

Spells that use the primordial elements can instead use your Soul Scale Element and deal that damage type or radiant damage.  

Bladeborne

Swapping weapons infuses that weapon with your Soul Scale Element, having it deal 1d12 + 1d8 Elemental damage, if you make a ranged attack with that weapon it explodes with your Soul Scale element on impact in a 10ft radius, dealing the bonus damage.  

Mark of Crimson

Once upon a time there was a starving weasel. It was unable to catch food, due to its weakness, something caused by its starvation. One day, after it was unable to catch even a blind hare, the Weasel strayed to the river, to drink. It stared into its reflection and grew angry, so angry that it snapped in outrage, and bit its reflection. But it could not feast upon itself, instead, it just harvested a little bit of sustinence, enough to catch its next prey at least.  

Light Craving

Your Mark of Crimson allows you to harness the powers of Blood Magic without succumbing (entirely) to the Bloodthirst it usually brings. you gain a Blood Burst charge whenever you take damage, and can choose to make an attack that deals half damage -1d4 per Witch level to yourself as a bonus action that generates 2 Blood Burst charges.   You can also gain a Bloodburst charge for damaging a Bleeding Enemy or suffering bleed damage.   Bloodburst Charges can be consumed to perform a variety of abilities.   Whenever you Consume a Bloodburst charge, you heal for 1d4 per proficiency bonus.  

Crystalline Burst

Consume 1 Blood Burst to Dash 20ft in any direction along a surface, does not trigger opportunity. If you pass an enemy, you can make an attack action against them.  

Blood Letting

As a bonus action, consume 1 Blood Burst to rupture a bleed in any target for 2d4 turns, using this on an already bleeding target makes the bleeding worse and extends duration. Purges poisons, minor diseases, and the most recently applied negative status effect (that isn't a poison or disease). You can harvest purged effects for Witchcraft at 2nd level.  

Clot

As an action, consume a Blood Burst charge to stop the bleeding of any creature for 1d4 turns. When Bleeding resumes, they roll the bleed damage they avoided and take half damage. you can choose to amplify this effect to cause immense pain for the targeted creature, giving disadvantage on their actions and saving throws until bleeding resumes. If bleeding is reapplied, effect ends early.  

Just a Dash of Mania

Once upon a time at 4th level, the Witch's teeth, or at least a couple of them, are slightly sharper than usual, and their eyes are a tad red.  

Huntsman (Fable)

You can consume a Blood Burst charge to create a Thrown Blood Weapon that hovers around you (max 4). Blood Weapons have the properties of Silver weaponry, and can be telekinetically thrown once per turn as a bonus action, which makes it vanish once it makes contact. If the Blood Weapon is light, you can throw a second blood weapon provided it is also light. If the Blood Weapons are unused, up to 2 can be stored in your veins (don't question it).  

Occultist

You can consume 2 blood Burst charges to make your next damaging spell heal you for half of the damage dealt, or 1 Blood charge to make a healing spell apply half of the healing as Temporary Health. Effigies can be infused with blood upon creation, which allows you to apply 1d4 turns of bleeding to any target of your choosing when it breaks.  

Lunatic

Your first attack with a swapped weapon generates a Blood Burst Charge and can apply bleeding. You can consume a Blood Burst charge to make every bleeding creature within 10ft take a turn of bleed damage instantly.  

Light Bleeder.

Once upon a time at 7th level, the Witch only bleeds for half as long, and only takes half damage from them. Their sharpened teeth only become sharper, their eyes are very vibrantly red, and the scent of blood makes them a little thirsty.  

Feast of Hysteria

Once upon a time at 10th level, the Witch can dig their fangs into flesh and drain their victims of their Blood Essence, for each turn the target fails a constitution saving throw they are drained for 1d10 + your constitution modifer health and gains a stage of exaughstion. For every turn the Witch feeds, they gain a Blood Burst charge and are inflicted with a turn of Hysteria, making them violent to the nearest creature if they fail a wisdom saving throw on the start of their turn.     While inflicted with Hysteria, and the Witch fails a saving throw, they make their attacks with manic laughter, which can frighten their targets.   The Witch also gains additional uses for their Blood Burst Charges.  

Peer Pressure

You can consume up to 3 Blood Burst Charges as a bonus action to inflict a creature with Hysteria for 1d4 per charge spent. Creatures with Hysteria are friendly to other creatures with Hysteria.  

Laugh Through the Bloodshed

For 2 Blood Burst Charges, as a reaction to you or a friendly creature taking damage, apply bleeding and Hysteria to them to halve the damage.  

Crystal Skin

Spend up to 5 Blood Burst charges as an action to increase the AC by 1 per Blood Burst Charge spent of yourself or a creature you can touch (max 25). If that creature has bleeding, the bleeding is cured, if they don't they are inflicted with Hysteria for 1 turn per Blood Burst Charge.  

The Doll and the Panther

Once upon a time at 13th level, a Panther with fur like the Eclipse met an ugly leather doll, sitting by the lake one day. The Doll could move and speak, like the hunters and poachers the Panther had evaded before. But it looked at the Panther with loving eyes, as if the Panther was the best friend its ever had, or the only friend. The Panther and the Doll continued to meet by the lake almost every day, until one day the Panther was just a tad to slow when outrunning the hunters, and had brought them to the lake.   To the Panther's surprise, the Doll did not stop smiling when the hunters gave chase, instead it simply pulled out its stitching tools.  

Mirror Mirror

Blood Forged weapons can be recalled instead of vanishing upon use, and one weapon (or two provided both are light) can be thrown once per turn instead of using a bonus action.  

Hemalurgy

In reaction to a vocal spell being cast within 30ft, you can break an effigy and consume both a Hag point and a Blood Burst Charge to cause the spell caster to violently vomit blood, dealing 1d10 damage per spell slot level of the cancelled spell.. You can cast Silence once per short rest.  

Slasher

  Consume 3 Bloodburst charges, your next successful attack action against a bleeding target deals makes that target suffer all of the bleeding damage remaining at once. (ex: 3 turns of 1d4 bleeding becomes 3d4 damage.)  

Death's Mark

Once upon a time, Death decided to take a wander through the realms of the living. There he met all sorts of interesting creatures, a Hare, a Wolf, a couple Lambs, even an Owl. All of which looked at her with familiarity, as it wasn't the first time they met them. Everyone wanders through Death's Garden at some point, but Death was not interested in inviting them so soon, not when they have still have the rest of their lives. Then Death met a doe, one that was still growing and had barely seen a few winters. Her eyes met Death's, and challenged them.    

Death's Garden

Once upon a time at 1st level, the Witch has been given Death's Mark, either through wish or need. A Witch with Death's Mark must have met Death, or a servant of Death, at some point, meaning they either had a very close encounter with them, or has died before, and was given the mark as a second chance. A Witch with Death's Mark can, through a ritual, create a portal to a pocket realm of death known as a Garden. A Garden can house passed spirits, allowing you to provide them sanctuary or imprison them in bramble.   The Ritual requires 10ft of bramble or vine, a bowl, a bundle of dead sticks and  a handful of thorns, a Flame, and a bell or musical instrument you are proficient in. Create a circle with the vine or bramble, put the sticks and thorns in a bowl and put the bowl in the center, then light them on fire. Play a tune with the instrument or bell and call upon your Mark. A portal of green flame shall open, and persist until the bowl's materials burn away completely. If the portal closes while you are still in the garden, the portal remains on the Garden's end, and will reopen as a one way portal when used from the garden. Your Garden portal can only be opened by you, as it is linked to your mark.   The Witch's Garden is a blank canvas at first, but will often mirror the biome the Witch is most comfortable in.   The Witch can infuse their weapons with death magic, making it deal Necrotic damage in place of its normal damage type.   The Witch can communicate with passed spirits, and assist them in passing into the afterlife, invite them to The Witch's Garden, or imprison them there in Bramble.     You can have as many spirits equal to your Witch Level in your Garden.  

Dabda

Once upon a time at 4th level, the Witch's head had sprouted a small, budding pair of antlers.  

Reaper

Your attacks with silver weapons create a necrotic wave, allowing them to hit a second creature within 5ft for half damage.  

Beldam

Your spells can entangle targets in death's Bramble, dealing 1d4 necrotic damage per turn. (Dexterity saving throw). Effigies that break apply their effects to a target creature of your choosing.  

Undertaker

Killing a creature refreshes your actions once per turn.  

Inescapable

Once upon a time at 7th level, the Witch gained resistance to Necrotic damage. Once per long Rest, the Witch can play their instrument or a bell to create a Death Portal between two locations within 100ft    The Witch can mimic the process of the Garden Portal, but instead of a bundle of sticks they can use an effigy to "store" that ritual in the Effigy. If the Effigy is planted, the Witch can create a Death Portal to it regardless of distance, doing so breaks the effigy. Your antlers are longer, and have began to branch.  

Cultivation

  Once upon a time at 10th level, the Witch gained the ability to put any spirit that resides within their garden into the Husk of a dead creature for half a day once per short rest. The husk has to be the same size the spirit was in life, and cannot be reused once inhabited, and the spirit that controlled the body won't inhabit another body until a long rest. You can feel when creatures are close to their natural death, and can pre-emptively ease their passing or claim their spirit for your garden.    The Witch's antlers are much more noticable, with several branches, the ends of which are stained a lime green.  

The Poacher

One upon a time at 13th level, there was a poacher that never had any luck. Everytime they'd go into the cursed woods to hunt, they'd turn up empty, and the Shepard was no help either. So, to feed their village, the Poacher walked into the cursed woods without a weapon until they met a Weasel that was suffering from the same problem. The two decided to find and ask Death why they were being denied their bounty, but neither had any idea where to find Death, and were far too impatient to wait until their passing.   So, to look for Death, the two went back to the Poacher's village, only to find it abandoned, and standing in the center was a doe with antlers like a stag.  

The Poacher

you can hit an additional creature with your silver weaponry. Hunter's Mark is now Poacher's Mark, which lasts as long as you desire, and can be applied to three seperate creatures.  

The Weasel

You no longer suffer disadvantage on spells when within 5ft of your target. You can split concentration on up to two spells at once. If an action would break concentration, you can choose to break an effigy or spend a hag point to remain concentrated.  

The Doe

You can create a Death Portal as a bonus action once per turn to a creature that has failed a death saving throw, or to any dead creature. When you do so, your next attack action is free.  

Created by

Kushtaka2.

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