hit dice:
1d6 per witch level
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per witch level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Clubs, daggers, darts, quarterstaffs, scimitars, sickles, slings
tools:
Herbalism kit
saving throws:
Wisdom, Charisma
skills:
Choose two from Arcana, History, Insight, Medicine, Nature, Religion, and Persuasion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a component pouch or (b) an arcane focus or (c) a druidic focus
- (a) a priest's pack or (b) a scholar's pack
- Any simple weapon and two daggers
spellcasting:
Your contact with the spirit world and intuitive knowledge
of the magic which allows it to persist grants you the use
of spells.
Cantrips
You know three cantrips of your choice from the witch
spell list. You learn additional witch cantrips of your
choice at higher levels, as shown in the Cantrips Known
column of the Witch table.
Spell Slots
The Witch table shows how many spell slots you have to
cast your spells of 1st level and above. To cast one of these
witch spells, you must expend a spell slot of the spell's
level or higher. You regain all expended spell slots when
you finish a long rest.
For example, if you know the 1st-level spell cure wounds
and you have a 1st-level and a 2nd-level spell slot available,
you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know three 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. Each of
these spells 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.
Additionally, when you gain a level in this class, you can
choose on 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.
Spellcasting Ability
Charisma is your spellcasting ability for your witch spells,
since your magic comes from bargaining with spirits. 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.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Ritual Casting
You can cast any witch spell you know as a ritual if that
spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus or druidic focus as a
spellcasting focus for your witch spells.
class features:
Quickening
At 1st level, you gain the ability to enter a trance known as
the witch’s quickening, letting you see beyond the borders
of the material world. As an action you can enter this
trance to see into the Ethereal Plane up to 60 feet.
Additionally you also gain insight into the emotional
energy surrounding you, you know if and what spirits are
bound within 60 feet, and you gain advantage on Wisdom
(Insight) checks.
The trance lasts for 1 minute, or until you end it as an
action. You can use this feature a number of times equal to
your Charisma modifier (minimum 1). You regain any
expended uses when you finish a long rest.
Witch Covenant
At 2nd level you commit yourself to a spiritual philosophy
known as a witch's covenant: the Covenant of Blood, the
Covenant of Charm, the Covenant of Ruin, the Covenant
of Shadows, Covenant of Silver, Covenant of Steel, or the
Covenant of Unity, detailed at the end of the class
description. Your choice grants you features at 2nd level
and again at 6th, 10th, and 14th level.
Covenant Spells
Each covenant has a list of spells that you gain at the witch
levels noted in the covenant description. Once you gain a
covenant spell, you know it, and it doesn't count against
the number of spells you know.
If you have a covenant spell that doesn't appear on the
witch spell list, the spell is nonetheless a witch spell for
you.
Binding Rites
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 blood witch might utilize a bone fragment
to bind the spirit, while a shadow witch might bargain with
the summoned spirit, exchanging a secret for the spirit’s
service. 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).
You choose a spirit to bind from the list here, and you fill one of your available spell
slots with the spirit. The spell slot used 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 said to be of a level equal to the spell slot used to
bind it. Thus, 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.
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 at the beginning on their first
turn inside the ward.
Once you use this feature, you must finish a short or long
rest to use it again. Beginning at 9th level, you can use
your Spirit Ward twice between rests, and beginning at
18th level you can use it three times between rests.
Ability Score Improvement
When you reach 4th level, and again at 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, you can't increase an ability score
above 20 using this feature.
Spiritual Spellcasting
At 7th level you call upon the spirits you have bound to
help you cast your spells. You can dismiss a spirit as a
bonus action to recover a spell slot of a level equal to that
of the spell slot used to bind the spirit. The release effect
of the spirit you dismissed is not activated.
Channel Spell
Beginning at 11th level, damage from spells you cast on
undead and creatures on a different plane of existence
ignores resistance to that damage.
Strength of Spirit
At 15th level, you learn to sap additional fortitude from the
spirits you bind. When you finish a long rest, you gain a
number of temporary hit points equal to the combined
level of all the spirits you have bound.
Familiar Spirit
At 18th level, you learn the find familiar spell.
Additionally, when you cast find familiar or if you already
have a familiar, you can awaken spiritual energy within the
animal as part of an additional ritual that takes 10
minutes. Once complete, you choose one spirit from the
list at the end of the class description. Your familiar
provides you with the spirit’s passive effect as long as your
familiar is within 100 feet of you. Its level is equal to your
Charisma modifier (minimum 1). If the familiar dies, the
spirit produces its release effect if there is a valid target
within range of the familiar.
Ghostly Step
At 20th level you gain the ability to enter the spirit realm
as a bonus action by projecting part of yourself beyond the
material plane. This projection lasts for 10 minutes or
until you rematerialize as a bonus action. You and all your
belongings become invisible. You have resistance to all
non-magical damage, and cannot be grappled, paralyzed,
petrified, poisoned, or restrained.
For the duration, you can pass through solid objects as if
they were difficult terrain. If you end your turn in an
object, you take 1d10 force damage. If you rematerialize in
a location occupied by a creature or solid object, you are
shunted to the nearest unoccupied space and take damage
equal to twice the number of feet you are moved as a
result.
Once you use this feature, you must finish a long rest
before you can use it again.
subclass options:
Covenants
The covenant that a witch swears by at 2nd level
exemplifies the witch's personal philosophy on spirits.
When entering a covenant, the witch gains abilities which
align with these core philosophies. Though witches of
different covenants can hold similar opinions of spirits, it
is important to think on how each covenant's teachings
shape your character's attitudes towards the binding and
utilization of spirits.
Witches of the Covenant of Blood believe in strong
connections between the physical world and the spiritual
one. Spirits are connected to the physical world through
objects that were important to them while they were alive.
This knowledge allows a witch to bind spirits more easily
— as long as they know something of the spirit's life.
Though not always, witches from the Covenant of Blood
tend to dominate the spirits under their control. They
generally take care to leave spirits intact and in a state no
worse than before they were bound, but nevertheless are
capable of using a spirit's weaknesses against them,
taking advantage of their connections to the physical
world in order to gain great control of them.
Witches of the Covenant of Charm tap deep into the
emotions which govern lingering spirits’ behaviours. They
use these emotions as signposts and guides to manipulate
the desires and shape the aspirations of the living. They
believe that although lingering spirits are echoes of the
past, they hold the key to individual futures. By harnessing
the raw emotional energy of the beyond, one can gain
absolute control over the hearts and minds of those
around them.
Witches of this philosophy vary in their treatment of
spirits. Some befriend and learn from the spirits they bind,
using that knowledge to further their own ends. Others
take only cursory notice of the spirits they enslave – an
attitude that often carries over into their living
interactions, manipulating and charming those they will,
without any true regard for the desires of those they meet.
The Covenant of Ruin has less respect for spirits than the
other covenants. Witches who bind these spirits utilize
their magic to torture and pressure spirits in order to
extract power from them. Their philosophy revolves
around invoking ruin and causing as much damage as
possible.
Though good witches of this covenant are rare, they are
not unknown. Good witches who share this covenant's
ideology typically aim to bind evil spirits, turning these
beings into weapons for good against their will (though
this can hardly be considered to be completely benign).
Such witches often claim their actions are for the greater
good — using evil to combat greater evil.
The Covenant of Shadows subscribes to the belief that
everything that exists, both physically and metaphysically,
is a shadow cast by that which came before it. Shadows
are windows into worlds beyond the material plane — as
one world becomes dimmer, others become brighter and
easier to see by comparison.
There is reason to be wary of the dark. Witches from this
covenant are more cautious dealing with spirits. They
know that dangers lurk in the shadows, and they are
careful with their dealings lest the spirits they bind show
their dark side.
Silver is a powerful weapon in any witch's arsenal but a
witch who holds to the Covenant of Silver understands
how to unlocking the transformative and soul-binding
powers of a simple looking glass. It is through this window
to the soul that the Silver witch draws their power.
Reflections are the silver chains that bind the worlds
together.
Witches of the covenant of silver know that everything
living has a reflection in the otherworld, and everything
dead must reciprocate. Their craft is full of risk and
reward, and through reflections, they come to understand
and manipulate those outcomes.
Witches who tie themselves to the Covenant of Steel are a
select few who combine their spiritual connection with a
grounding in eldritch combat. These witches traditionally
devote themselves to the grim task of binding or banishing
malign spirits, and then bending such spirits to their
cause.
Those of the Covenant of Steel often cannot afford to
dwell on the wellbeing of their spirits, having often bound
them to keep them from endangering the living. They
know better than most the danger and power of these
rogue entities, and lesser minds have been driven mad by
their ethereal influence. For witches of this coven, any
interaction with spirits is often kept to a necessary
minimum, and even then with great suspicion.
The Covenant of Unity subscribes to a philosophy that all spiritual entities are connected by a collective
consciousness. They use this knowledge to surmount
power over the spiritual realm itself. In other words, these
witches gain their abilities by harnessing the secrets
which govern the very basis of spiritual existence, rather
than focusing on the relationships between the
metaphysical and the material world.
The Covenant of Unity is perhaps more sympathetic to
the spirits such witches bind. Witches of this covenant
tend to see spirits as allies instead of tools. They trust the
spirits they bind enough to allow their power to grow
under their command with the purpose of sharing this
power.