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Witch

Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one cackles loudly at what she sees. A young girl sits underneath a tree, far from where the other children play. She glances about to make sure noone is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree’s bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavy-set boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy’s eyes. A young elf intently mutters something underneath his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony. Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.  

Cursed

While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With gruesome effort, they can warp this power into spells to wrack others with the same torture which plagues them.  

Pariahs and Outcasts

Almost without exception, witches are feared and hated. They are victim to a number of misconceptions, usually relating them to hags and other evil creatures of the night. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them. In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer, to healer, to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches relocate frequently, never residing in one place for too long.  

Familiar Masters

It is rare to find a witch without his or her constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a witch’s familiar is ubiquitous to common folk for good reason. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars, and command them more swiftly than other spellcasters.  

Creating a Witch

Creating a witch necessarily involves a powerful, malicious curse in your backstory. Who cast it? Did you take a curse upon yourself for power? Was your entire lineage cursed generations ago, leading to a bloodline of witches, or did another spellcaster use sinister, forbidden magic to curse you for life? Decide on the nature of your witch’s curse and think about how you relate to it. Do you feel like the curse was secretly a blessing, or does the desire for vengeance burn in your heart? What negative effects does the curse leverage on your personality and mind? Are you haunted by spirits, or is your mind plagued by destructive thoughts? How do you feel manipulating the power of this curse outwards into hexes and spells? Work with your GM to determine how witches are perceived in the world. Are they feared, burned, and persecuted? Are you an openly-known witch? Do the other characters in your party know of your witchhood? Some witches keep the source of their magic a secret, or claim to be wizards or sorcerers to conceal the true darkness of their magic.  

QUICK BUILD

To build a witch quickly, make Charisma your highest ability score, followed by Constitution. Then, choose the chill touch and minor illusion cantrips, and the spells hideous laughter and thunderwave. Lastly, choose the Hideous witch’s curse, and the hexes Evil Eye and Misfortune.  
MALE AND FEMALE WITCHES
Witches are commonly considered to be only female, but in reality, male and female witches exist in equal number. This misconception is due to the fact that male witches are often called "hexers," or are incorrectly deemed warlocks by common folk.
hit dice: 1d8
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, blowguns, shortswords, and whips
tools: Alchemist supplies, poisoner’s kit
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Nature, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
•(a) a whip and blowgun, (b) a light crossbow and 20 bolts or, (c) any simple weapon
•(a) a component pouch or (b) an arcane focus
•(a) a scholar’s pack or (b) a dungeoneer’s pack
•Leather armor, any simple weapon, and a dagger
spellcasting:
You have learned to mold and reshape the magic that curses you into spells.   CANTRIPS
You know four 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 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. For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.   SPELLS KNOWN OF 1ST LEVEL OR HIGHER
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. 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 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.   SPELLCASTING ABILITY
Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. 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 as a spellcasting focus for your witch spells.
class features:

Witch’s Curse

You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.
Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the cantrip produce flame, which does not count against your total number of cantrips known.
Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.
Feral. Through your curse, you have forgotten the manners and customs of civilized men and gone to live among beasts in the wild. Hunting and fighting daily, you have become savage. You have proficiency in the Survival skill. Additionally, while you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier.
Hideous. Your appearance is ghastly to behold. You have proficiency in the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn.
Hollow.Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your witch level + Charisma modifier (minimum of 1).
Infested. You are constantly followed by vermin, like insects and rats, which crawl on your skin and swarm in your wake. As a result, you are immune to being diseased. Additionally, you can command these pests as your own. Starting at 2nd level, you can choose the form of a swarm of rats for your familiar. Starting at 7th level, you can choose a swarm of insects.
Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.
Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells do not count against your total number of spells known.
Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you, but only at the edge of starvation, and you are constantly wracked by pangs of hunger. You don’t need to eat or drink, but can still imbibe and benefit from potions. Additionally, you are immune to being poisoned.
Visions. You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. However many of these visions are cruel deceptions, they are sometimes grimly accurate. You can add your Charisma modifier, in addition to your Dexterity modifier, to your initiative rolls.
Whispers. Unseen voices murmer in your ears at all times. As such, you can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but the creature must be able to understand at least one language.  

Hexes

You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic which cursed you. At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.
Unless otherwise stated, if a hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. All hexes require verbal or somatic components (caster’s choice at the time of casting.)
Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You can concentrate on a hex and a spell at the same time, and you make only one Constitution saving throw to maintain your concentration on both.  

Cackle

At 2nd level, you can use your bonus action to cackle. The duration of your hex extends by 1 round for each creature affected within 60 feet of you. Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.  

Familiar

At 2nd level, you learn the find familiar spell and can cast it as a ritual without material components. The spell doesn’t count against your number of spells known. The spell is improved in the following ways:
•Your familiar takes its turn immediately before or after your turn each round (your choice).
•Once per turn as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
•When you cast a spell, you can deliver it through your familiar as if it had cast the spell, even if the spell doesn’t have a range of touch.
•When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: death snail, flying book, homunculus, mock, moon jelly, pet rock, pseudodragon, rag doll, sprite, tin soldier, winter wolf pup, and yarn golem.
 
WITCH FAMILIAR
As a witch, familiars you summon are imbued with your insidious magic, granting them the following benefits:
•Your familiar can use your spell attack bonus for its attack rolls.
•Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
•You add twice your witch level to your familiar’s maximum hit points.
 

Witch’s Craft

Your knowledge of magic has culminated in learning a Craft, an innate variety of magic which exists apart from the schools of magic. When you reach 3rd level, choose one Witch’s Craft. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
If your craft grants you a hex at any level, it doesn't count against your total number of hexes known.   CRAFT SPELLS
Each craft is associated with a branch of arcana, represented by a number of spells which you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you and don’t count against your total number of spells known.  

Insidious Spell

Starting at 5th level, when you cast a witch spell that affects a creature that is under the effect of your hex, that creature has disadvantage on its first saving throw against the spell. This feature only applies to a hostile creature which is the sole target of your hex.  

Improved Familiar

At 7th level, your familiar’s attacks count as magical for the purposes of overcoming damage resistance and immunity. Additionally, you can choose the following forms for your familiar: brass dragon wyrmling (without its breath weapon), fright, grep, imp, or quasit.  

Dying Curse

Beginning at 9th level, when a creature reduces you to 0 hit points but does not kill you outright, you can lay a nefarious curse upon them. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. If you regain consciousness or the creature is targeted by the remove curse spell, the curse ends at the end of the creature’s next turn.
Once you use this ability, you can’t use it again until you finish a long rest.  

Grand Hex

By 11th level, you have perfected deeply malevolent forms of magic. You learn one Grand Hex, and you learn another at 13th, 15th, and 18th level. Grand hexes are detailed at the end of the class description.  

Hexmaster

By 20th level, you have mastered your foul magic. Humanoid creatures have disadvantage on saving throws against your hexes.  

HEXES

The Hexes below are presented in alphabetical order.   ABATE
As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the creature can’t take reactions until the end of your next turn.   APATHY
As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, until the end of your next turn, the creature becomes indifferent toward one creature of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by a spell by the creature to which it is indifferent. When the hex ends, the creature becomes hostile again, unless the GM rules otherwise.   BECKON FAMILIAR
You can cast the find familiar spell as an action without expending a spell slot or spell components. Once you cast this spell in this manner, you can’t do so again for 1 minute. You must have the Familiar feature to choose this hex.   BLEEDING
As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, each time this creature takes damage, it loses an additional 1d4 hit points. This effect lasts until the end of your next turn.   CHARM
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.   DIRE FAMILIAR
As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points is increased by twice your witch level and it gains a bonus to its damage rolls equal to your Charisma modifier. You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires. You must have the Familiar feature to choose this hex.   DISORIENT
As an action, choose one creature that you can see within 60 feet to make a Constitution saving throw. On a failed save, whenever this target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.   DOOMWARD
As an action, choose one friendly creature other than yourself you can see within 60 feet. If this creature drops to 0 hit points before the end of your next turn and doesn’t die outright, it drops to 1 hit point instead. This hex then ends and can’t be used to target the same creature until you finish a short or long rest.   DUPLICITY
As an action, you can create an illusory duplicate self, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack strikes the duplicate and misses, regardless of its roll, and the hex ends. On an even roll, the attack targets you as normal. This effect lasts until the end of your next turn.   EVIL EYE
As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.   FORTUNE
As an action, choose one friendly creature other than yourself you can see within 60 feet. The creature has advantage on saving throws until the end of your next turn.   GO UNSEEN
As an action, you and your familiar become invisible. The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell. Once you cast this hex, you can’t cast it again for 1 minute.   HOBBLE
As an action, choose one creature you can see within 60 feet of you to make a Strength saving throw. On a failed save, the creature’s movement speed is reduced to 10 feet until the end of your next turn. If the creature is flying, it falls.   KNOWING
As an action, you open your third eye and become intuitively aware of your surroundings. You have advantage on Wisdom (Insight) rolls until the end of your next turn. Additionally, choose of the following pieces of information:
•If a creature can speak a language
•If a creature is at or below half its maximum hit points
•What a creature’s lowest ability score is
You learn that piece of information for each creature within 30 feet. You can only learn one of these things about a creature, even if you cast this hex more than once.   MIRE
As an action, you can transform the ground within 30 feet of where you cast this hex into murky swamp, which is difficult terrain. You can move without penalty in this area. This effect lasts until the end of your next turn.   MISFORTUNE
As an action, choose one creature you can see within 60 feet. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.   OBFUSCATE
As an action, you create a 20-foot radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   PEACEBOND
As an action, you can lock weapons to their owners. The weapons and ammunition of each creature within 30 feet become locked in their sheaths, quivers, or holsters until the end of your next turn. During this time, a creature can use its action to free its weapon with a Strength check, opposed by your spell save DC.   POX
As an action, choose one creature you can see within 5 feet to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.   RUIN
As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.   SCURRY
As an action, a nonmagical object you choose within 30 feet sprouts legs and runs away. You can’t target an object that weighs more than 10 pounds, nor can you target one that is being worn as clothing or armor; however, you can target certain objects that are being carried, as long as they are not affixed entirely around a creature’s body and are not being held in a hand. For example, you can’t target a creature’s helmet or a sword it is wielding, but you can target a drawstring pouch it is wearing or a dagger that is sheathed at its side. The object animates, wriggles free of its owner, if it has one, sprouts two legs, and moves 20 feet in a direction you choose. At the beginning of your turn, you can choose which direction the object moves. The object has an AC of 10, if its AC was not already higher, and remains animated until the end of your next turn, or until it is picked up.   SHRIEK[br As a bonus action, you can release a thunderous, blood-curdling screech. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you.   SLUMBER
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures which are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.   SLUR
As an action, choose one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature can’t speak coherently until the end of your next turn. If the creature attempts to cast a spell that requires a verbal component, it must roll a d20. On an odd roll, the casting fails.   TREMORS
As an action, you can create a small quake. Each creature on the ground within 10 feet of you must succeed a Dexterity saving throw or be knocked prone.   WARD
As an action, choose 1 creature you can see other than yourself within 60 feet. Each time the creature takes damage before the end of your next turn, it reduces the damage it takes by 3.  
HEXES AND MAGIC
A witch casts their terrible hexes as an extension of their curse. As their curses are magical in nature, their hexes are considered 0th-level spells for the purposes of feature and spells, such as counterspell or dispel magic, which interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect.
 

GRAND HEXES

The Grand Hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. Grand hex features do not count as hexes.   CAULDRON
You can brew potions in a bubbling cauldron using raw components scavenged from nature. To this end, you have a pool of alchemy points equal to half your witch level, rounded down. You regain all expended alchemy points when you finish a long rest. You can spend 10 minutes and expend any number of alchemy points to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your spell save DC.
The potions available for you to brew are given on the Cauldron Potions table below.
Potion Alchemy Points
Potion of Animal Friendship 1
Potion of Growth 1
Potion of Healing 1
Potion of Water Breathing 1
Oil of Slipperiness 2
Philter of Love 2
Potion of Greater Healing 2
Potion of Heroism 2
Potion of Resistance 2
Potion of Clairvoyance 3
Potion of Diminution 3
Potion of Gaseous Form 3
COVEN
You can induct others into your insidious coven. By performing a special ritual over the course of 8 hours, which can be done during a long rest, you can intermingle your cursed magic with a willing creature which has the Spellcasting or Pact Magic feature. This creature enters into your coven. You can have up to two creatures other than yourself in your coven at one time.
While two or more members of your coven are within 30 feet of one another, they gain the ability to cast additional spells, as shown on the Coven Spellcasting table. Additionally, members of your coven gain access to a shared pool of 5 spell slots— one of each level, from 1st to 5th level—which they can use to cast any spell known to them. Expended spell slots are regained when all members of the coven finish a long rest.
Coven members use their own spellcasting ability to determine spell attack bonuses and spell save DCs. A coven member can’t cast spells of a level for which they do not have personal spell slots, even if using a higher level shared spell slot. A shared spell slot can be used, for instance, to cast a lower level spell at higher levels, but it can’t be used to cast a spell normally too high-level for a spellcaster.
  Coven Spells
Spell Level Spells
1st bane, hideous laughter
2nd invisibility, ray of enfeeblement
3rd bestow curse, counterspell
4th banishment, polymorph
5th contagion, scrying
  DUAL HEX
When you cast a hex which targets one creature, you can target two creatures instead. While both targets are under the effect of your hex, you gain the benefits of your Insidious Spell feature against each of them.   FORCEFUL PERSONALITY
Your Charisma score increases by 2, to a maximum of 22.   HYBRID
As a bonus action, if your familiar is within 5 feet of you, you can meld with it, transforming into a magical hybrid. For the next minute, you gain the following benefits:
•You gain temporary hit points equal to your familiar’s hit points.
•Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier, as long as you are not holding a shield.
•You gain two natural melee weapons, corresponding to your familiar’s attacks. You have proficiency with these weapons, and use Charisma for the attack and damage rolls. On a hit, these natural weapons deal 1d10 bludgeoning, piercing, or slashing damage (your choice).
•You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
•You can use any action or movement your familiar possesses.   This transformation lasts one minute or until you dismiss it on your turn (no action required). When it ends, your familiar is dismissed, and you can’t summon it again until you finish a short or long rest.   POISON APPLE
As an action, you can produce a magical apple out of thin air. This apple can possess whatever appearance you wish, be that a ruby red coloration, a golden skin, or the appearance of crystal. On your turn, you can use your action to eat the apple, granting you the following benefits:
•You regain hit points equal to twice your witch level, plus your Charisma modifier.
•You regain an expended spell slot of 5th level or lower.
•You can end one of the following conditions affecting you: blinded, deafened, paralyzed, or poisoned.
  However, the apple is suffused with your insidious magic. If a creature other than yourself eats the apple, it does not gain any benefits and instead must make a Wisdom saving throw against your spell save DC with disadvantage. On a failed save, the creature becomes poisoned for up to 24 hours. For each hour the creature is poisoned, it loses 4d8 hit points. This loss can’t be reduced or avoided. If this reduction causes the creature to drop to 0 hit points, the creature instead drops to 1 hit point and falls into a catatonic sleep, remaining unconscious for up to 7 days. A remove curse spell or similar magic can awaken this creature early. The apple shrivels and become nonmagical if it isn’t eaten in 24 hours. Once you produce a magic apple, you can’t produce another one until you finish a long rest.   POSSESSION
As an action, your body becomes immaterial, and your spirit dives into a Large or smaller creature you can see within 10 feet of you in an attempt to possess it. This target must make a Charisma saving throw. A creature with a challenge rating greater than your witch level automatically succeeds on this save. On a failed save, you disappear and the target becomes incapacitated and possessed; you gain control of its body but don’t deprive the target of its awareness. While possessing the creature, you can’t be targeted by any attack, spell, or other effect. You maintain your Intelligence, Wisdom, and Charisma ability scores and your alignment, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, or proficiencies. For the purposes of spells and effects which can end possession, such as the spell dispel evil and good, you are treated as an undead spirit and can be banished from the target, returning to your own body, which rematerializes within 5 feet of the target. This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a spell or other magical effect that ends possession. Once you use this ability, you can’t do so again until you finish a long rest.   WAR HEX
When you cast a hex that targets a single creature, you can use your bonus action to cast a cantrip targeting the same creature.   WITCH'S BROOM
You can use your action to enchant a mundane object—like a broom, cauldron, or rug—to fly for you. You gain a flying speed of 60 feet while holding this item with one hand, as long as you are not wearing medium or heavy armor, or wielding a shield. You can only enchant one object using this ability at a time. If you target another object using this effect, the enchantment on the previous object ends.   WITCH'S HUT
You can perform a 24-hour long ritual to enchant a structure which can fit within a 15-foot cube, animating it as a Huge object, as per the animate objects spell. The structure rises up on a pair of magical legs and follows your commands. The entrance to the structure is linked to an extradimensional abode, as per the magnificent mansion spell. You can command the structure from inside this abode. If the structure is destroyed, the extradimensional abode is unharmed, but its occupants are ejected to unoccupied spaces adjacent to the structure.
As an action, you can teleport the structure to an unoccupied space within 60 feet of you. Once you teleport the structure, you can’t do it again until you finish a long rest.
You can repeat the 24-hour ritual to end the enchantment on your previous structure and enchant a new one.
subclass options:

WITCH’S CRAFTS

A witch’s craft is distinct from a school of magic. Whereas magical schools seek to categorize spells, crafts are defined by the use of magic, and seek to capture the essence of spells. There are dozens of varieties, from those practiced by covens in secret, to those plied in marketplace potion shops. Each craft has a number of Craft Spells. New spells are marked with an asterisk.
NAME DESCRIPTION
Black Magic Practices the necromantic arts and wields dark spells of suffering
Blood Magic Lays terrible curses and draws power from blood sacrifices
Green Magic Practices magic associated with plants, animals, and the natural world
Purple Magic Wields illusions and enchantments in equal measure
Red Magic A destructive spellcaster wielding magic that ruins and burns
Steel Magic Melds swordsmanship with wicked hexes
Tea Magic A peaceful witch that practices tea ceremonies and divination
Technicolor Magic Makes friends with just about everyone they meet
White Magic A natural healer and practitioner of restorative magic
 

Black Magic

Black magic is associated with hexes that cause pain and suffering, and spells which give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.   Black Magic Bonus Spells
Spell Level Spells
1st exhume, inflict wounds
2nd gentle repose, magic weapon
3rd animate dead, vampiric touch
4th blight, death ward
5th cloudkill, contagion
HEX: DECAY
When you adopt this craft at 3rd level, you learn to drain the vitality from a living being. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature takes 1d4 necrotic damage at the beginning of its next turn and its hit point maximum is reduced by the amount of necrotic damage taken. This reduction lasts until the hex ends. The target dies if this effect reduces its hit point maximum to 0. This hex ends at the end of your next turn.   UNDEATH COMMAND
Starting at 6th level, you have intertwined the magic of your familiar with the magic you use to animate the dead. When you use your bonus action to command your familiar, you can use the same bonus action to issue a command to any undead you control via the animate dead spell or similar magic.   LIFE TETHER
At 10th level, as a reaction when you take damage from a creature you can see, you can transfer some of that damage to a creature which is the sole target of your hex. You take half the damage (rounded down) and the hexed creature takes the remaining damage. Once you use this ability, you can’t use it again until you finish a short or long rest.   BLACK SACRIFICE
Beginning at 14th level, if your familiar is within 10 feet of you, you can use your action to command it to dissolve its magical bond to this plane, which unleashes a torrent of necromantic energy. Each creature you choose within 20 feet must make a Dexterity saving throw against your spell save DC. A creature takes 8d10 necrotic damage on a failed save, or half as much on a successful one, and its hit point maximum is reduced by the amount of necrotic damage taken. A target dies if this effect reduces its hit point maximum to 0. Once you use this ability, you can’t summon your familiar again until you finish a long rest.  

Blood Magic

Forbidden by most witch covens, blood magic centers on the use of dark spells and mortal hexes that draw from the spellcaster’s very essence. It is fundamentally more perilous than other witch crafts, but its many risks come with copious rewards.   Blood Magic Bonus Spells
Spell Level Spells
1st hellish rebuke, hollowing curse
2nd acid arrow, hold person
3rd ruby-eye curse, vampiric touch
4th blight, dominate beast
5th cloudkill, dominate person
  HEX: BLOOD CURSE
Starting when you choose this craft at 3rd level, you can mark a creature with a sinister blood curse. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, this creature is on the brink of death until the end of your next turn. If the creature at any point in this duration has less than its maximum hit points and has fewer hit points than twice your witch level, it immediately drops to 0 hit points.   NOVICE HEMOMANCY
Also at 3rd level, when you cast a spell which requires material components that do not have a specific cost, you can replace the material components with a drop of blood   ARCANE BLOODLETTING
Lastly at 3rd level, you can impel your magic with a measure of your own blood. When you cast a spell that has a casting time of 1 action, you can choose to lose 5 hit points to change the casting time to 1 bonus action for this casting. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.   DEATHSEEKER
At 6th level, you can see those near death shrouded in a crimson aura. Even in heavily obscured conditions, you can detect the location of creatures within 60 feet that have less than their maximum hit points. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, you have advantage on ability checks you make to track a creature you or your familiar has damaged.   HEMOMANTIC RECOVERY
Beginning at 10th level, you can perform a blood ritual to bolster your magic. Once per day when you finish a short rest, you can spend hit dice to recover expended spell slots. The cost for each spell slot is given on the table below. You can’t use this ability to recover spell slots of 6th level or higher.
Spell Level Hit Dice
1st 2
2nd 3
3rd 5
4th 6
5th 7
  SANGUINE
By 14th level, you can wield your own blood like a vicious lash. Once per round, when you cast a spell which deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to increase the amount of damage dealt. For every 5 hit points you lose you can add 2d8 necrotic damage to the damage roll, up to a maximum of 6d8 damage. This feature only applies to a hostile creature which is the sole target of your hex.  

Green Magic

Plants, nature, and things that grow are the domain of green magic. Normally a type of arcana championed by druids, some witches have a close tie to the powers of green magic, and can coax plants and animals into their bidding.   Green Magic Bonus Spells
Spell Level Spells
1st entangle, goodberry
2nd barkskin, beast sense
3rd conjure animals, plant growth
4th conjure woodland beings, stoneskin
5th awaken, tree stride
  HEX: ELDER TONGUE
Starting when you choose this craft at 3rd level, you know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with beasts and plants in a limited manner until the end of your next turn. Most beasts and plants lack the intelligence to convey or understand sophisticated concepts, but could relay what they have seen or heard in the recent past. While you can speak with them, you have advantage on all Charisma checks you make to influence beasts and plants.   PRIMAL ALLY
Also at 3rd level, whenever you summon your familiar, you conjure one that is hardier than normal. Add three times your witch level, instead of twice your witch level, to your familiar’s maximum hit points.   TWIN FAMILIAR
By 6th level, when you summon your familiar, you can divide its spirit into two bodies. When summoned this way, your familiar is two identical creatures which share a single pool of hit points. Your twin familiars roll only once for initiative and act on subsequent turns. You can use your bonus action to command one twin to attack and your action to command the other to attack. A spell or feature which targets or dismisses your familiar affects both twins.   VITAL NOURISHMENT
By 10th level, you exude an aura of Green Magic that restores and reinvigorates life around you. When you finish a long rest, plant life within 100 feet of where you finished your long rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.
Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your witch level + your Charisma modifier. You can also end one disease affecting each creature, or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.   SACRIFICIAL FAMILIAR
At 14th level, whenever you are targeted by a melee attack while your familiar is within 5 feet of you, you can use your reaction to command it to dive in the way of the attack. This attack targets the familiar instead.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Purple Magic

Purple magic holds sway over the domains of illusions and enchantments that take hold over people’s minds, and anything that is not quite as it seems. Practitioners of this form of magic are puppet masters, shaping the apparent reality of those around them to their advantage.   Purple Magic Bonus Spells
Spell Level Spells
1st charm person, silent image
2nd enthrall, invisibility
3rd hypnotic pattern, major image
4th confusion, private sanctum
5th modify memory, seeming
  HEX: HALLUCINATION
Starting at 3rd level, you can infect the minds of other creatures. As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. A creature that is immune to being charmed automatically succeeds on this saving throw. On a failed save, the target’s perspective of the world distorts into a horrific and alien place. The creature has a −1 penalty on all attack rolls and ability checks it makes. Whenever the creature begins its turn, the penalty on all attack rolls and ability checks increases by 1, up to a maximum penalty of −5. This effect lasts until the end of your next turn.   FALSE AUTHORITY
By 6th level, as an action, you can wrap yourself in an illusory air of expectation. Any creature which sees you perceives you as a figure of authority. A blacksmith might see you as a guild master, whereas a soldier might see you as a captain. The changes perceived by a viewer fail to hold up to physical inspection. This illusion lasts for 1 hour or until you end it on your turn (no action required). To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Once you use this ability, you can’t use it again until you finish a short or long rest.   DECEITFUL TRANSPOSITION
Starting at 10th level, you can use your bonus action to create an illusory disguise over two creatures within 60 feet of you, making it seem as if they have teleported and switched places. The disguise makes it seem that the creatures are in one another’s spaces, moving all sounds, smells, and other effects caused by each creature to their correct points of origin. Creatures under the effect of the disguise do not perceive any part of the illusion.
A creature can use its action to examine a magically disguised creature and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can see both illusory creatures for what they are. This illusion lasts for 1 minute, and ends early when one of the illusory creatures takes damage, or if one of the creatures performs any physical interaction which reveals itself to be an illusion. Once you use this ability, you can’t use it again until you finish a short or long rest.   WAKING NIGHTMARE
By 14th level, you can warp everything a creature sees into a hellscape, full of terrible creatures that wish them harm. When a creature fails its saving throw against your Hallucination hex, you can further distort its mind, causing it to lose the ability to distinguish friend from foe, regarding all creatures it sees as enemies until the hex ends. Whenever the hexed creature chooses a target for an attack, spell, or other ability, it must choose the target at random from among the creatures it can see within range. The hexed creature must always use its reaction to make an opportunity attack, if a creature provokes one.
This effect ends after 1 minute. Once you use this ability, you can’t use it again until you finish a long rest.  

Red Magic

Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in red magic are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath. Red Magic Bonus Spells
Spell Level Spells
1st burning hands, magic missile
2nd acid arrow, scorching ray
3rd fireball, protection from energy
4th ice storm, wall of fire
5th cone of cold, telekinesis
  HEX: IMPERIL
Starting at 3rd level, you know how to strip away your foes’ magical defenses. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw, and choose any one damage type. On a failed save, the creature loses resistance to the given damage type until the end of your next turn, or is treated as having only resistance, if it is immune.   CONVOLUTE ENERGY
At 6th level, whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can gain resistance to that damage type until the end of your next turn.   INVULNERABILITY
Beginning at 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to briefly become invulnerable. Subtract 50 from the damage dealt, to a minimum of 0.
Once you use this ability, you can’t use it again until you finish a long rest.   ELEMENTAL ANNIHILATION
Starting at 14th level, when you cast a witch spell which deals acid, cold, fire, lightning, or thunder damage, you can expend another spell slot of equal or higher level to maximize the damage dealt.
Once you use this ability, you can’t use it again until you finish a long rest.  

Steel Magic

Secret covens throughout the Material Plane practice their magic by drawing spells into their blades. Maniacally cackling and whirling their way across the battlefield, these witches weave their curses into a bloody tapestry whenever they bring their steel to bear.   Steel Magic Bonus Spells
Spell Level Spells
1st heroism, shield
2nd heat metal, magic weapon
3rd blink, haste
4th death ward, freedom of movement
5th flame strike, telekinesis
BONUS PROFICIENCIES
Beginning when you choose this craft at 3rd level, you gain proficiency with battleaxes, flails, longswords, morningstars, rapiers, scimitars, tridents, and warhammers.   HEX: MALEVOLENCE Also at 3rd level, you have learned a secret hex associated with the profane rites of long-forgotten covens. You can use your bonus action to shroud yourself with an evil smog until the end of your next turn. You don't need to make Constitution saving throws to maintain concentration on this hex. You gain the following benefits:
•Your Armor Class equals 12 + your Dexterity modifier + your Charisma modifier, as long as you are not holding a shield.
•When you make an attack with a melee weapon that lacks the Heavy property, you can use your Charisma modifier, instead of Strength or Dexterity, for its attack and damage rolls.
•Whenever you take damage from a creature which you can see that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
  CACKLING KILLER
At 6th level, when you use your Cackle feature, you can attack twice, instead of once, whenever you take the Attack action on your turn.   SOULSWORD FAMILIAR
Starting at 10th level, as a bonus action, you can draw the essence of your familiar into your weapon, manifesting in a cloak of green flame. Your familiar is dismissed, and can’t be resummoned until you finish a short or long rest. Until your familiar is resummoned, this weapon deals an additional 1d8 fire damage on a hit.   SHRIEKING STRIKE
Starting at 14th level, your accursed magic has seeped into your weapon. Once per turn, when you hit another creature with a melee weapon attack, you can perform a shrieking strike. The target must succeed a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Tea Magic

Tea witches are among the calmest and friendliest of witches, radiating warmth and contentment despite their hideous faces and hollow souls. At their very worst, they can be cranky (if forced to drink their tea in a hurry), or twitchy (after too much tea), but even then, they are likely to look for peaceful solutions to their problems.   Tea Magic Bonus Spells
Spell Level Spells
1st hideous laughter, sanctuary
2nd augury, calm emotions
3rd clairvoyance, sending
4th divination, private sanctum
5th legend lore, scrying
  HEX: TASSEOGRAPHY
Starting when you choose this craft at 3rd level, you can see glimpses of the future in your tea leaves. As an action, choose a friendly creature you can see within 60 feet, roll a d20, and record the number rolled. Until the end of your next turn, you can replace any attack roll, saving throw, or ability check made by the creature with this foretelling roll. You must choose to do so before the roll. Once you replace a roll in this way, this hex ends.   TEA CEREMONY
Also at 3rd level, you can magically conjure enough tea for you and your allies whenever you take a short or long rest. A creature who drinks this tea loses one additional level of exhaustion during that rest period.   SHAPES AND OMENS
By 6th level, you can see deeper glimpses into the future through your tea leaves. When you finish a long rest, you can examine the shape of your tea leaves. The GM tells you a shape which hints at future events. For example, if you see a tower in your tea leaves, you might encounter a wizard on the following day. If you see a serpent, you might encounter a liar or a monster.   HERBAL REMEDY
At 10th level, you can cast the spell greater restoration without expending a spell slot or material components. Once you use this ability, you must finish a short or long rest before using it again.   INVIGORATE
By 14th level, as a bonus action, you can give yourself or a friendly creature you can see within 5 feet of you a temporary rush of energy by drinking an energizing cup of tea. On the target’s next turn, the target can take one additional action on top of its regular action and a possible bonus action. Once you use this ability, you must finish a long rest before using it again.  

Technicolor Magic

Technicolor Magic witches draw their power from the friendships they find around them. They have a penchant for collecting adorable animals of all shapes and sizes, which they will never endanger, no matter how dire the situation. Above all, Technicolor witches are defined by their relentlessly positive outlook, which empowers their arcana and spurs on their allies.   Technicolor Magic Bonus Spells
Spell Level Spells
1st color spray, speak with animals
2nd animal messenger, enhance ability
3rd fly, speak with plants
4th freedom of movement, locate creature
5th animate objects, telepathic bond
ANIMAL FRIENDS
Starting when you choose this craft at 3rd level, you have advantage on all Wisdom (Animal Handling) checks you make to befriend beasts. You can use your Charisma, instead of Wisdom, on these checks if the creature is Small or smaller. If you adopt a beast as a pet, you can temporarily dismiss it into an extradimensional space, as you would a familiar.   HEX: MUSICAL INTERLUDE
At 3rd level, you gain a hex which inspires your allies with an uplifting speech or an encouraging musical number. As an action, you can grant each willing creature you can see which can see you within 30 feet a number of temporary hit points equal to your Charisma modifier plus half your witch level. These temporary hit points last until the end of your next turn.   FRIENDSHIP BRACELET
Beginning at 6th level, as an action, you can weave a small bracelet of string, beads, or some other inexpensive material. You can always determine the location of a creature wearing one of these bracelets, as long as you and it are on the same plane of existence. You can target the creature with spells and effects as if you could see it, even if an obstacle or environmental effect obscures the target from your view.   POSITIVITY
Starting at 10th level, you can leverage your bonds of friendship for protection. As an reaction, when a creature you can see attacks you, you gain a bonus to your Armor Class equal to the number of friendly creatures within 5 feet of you. Once you use this ability, you can’t use it again until you finish a short or long rest.   REDEMPTIVE ARC
Beginning at 14th level, you can redeem your foes, instead of slaying them. When a hostile creature you can see is reduced to 0 hit points, you can use your reaction to protect the creature from harm, causing it to fall unconscious. When the creature awakens, it is freed of any magical effect which would charm, curse, frighten, or possess it. Furthermore, the creature loses one of its Bonds or Flaws which inspired it to be hostile towards you. Once you use this ability, you can’t use it again until you finish a long rest.  

White Magic

White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.   White Magic Bonus Spells
Spell Level Spells
1st bless, cure wounds
2nd lesser restoration, prayer of healing
3rd beacon of hope, revivify
4th death ward, guardian of faith
5th mass cure wounds, raise dead
HEX: REMEDY
At 3rd level, you learn a hex which closes wounds and eases pain. As an action, choose one creature you can see within 60 feet. This creature regains a number of hit points equal to 1d10 + your witch level. A creature which regains hit points from this hex can’t be affected by it again until it finishes a short or long rest.   TALISMAN OF PROTECTION
At 6th level, you can craft a talisman which wards off harm. Creating a talisman takes one hour of work, which can be performed over the course of a short rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous talisman to become mundane. Any creature that wears a talisman can add a d4 to all saving throws it makes.   BENEVOLENT SURGE
At 10th level, when you, your familiar, or one of your allies you can see within 30 feet takes damage, you can use your reaction to cause that creature to regain hit points equal to 1d10 + your Charisma modifier. Once you use this ability, you must finish a short or long rest before using it again.   WITCH'S GIFT
Starting at 14th level, when you cast a spell or hex which restores a creature’s hit points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.
LEVELPROFICIENCY BONUSABILITIESHEXES KNOWNCANTRIPS KNOWNSPELLS KNOWN1ST2ND3RD4TH5TH6TH7TH8TH9TH
1+2Hexes, Spellcasting, Witch’s Curse2422
2+2Cackle, Familiar3433
3+2Witch's Craft34442
4+2Ability Score Improvement35543
5+3Insidious Spell456432
6+3Craft feature457433
7+3Improved Familiar4584331
8+3Ability Score Improvement4594332
9+4Dying Curse551043331
10+4Craft feature561143332
11+4Grand Hex5612433321
12+4Ability Score Improvement5612433321
13+5Grand Hex66134333211
14+5Craft feature66134333211
15+5Grand Hex661443332111
16+5Ability Score Improvement661443332111
17+67615433321111
18+6Grand Hex7615433331111
19+6Ability Score Improvement7615433332111
20+6Hexmaster7615433332211

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