Level |
Proficiency Bonus |
Features |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
+2 |
Spellcasting, Familiar |
3 |
2 |
- |
- |
- |
- |
- |
- |
|
- |
2 |
+2 |
Witch Coven |
3 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
+2 |
Witches Brew |
3 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
+2 |
Ability Score Improvement |
4 |
4 |
3 |
- |
- |
- |
- |
- |
- |
|
5 |
+3 |
- |
4 |
4 |
3 |
2 |
- |
- |
- |
|
- |
- |
6 |
+3 |
Coven Feature |
4 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
|
7 |
+3 |
- |
4 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
+3 |
Ability Score Improvement |
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
+4 |
Create Effigy |
4 |
4 |
3 |
3 |
3 |
1 |
- |
- |
|
- |
10 |
+5 |
Fine Fettle, Coven Feature |
5 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
+5 |
- |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
- |
- |
- |
12 |
+5 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
- |
- |
- |
13 |
+5 |
- |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
- |
- |
14 |
+5 |
Coven Feature |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
- |
- |
15 |
+5 |
- |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
- |
16 |
+5 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
- |
17 |
+6 |
- |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
18 |
+6 |
Witches Sanctum |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
+6 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
+6 |
Split Mind |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per Witch level after first.
armor proficiencies:
None
weapon proficiencies:
Simple weapons
tools:
Alchemist Supplies, Poisoner's kit
saving throws:
Charisma, Wisdom
skills:
Choose two from Arcana, Deception, Medicine, Nature, Perception, and Survival.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff, or (b) a dagger
(a) a component pouch or (b) a spellcasting focus
(a) a Dungeoneer’s pack or (b) an Explorer’s Pack
A Grimoire
Multi-classing
When you advance in level, and at your DM's discretion, you may take the option to multiclass into a Witch. The prerequisite for multi-classing as a Witch is an Wisdom score of 13.
Multi-classing Spell Slots: When determining spell slots, you add one half (rounded down) of your Witch levels to the levels of your other classes as described on page 164 of the Player's Handbook. Use the resulting total to determine your spell slots by consulting the Multiclass Spellcaster table on page 165 of the Player's Handbook.
spellcasting:
You have a grimoire containing spells and have learned to use your magical ability to cast spells by twisting the aether. See chapter 10 of the Player's Handbook for the general rules of spell casting and below for the Witch spell list.
Cantrips
At 1st level, 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.
Grimoire
At 1st level, you have a Grimoire containing five 1st-level Witch spells of your choice. Your Grimoire is the repository of the Witch spells you know, except your cantrips, which are fixed in your mind. A grimoire can only be read by the witch who owns it and other witches, to anyone else the pages inside appear blank.
Preparing and Casting Spells
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.
You prepare the list of witch spells that are available for you to cast. To do so, choose a number of spells from your grimoire equal to your Wisdom modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your grimoire. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent studying your grimoire and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your witch spells, since their magic reflects your ability to twist the aether in dark and horrible ways. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your witch spells.
Ritual Casting
You can cast a witch spell as a ritual if that spell has the ritual tag and is recorded in your grimiore. You don't need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain a Witch level, you can add two witch spells of your choice to your grimoire for free. Each of these spells must be of a level for which you have spell slots, as shown on the Witch table.
Your Grimoire
Replacing the Book. You can copy a spell from your own grimoire or another witches into another book—for example, if you want to make a backup copy of your grimoire. This is just like copying a new spell into your grimoire, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your grimoire, you can use the same procedure to transcribe the spells that you have prepared into a new grimoire. Filling out the remainder of your grimoire requires you to find new spells to do so, as normal. For this reason, many witches keep backup grimoire in a safe place.
The Book’s Appearance. Your grimoire is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous grimoire in a mishap.
Rules for Curses
Escalation. Escalation represents the curse gaining power as time goes on. At dawn once a day, a cursed creature must make an escalation check to see if their curse escalates. To pass, a creature needs to repeat the relevant saving throw made when the curse was placed. The DC of this check is 5 + the number of days the curse hasn’t escalated. On a failed save, the cursed creature applies the effects of the next stage of the curse, in addition to any previous stages. The escalation check is reset once the cursed creature reaches the next escalation stage.
Culmination. All curses have a culmination. This is the final intent of the curse, and often involves transforming the victim into a twisted creature, barely resembling who they once were. Culminations are truly evil effects and are almost always permanent. When a creature fails an escalation check at stage 3 of a curse, they apply the effects of the curse’s culmination. They continue to apply the effects of the previous stages, but cease making escalation checks. Once a curse’s culmination has been reached, it can only be cured with the use of a wish spell.
Curing. Once they have begun, curses are notoriously difficult to cure. Many adventurers have fallen to a curse before they were able to find the witch who cursed them and reverse it. As a result, it is not unheard of for travelling merchants to carry multiple ingredients to slow down or cure a curse. To cure a curse, the object acting as the curse’s origin must be targeted with the remove curse spell. In addition, a cure component related to the specific curse is required. For example, a curse affecting the mind of a cursed target might requires a rose bathed in moon light. A DM can determine what components may be required based on their setting, campaign story or game mechanic they wish to include.
class features:
Familiar
Starting at 1st level, you gain the service of a familiar sent by Matka to serve you. You know the spell Find familiar, which counts as a witch spell and does not count against the total spells you can know. Familiars you conjure with find familiar gain a number of additional benefits:
- The familiar speaks, reads, and understands all languages you know.
- The familiar gains a number of additional hit points equal to your Witch level
- If the familiar succeeds on a saving throw and would take half damage, it instead takes no damage.
- The familiar’s Intelligence score becomes 10 unless it is already higher.
Witches Brew
Starting at 3rd level, you learn the craft of brewing potions, which has been passed down from witch to witch as a time honored tradition. During a short rest, and you have an empty potion elixiryou have prepared, up to 4th level. Expend the spell’s material cost and spell slot equal to the spell level you intend to craft. At the end of your short rest, you create a potion that can transmit the spell you’ve selected by drinking the potion.
As an action, a creature can drink the elixir or administer it to another creature. When a creature drinks the elixir, it becomes the target of the spell contained within the elixir. All brews use the witch’s spell save DCs but any effect that requires concentration is based on the concentration of the brew consumer. If a creature must have prerequisites to be the spell’s subject, the potion only works if those prerequisites are met.
You can only have a number of active brews equal to your proficiency modifier. An elixir retains its potency until you recover the spell slot used to create it.
Witch Coven
At 2nd level, you are inducted into a Witch Coven and learn the magical secrets guarded by the coven. Your choice grants you features at 2nd level, 6th, and again at 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or instead take one feat. As normal, you can't increase an ability score above 20 using this feature.
Create Effigy
Starting at 9th level, you master the secret arts of sympathetic magic. Over the course of a long rest, you can fashion a doll facsimile of a target you have a body part from, such as a lock of hair, a vial of blood, or a fingernail. This body part is destroyed when the doll is created. The doll is an object with an AC of 10, 5 hitpoints, immunity to poison and psychic damage, the poisoned condition, and has vulnerability to fire damage. When you cast a spell with a range of touch, if you have the doll in hand, you can instead cast the spell on the target so long as you are on the same plane of existence as the creature. After the third use of this feature, the doll is destroyed, without harming the target.
If the doll is reduced to 0 hitpoints, it is destroyed, and the target must succeed on a Wisdom saving throw against your witch spell save DC or take 8d10 psychic damage. Additionally, you can communicate telepathically with the target as an action while you are holding the doll. The doll counts as a body part of the target for the purposes of spells like dream or scrying.
You can only have a number of active effigies equal to your proficiency modifier.
Fine Fettle
At 10th level, you are perpetually healthy and resistant to conditions that could be the death of others. You have resistance to poison damage and to diseases. Additionally, you age only 1 year for every 5 years you grow older, are immune to the negative effects of aging, and cannot unwillingly die from old age.
Witches Sanctum
At 18th level, you can spend 1-hour animating a small hut that moves on two large legs. The animated hut is considered a construct, and has an AC of 16, 140 hit points, and a speed of 60 feet. It is considered Gargantuan in size. If the hut is reduced to 0 hit points, it returns to its inanimate state.
The inside of the hut has three rooms, which can fit 6 medium sized creatures, that are furnished and decorated as you choose. While inside the sanctum you are able to control its movements, and if no commands are given it goes prone and takes the appearance of a normal hut.
The animated hut is unable to attack, and will actively avoid harming creatures or destroying objects while moving. The Animated Hut lasts until destroyed or you choose to release it with an action.
Split Mind
At 20th level, you and your familiar share an unbreakable bond, allowing them to carry the burden of your spells for you. When you are concentrating on a spell, you can use a bonus action to share the spell with your familiar, allowing them to concentrate on it for you. While your familiar is concentrating on a spell, you cannot cast other spells through your familiar, however you are free to concentrate on a different spell.
subclass options:
Coven of Destiny
Many diviners hold fate in the highest regard and see struggling against destiny as fruitless and unwise. However, witches of the destiny coven view fate as a tool to be manipulated and controlled. These witches consider themselves to be the arbiters of destiny, reading fate and either averting it or ensuring its completion. They believe that gaining a deeper understanding of a creature's destiny grants the power to change it.
Divining Item
When you join this coven at 2nd level, you learn how to contact the spirits of dead witches to answer questions about the past and future. You obtain an item which fuels your coven features, called a "divining item": choose from a deck of tarot cards, a crystal ball, or a bag of carved bone runes. If your divining item is lost or destroyed, you can create a new one over the course of a long rest and by expending 50gp of materials.
You can enter a 10 minute long ritual to use your divining item to ask the spirits a question. Unless something magical prohibits you from receiving an answer, your DM will answer with a "yes" or "no".
You can ask a question this way a number of times equal to your proficiency modifier (minimum once), after which you require a long rest to refresh its uses.
Twisted Prophecy
At 6th level, you learn to glimpse the future and then twist it to your liking. When you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these reshaped fate rolls. You may do so immediately after the roll has been made, demonstrating your ability to twist fate that would have otherwise occurred.
Each reshaped fate roll can be used only once. When you finish a long rest, you lose any unused rolls.
Pierce the Veil
At 10th level, your powers of manipulating fate have grown to the point you can cheat death. As a recation, when you or a creature of your choice that you can see within 30 feet would die as a result of failing a death saving throw (including due to taking damage while at 0 hit points), you may allow that creature to roll an additional death saving throw and take the new result. If the new result is a success, the creature regains one hit point.
Altering one's fated death has its consequences and you gain one level of exhaustion. You can use this ability twice per day, and regain the ability to do so when you finish a long rest.
Weaver of Fates Strings
At 14th level, you learn to see, pull, cut, and weave the strings of fate that pull everyone towards their uncertain destinies. You roll three d20s for your twisted portent feature, rather than one, when you take a long rest.
In addition, you roll one d20 when you finish a short rest and add it to your current pool of reshaped fate rolls. You may have up to four reshaped fate rolls stored at any time.
Coven of Nature
Hidden deep within the woods around their communities, these witches prefer live peaceful and reclusive lives. Witches of this coven spend their time restoring life and vitality to all manner of plants, animals and people seeking aid. However, those that dare harm the land, people, or animals under the protection of a witch will face their unbridled wrath.
Floral Growth
When you join this coven at 2nd level, your summoned familiar has its creature type changed to a plant instead of it's normal type. Additionally, you learn the secrets to cause nature to be attracted to you. You gain a natural growth of vines, plants, or fungus that cover your body to protect you from harm. Your AC is equal to 10 + your dexterity modifier + your wisdom modifier. You must be unarmored and not wearing a shield to benefit from this.
Healing Spores
Starting at 6th level, you learn to utilize your ties to nature through your familiar to heal those around you. Your familiar gains a pool of healing that replenishes when you finish a long rest. With that pool, it can restore a total number of hit points equal to your witch level × 5.
Your familiar gains an action it can use on its turn. As an action, while within 5ft of another creature it can draw power from the pool to restore a number of hit points to that creature.
Forest Guardian
At 10th level, you learn to harness the power of the wilds to summon a powerful construct, called a forest guardian. This creature takes the general appearance of a beast that inhabits the land around your home, but also has features that clearly mark it as a creature made from magic, such as plant growths that emanate from its body or similar unnatural qualities.
It's friendly to you and your companions and it obeys your commands. See its game statistics in the Forest Guardian stat block, which uses your proficiency bonus (PB) in several places. You can summon this guardian as a ritual that takes 10 minutes to perform, but can only have one guardian summoned at a time. If you die, the guardian is immediately dismissed.
In combat, the guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action.
Forest Gaurdian
Enemy of Nature
Beginning at 14th level, you become so infused with nature that you become a part of it. As an action, you can mark any number of creatures within 20 feet of you as an Enemy of Nature until the end of your next turn. The next time you or an ally of yours hits the marked creature with an attack or a spell, any damage dealt by is doubled, and then the mark fades away.
You can use this ability once per long rest.
Coven of Death
The speakers of those who are already dead, the intermediaries, the guardians of the veil, mediums stand in the gap between the living and the dead. Some utilize this special gift to protect the ones they love, or to restore the balance between life and death. While other seek to bind the spirits of the fallen to command them to do their bidding.
Death's Advocate
Starting at 2nd level, your connection to the dead allows you to partially harness it’s power. As a bonus action on your turn, you call an ancient warrior spirit into your body, allowing you to transform into it for 1 minute. While transformed this way, you gain the following benefits:
• While not wearing armor, your AC equals 13 + Your Wisdom Modifier.
• You gain 30 feet of ethereal sight.
• Creatures have disadvantage on attacks of opportunity against you.
• You conjure a spectral simple weapon with the versatile property. It deals 1d6 (1d8) slashing damage on hit. You are considered proficient with your spectral weapon and can use your Wisdom modifier, instead of Strength, for attack and damage rolls.
You have two uses of this feature. The number of uses of this feature increases to three at 10th level. You regain all expended uses when you finish a long rest.
Souls of the Wicked
At 6th level, you have an almost reflexive grasp on the dark energies at your command, and can use them to summon the spirits of the dead to your aid. If a Medium or Small humanoid dies while within 10 feet of you or your familiar, you can use a reaction to instantly animate its spirits as a specter (Monster manual, p. 279) with the following additional benefits:
• The creature adds your proficiency bonus to its weapon damage rolls.
• The creature gains additional hit point equal to your witch level.
• The creature adds your proficiency bonus on rolls to resist effects that turn, control, or destroy undead.
In combat, the specter's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. Additionally, this creature lasts for up to one hour or until it is destroyed, after which it disintegrates into dust.
You can use this ability a number of times equal to your proficiency modifier (minimum once), after which you require a long rest to refresh its uses.
Undead Fortitude
At 10th level, you can force an undead under your control to take a lethal blow instead of yourself. If damage reduces you to 0 hit points, you can use your reaction to redirect the damage to an undead under your control that is within range of the triggering attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Limbo
At 14th level, your connection to death corrupts your soul. If you are killed, your soul will latch on to the nearest inanimate object current being worn or carried by a friendly creature. You may remain in this object for an hour or depart towards the afterlife.
You may return to life by possessing the corpse of a creature that has been dead no longer than a week and is of the same size as your previous body. You lose your previous racial features and gain those of the new body. Coming back from the dead is an ordeal. You take a -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.
Once you use this ability, you cannot use it again until the penalty has disappeared.