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Witch

Witches are those who practice an ancient, eldritch magic that utilizes curses that few would dare to utter.
Level Proficiency Bonus Features Curses Curses Known Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Flexible Spellcasting, Esoteric Knowledge - - 2 2 2 - - - - - - - -
2nd +2 Witch's Curse 1 2 2 3 3 - - - - - - - -
3rd +2 Coven Tradition 1 2 2 4 4 2 - - - - - - -
4th +2 Ability Score Improvment 1 2 3 5 4 3 - - - - - - -
5th +3 Esoteric knowledge 1 2 3 6 4 3 2 - - - - - -
6th +3 Coven Tradition Feature 2 3 3 7 4 3 3 - - - - - -
7th +3 - 2 3 3 8 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 2 3 3 9 4 3 3 2 - - - - -
9th +4 Power hungry 2 3 3 10 4 3 3 3 1 - - - -
10th +4 Esoteric knowledge 2 4 4 11 4 3 3 3 2 - - - -
11th +4 Coven Tradition Feature 2 4 4 12 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 2 4 4 12 4 3 3 3 2 1 - - -
13th +5 - 2 5 4 13 4 3 3 3 2 1 1 - -
14th +5 Bound By Blood 2 5 4 13 4 3 3 3 2 1 1 - -
15th +5 Esoteric knowledge, Coven Tradition Feature 2 5 4 14 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 2 5 4 14 4 3 3 3 2 1 1 1 -
17th +6 - 3 6 5 15 4 3 3 3 2 1 1 1 1
18th +6 Child Of Darkness 3 6 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 6 5 15 4 3 3 3 3 2 1 1 1
20th +6 Eldritch Avatar 3 6 5 15 4 3 3 3 3 2 2 1 1
hit dice: 1d6
hit points at 1st level: 4 + con
hit points at higher levels: 1d6 (4) + con
armor proficiencies: None
weapon proficiencies: Daggers, quarterstaffs, darts, light crossbows,
tools: None
saving throws: Wisdom and Intelligence
skills: Choose two between Arcana, Intimidation, History, Insight, Medicine, Nature, Investigation, Religion
starting equipment:
spellcasting:

Flexible Spellcasting

Witches practice a very particular kind of magic, but the way in which it is cast can vary depending on the user.
When you gain a level in this class you can choose to change which practice of witchcraft you wish to use.
- Witchcraft of Wisdom - Your spellcasting ability is based on your Wisdom. In addition, you gain an additional spell slot equal to 1/4 of your level in this class. (Rounded down, minimum of 1)
- Witchcraft of Intellect - Your spellcasting ability is based on your Intelligence. In addition, you can learn an additional number of spells equal to 1/3 of your level in this class. (Rounded down, minimum of 1)  
[Flavor Suggestions]
Witches are not like other spellcasters who learn how to cast specific spells. They are taught a form of magic where all their magic comes from manipulating the weave in a way specific to them. Although wizards can be very different, they all must cast a spell using the same words and motions, while two witches can cast a spell completely differently. An intellect witch might recall certain incantations and somatics similar to a wizard, while a wisdom witch might call upon the guidance of spirits to help her cast.

Ritual Casting

class features:

Esoteric knowledge

  As a witch, you have special knowledge in many things, not just magic.
  • Starting at first level, you gain proficiency with two additional skills of your choice.
  • As an action, you can divine the knowledge you need to complete the task you desire. Choose one skill with which you have proficiency. For one minute or until you lose concentration as if you were concentrating on a spell, you can add your spellcasting modifier to any skill checks of the chosen skill.
  • You can use this feature a number of times equal to your proficiency bonus and regain all uses after completing a long rest.
  • You can choose one additional skill proficiency at 5th level, 10th level, and 15th level.
  •  
    [Flavor Suggestions]
    When a witch calls upon her eldritch knowledge it's often not a subtle sight. A witch of intellect might search through a spellbook or scroll, or perhaps her eyes glow as she recites an incantation. A witch of wisdom might perhaps gain visions from divine sources, or hear whispers of dead spirits telling her what to do.
       

    Witch's Curse

      The telling sign of a witch is her ability to inflict a particularly nasty kind of curse.
  • Starting at second level, you gain the ability to incite an ancient curse on your enemies. As an action, you can target a creature that you can see within 30ft of you and inflict them with a known curse of your choice.
  • The curse lasts one hour unless otherwise stated, or until the creature is affected by the effects of remove curse or greater restoration.
  • When a creature is affected by a curse they know instantly and until the curse ends, feeling a great sense of dread and unease.
  • You have one use of your Witch's Curse at second level and gain additional uses when you reach certain levels in this class. You regain all uses of your Witch's Curse after completing a short rest.
  • You learn one curse when you reach 2nd level in this class. You learn additional curses when you reach certain levels in this class.
  • When you level up, you can replace one curse you already know with a new one.
  • Witch's Curses
    Curse of Paranoia - When a creature is targeted by this curse, it hears horrifying whispers and sees ghostly figures out of the corners of its eyes. Any creature that makes an Intimidation check against the cursed creature has advantage. The creature must also make a wisdom saving throw against your spell save DC. If it fails, the creature refuses to come within 30ft of you as the whispers grow ever louder the closer it gets to you. Each time it starts its turn within 30ft of you, the creature can make wisdom saving throw to end the curse.   Curse of Lethargy - When a creature is targeted by this curse, it begins to feel tired and sluggish. The cursed creature has disadvantage on saving throws against being put to sleep. The creature must also make a Constitution saving throw against your spell save DC. If it fails, the creature has disadvantage on strength and dexterity saving throws. Its movement speed is also reduced by 10ft.   (Prerequisite - 6th level) Curse of Agony - When a creature is targeted by this curse they feel immeasurable pain. The creature has disadvantage on perception checks and concentration checks. The creature must also make a Constitution saving throw against your spell save DC. If the creature fails, each time the creature takes damage and you can see it, you can use your reaction to cause it to take an additional amount of damage equal to your spellcasting modifier.   Curse of Disease - When a creature is targeted by this curse their face and hands are horribly twisted with pimples, pustules, and rashes. The cursed creature has disadvantage on persuasion, performance, and sleight of hand checks. The creature must also make a Constitution saving throw against your spell save DC. If the creature fails, it has disadvantage on all ability checks and takes a number of poison damage equal to your spellcasting modifier. At the end of each minute, the creature must make another constitution saving throw or take another instance of poison damage. If the creature succeeds, the curse effects remain, but it no longer takes poison damage from the curse.   Curse of Binding - When a creature is targetted by this curse, shadowy hands grab at the creature's legs. The creature must make a Strength saving throw against your spell save DC or have its movement reduced to 0 until the end of its next turn. At the beginning of each subsequent turn, the creature can make another strength saving throw to end the curse effect.   (Prerequisite - 6th level) Curse of the Damned - When a creature is targetted by this curse, it must make a Wisdom saving throw or become damned. Until the end of the curse, you have advantage on the first attack role you make against the creature on your turn, and it has disadvantage on the first spell saving throw it makes against you. When the cursed creature hits you with an attack, it can make a wisdom saving throw to end the curse. At 11th level, the effects of this curse also benefit an ally of your choice that you can see when the creature is cursed. At 15th level, you can choose two allies to share the benefits of the curse.

    Coven Tradition

    Follow in the footsteps of your coven and learn the ancient knowledge guarded by its powerful witches for centuries. Starting at 3rd level, you can choose the coven tradition you wish to pursue. Your coven grants you new abilities at 6th, 11th, and 15th, level.  

    Ability Score Improvment

    4th level, 8th level, 12th level, 16th level, 20th level. You know the deal lol.  

    Power Hungry

    Your desire for knowledge is deep, but your hunger for power is deeper. Starting at 9th level, when a creature that you have cursed is reduced to 0 hit points, you gain a number of spell slots equal to half of your proficiency bonus.  

    Bound By Blood

    Your roots began with a coven of old, now it is time to begin a coven of your own. Starting at 14th level, you and a number of willing creatures equal to your spellcasting modifier can sign a blood pact. Whenever a creature that is a part of the pact takes damage, another member of the pact within 15ft can use their reaction to share a part of the damage. Any number of creatures in the pact may use their reaction to do so. Once a pact member has used their reaction in this way, they cannot do so again until they complete a short rest. In addition, whenever a creature within the pact is healed, they may choose to share any number of healing with other pact members within 15ft.  

    Child Of Darkness

    At 18th level, you have become one with the dark magic you cast. Whenever you are conscious and in partial darkness you can choose to take on a shadowy form. You are partially intangible and can cast levitate and invisibility at will. Whenever you are in this shadowy form, you gain advantage on stealth checks and you gain resistance to piercing, slashing, and bludgeoning damage. Taking radiant damage causes you to be unable to enter this form again for one minute.  

    Eldritch Avatar

    You are an embodiment of dark magic itself. At 20th level, you can choose to raise your Intelligence by 4 and your wisdom by 2, or your Wisdom by 4 and your intelligence by 2. Your maximum score for these two stats is now 24. Any creature who would normally have advantage on a saving throw against your curses or spells no longer has such if its wisdom is lower than your spellcasting ability score. In addition, any creature with half or less than your spellcasting ability score automatically fails its saving throw against your curses and spells.
    subclass options:

    The Spiritbender's Coven

    The witches of the Spiritkeeper's Coven form permanent and powerful bonds with their familiars and let their connection to spirits hone their arcane abilities to their finest.   Unbreakable Bond - When you learn this coven tradition at 3rd level you learn the spell find familiar. When you cast the spell as a ritual it only takes 1 minute instead of 10. If you cast the spell using a spell slot of first level or higher, your familiar is summoned immediately and requires no material components. In addition, when your familiar is on the same plane of existence with you and would be reduced to 0 hitpoints, you can use your reaction to summon and have your familiar appear at your side with half of its hitpoints and it gains one point of exhaustion. You can use this feature one time per long rest.
  • Using a spellslot to cast find familiar removes one point of exhaustion from your familiar.
  • Malleable Companion - Your familiar is an extension of your being, and your deepened connection allows your familiar to augment its powers to rise to any occasion. Starting at 3rd level, as a bonus action on your turn, you can command your familiar to change its form. Your familiar remains in this form until you command it to change its appearance again, your familiar is reduced to 0 hp, or 1 minute passes. Once you use this feature, you cannot use it again until you complete a short rest.
    Third Eye Your companion closes its eyes and gains a third eye in the middle of its forehead. The new eye grants your familiar advantage on perception checks and its spiritual aura allows it a blindsight of 15ft.
    Cradle of Light Your familiar's spiritual aura becomes a visible shroud of twinkling light. Your familiar emits a soft glow for 30ft, and attack rolls against your familiar are made at disadvantage.
    Ethereal Shift Your familiar becomes ghostly and intangible, capable of blinking in and out of the ethereal plane. As a bonus action on your turn, you may command your familiar to blink to an unoccupied spot that you can see within 30ft of its starting place.
    Pervasive Presence - Starting at 6th level, your familiar's spirit gains the ability to influence the area around it using it's spiritual aura. When a creature within 10ft of your familiar makes a saving throw, you can use your reaction to grant that creature advantage or disadvantage. You can use this feature a number of times equal to your spellcasting modifier and you regain all uses after completing a long rest.   Empowered Bond - Starting at 11th level, your bond with your familiar grows even deeper, and you share the altered form that your familiar takes. When you use your Maelleable Companion feature, you gain empowered effects.
    Third Eye Your companion's blindsight extends to 30ft. When within 10ft of your familiar, you gain advantage on perception checks and a blindsight of 30ft.
    Cradle of Light When you are within 10ft of your familiar, attack rolls against you are made with disadvantage. In addition, any creatures you choose within 30ft of your familiar gain a darkvision of 120ft.
    Ethereal Shift When you are within 10ft of your familiar, you can use your bonus action to blink to an unoccupied space within 30ft.
    Spiritbender - At 15th level you learn how to harmonize your spirit with your familiars and become one being. As an action, you can temporarily fuse your soul with that of your companion for one minute. When you use this ability, you can command your familiar to take a malleable form without requiring a separate bonus action. When you and your familiar are within 10ft of each other, you and your familiar gain resistance to all damage. In addition, at the start of your turn, you and your familiar regain a number of hitpoints equal to half of your level in this class. Once you use this ability, you cannot use this feature again until you complete a long rest. Once spiritseeker ends, your familiar gains one point of exhaustion.    

    The Dollmaker's Coven

    The witches of the Dollmaker's coven are renowned for their dark puppets. Make sure not to insult a witch's puppets lest you become one yourself.   Marionette - Starting at 3rd level, you learn how to create a cursed doll.
  • When you finish a short you can create one magical doll and infuse it with your magic. The doll lasts until it is destroyed until you create a new one, or until you and the doll become more than 60ft apart. When you finish a long rest, you regain all lost dolls.
  • As an action, you can magically awaken your cursed doll for one minute. The doll awakens as strings attach to its body and it begins to dance around you.
  • Whenever you take damage while one of your dolls is dancing around you, you can choose for the doll to take the damage in your stead. Any additional damage the dolls take when they are destroyed carries over to you.
  • Each doll has a number of hit points equal to your spellcasting modifier + your proficiency bonus.
  • At 3rd level, you can have only one doll. At 6th level you can hold up to 2, 11th level up to 3, and 15th level up to 5.
  • Eye For An Eye - Starting at 6th level, you can bring harm in return to those who would hurt your dolls. Anytime your doll shields you from an attack, you can use your reaction to deal an amount of necrotic damage equal to half the damage they dealt to the dolls. Once you have used this feature on a creature, you cannot affect it this way for one hour. In addition, you learn the Curse of Intertwinement and it does not count against your curses known.
    (Prerequisite: at least one remaining doll) Curse of Intertwinement - When a creature is targeted by this curse, their fate becomes intertwined with that of one of your dolls. Any pain that is inflicted on the doll is also inflicted on the cursed creature. As an action, you can choose to destroy the doll and inflict incredible pain on the cursed creature. The creature must make a wisdom saving throw. On a failed save, the creature takes an amount of psychic damage equal to the amount of health the doll had and it cannot act until the end of its next turn. On a successful save, the creature takes half damage.
    Puppet Show - Starting at 11th level, your dolls are able to protect you from grave danger. Whenever you would normally be reduced to 0 hit points, your dolls come to your rescue. You are instead dropped to 1 hitpoint, and you are temporarily surrounded by 5 puppets. At the beginning of your next turn, all additional puppets that were created by this feature crumble to ash and you heal for half of the hp the dolls had. Once you use this feature, you cannot use it again until you finish a long rest.   Dollmaker - Starting at 15th level, you gain the ability to create a puppet out of a living creature. As an action, you can attempt to attach invisible ghostly strings to one creature that you can see within 30ft. That creature must make a wisdom saving throw or drop any items its holding and become controlled by you for one minute or until you lose concentration as if you were casting a spell.
  • On your turn, you can cause the creature to use its movement, and you may use a bonus action to command the creature to make an unarmed strike against any creature of your choice.
  • Any unarmed strikes that a controlled creature makes deal an additional amount of necrotic damage equal to your spellcasting modifier.
  • If the creature succeeds on its saving throw, you cannot use this feature against that creature until next dawn. If you succeed, you cannot use this feature again until you complete a long rest.
  •  

    The Bloodspiller's Coven

    The witches of the sanguine coven practice one of the darkest magics of all. Do not cross a witch or she will make your blood boil.   Unholy Sacrifice - Starting at third level, you gain the ability to trade blood sacrifice for power. As an action, you can prick yourself with a ghostly needle and take 1d4 piercing damage. This damage cannot be reduced in any way unless by the Bound By Blood feature from this class. Pick one creature you can see within 30ft. The next time that creature deals damage, it deals an additional 2d4 necrotic damage.
  • You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after completing a short rest.
  • When you reach later levels in this class you can choose to increase the damage dealt to both yourself and your victim. 6th level 1d6, 11th level 1d8, 15th level 1d10.
  • Sanguine - Starting at 6th level, you can draw power from spilled blood. Any time a creature within 30ft of you is reduced to 0 hit points and is capable of spilling blood, you can use your reaction to heal yourself by an amount equal to your witch level. Once you use this feature you cannot use it again until you complete a short rest. In addition, you learn The Curse of Prickling.
    Curse of Prickling - When a creature is targetted by this curse, each step they take becomes sharp and painful. The cursed creature must make a Wisdom saving throw. On a failed save, the creature takes 1d4 piercing damage for every 5ft it chooses to move. The creature is aware of the curse and can choose not to move instead of taking damage. If the creature moves more then 10ft while affected by this curse, it becomes vulnerable to damage from Unholy Sacrifice until the end of its next turn, after which point the curse ends. The curse ends if you become more than 30ft away from the creature.
    Inescapable Influence - Starting at 11th level, you gain the ability to choose your blood sacrifice. Whenever you use your Unholy Sacrifice feature, you can choose to use one creature that you can see within 30ft as the sacrifice instead of yourself. The creature must make a wisdom saving throw or take the damage you would take from that feature. A creature may choose to fail this saving throw. If the creature succeeds, it does not take a use of Unholy Sacrifice, but the action is wasted. Once a creature has been a blood sacrifice, it cannot be used again until you complete a long rest.   Bloodspiller - Starting at 15th level, you can curse a creature and weaken it greatly. As an action, you can curse one creature that you can see within 30ft and cause its blood to boil. The creature must make a wisdom saving throw or become vulnerable to all damage for one minute. Alternatively, when a creature deals damage to you, you can use your reaction to attempt to curse the creature until the end of your next turn. If the creature succeeds, the feature is not used but the turn is wasted and the creature cannot be cursed in this way until the next dawn. Once you have successfully cursed a creature in this way, you cannot use this feature again until you complete a long rest.      

    The Brewmaker's Coven

    Never accept a drink provided by a witch's cauldron unless you are willing to risk your life.   Cauldron's Secrets - The secret coven techniques of potion making give you unmatched proficiency. When crafting potions of oils, it takes you half as long. In addition, you can learn how to craft two common potions or oils of your choice.   Iron Companion - Starting at 3rd level you learn how to enchant your cauldron into a loyal companion. As a 10 minute ritual, you can enchant one cauldron into a Witch's Cauldron. The witch's cauldron is semi-sentient and gains the ability to levitate following you at will. You can only have one witch's cauldron at a time, and if lose the cauldron or it is destroyed, you can enchant a new cauldron using the ritual.  
    Witch's Cauldron
    Small construct, same alignment as   Armor class 12 + proficiency bonus Hit Points 5 times your witch level Speed 15ft flying (cannot levitate more than 5ft off the ground)
    STR       DEX      CON      INT      WIS     CHA 6 (-2)  11 (+0)  11 (+0)  3 (-4)  4 (-4)  1 (-5) Damage Resistances fire Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30ft Languages understands the languages of its creator but cannot speak Psychic Link While within 30ft of its master, the cauldron can receive telepathic orders. Slow But Steady As a bonus action of their turn, the master of the cauldron can command it to immediately take the dash action. Minion's Proficiency The cauldron can add its master's proficiency bonus to saving throws and skill checks. Regenerative Material The cauldron can spend 10 minutes repairing itself to full health as long as it is undisturbed and has no unusual damage keeping it from doing so. In addition, the mending cantrip restores 1d6+spellcasting modifier hit points. (Increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level)
    Makeshift Storage The cauldron can hold a number of potions or oils inside of it equal to its master's PB. The contents are shielded from all harm unless the cauldron is reduced to 0 hitpoints, at which point any potions or oils inside are destroyed.
       Witch's Brew - Starting at 3rd level, as an action on your turn, you can command your cauldron to discharge a magical mist around it. Once you use this feature, you cannot use it again until you complete a short rest.   Caustic Mist - The cauldron emits an acidic gas in the 10ft surrounding area. Choose a number of creatures equal to your spellcasting modifier. Each creature must make a Constitution saving throw against your spell save DC or take 1d10 acid damage and have their AC reduced by 1 until the end of your next turn, or half as much damage on a successful save. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 and -1 AC at 15th level.   Healing Vapors - The cauldron emits an aromatic perfume within 10ft of the area. Choose a number of creatures equal to your spellcasting modifier. Each creature regains 1d8 hit points and has its AC increased by 1 until the end of your next turn. The healing increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 and +1 AC at 15th level.   Experimental Brew - The cauldron releases a vapor containing one potion or oil stored inside of it. Choose one creature within 10ft of the cauldron. That creature instantly gains any effects of the potion or oil used. An unwilling creature can make a saving throw against your spell save DC to resist the effects. You can also attempt to affect more than one creature with this feature by making an ability check and adding your spell attack bonus. The DC is equal to 20 - your half your witch level, but the DC increases by 8 for each additional creature you target. If you fail the ability check by more than 5, the unstable brew becomes explosive dealing 1d4 acid damage to each targeted creature. The damage increases by 1d4 for every 5 points by which you miss the ability check. *note: perhaps increase the number of potions you can use at once at increasing levels.   Arcane Mixology - *under construction* spells with range of self can be turned into potions   Contingency Plan - Starting at 11th level, your cauldron becomes adept at absorbing magic. Your cauldron gains resistance to magical damage, and any time you see a creature within 10ft of your cauldron take Acid, Fire, Poison, Cold, Lightning, or Force damage, you can use your reaction to cause the cauldron can absorb half of the damage taken and heal itself by an amount of the damage taken. (It can only heal up to half of its health in this way) Once you use this feature, you cannot use it again until you complete a long rest. In addition, you can use your reaction to grant resistance to any damage dealt to a creature by Experimental Brew once per long rest.  
  • necromancy
  • phantom/soul

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