Remove these ads. Join the Worldbuilders Guild

Witch

Witches are spellcasters who utilize esoteric magic and occult powers. They may seem similar to wizards and druids, but the source of their magic and nature of their powers are very different. Wizards utilize magic they learn, druids use the power given to them by primeval sources, but Witches study that magic combining it with other sources, in a sense stealing it for themselves. Some witches are seen as Hags and are feared by other peoples.
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifer
hit points at higher levels: 1d6 (or 4) + your Constitution Modifier per Witch level after first.
armor proficiencies: None
weapon proficiencies: Club, Dagger, Handaxe, Quarterstaff, Sickle, Sling
tools: Herbalism Kit, and one from the following list Brewer’s Supplies, Cook’s Tools, Poisoner’s Kit, Weaver’s Tools, Woodcarver’s tools.
saving throws: Intelligence, and Wisdom.
skills: Choose two from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Perception, Persuasion, Religion, Survival.
starting equipment:
You start with the following equipment in addition to the equipment granted by your background:
(a) a quarterstaff or (b) two daggers
(a) Explorer’s pack or (b) Priest’s pack
(a) Component Pouch or (b) an Occult Focus
spellcasting:
Cantrips. At 1st Level you know 3 cantrips from the Witch Spell List of your choice. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips Known table. Each time you level up, you can replace one Cantrip you know with another from the Witch Spell List.   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.   Learning Spells of 1st Level and Higher. You know 4 first Level Spells of your choice from the Witch spell list. The Spells Known column of the witch table shows when you can learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For example when you reach 3rd Level in this class you can learn one spell of 1st or 2nd level. Additionally, when you level up in this class, you can choose spells equal to your Spell Casting Modifier (minimum of 1) to replace with another spell(s) from the Witch Spell List, which also must be of a level for which you have the slots.   Spellcasting Ability. Wisdom is your Spellcasting ability for your witch spells. Your magic comes from strange weird places, that most people have to wrap their minds around. You Use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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   Ritual Casting. You can cast any Witch spell you know as a ritual.   Occult Focus. You can use an occult focus as a spell casting focus for your spells.   Occult Focuses:
  • Dowsing rod
  • Geode, or Crystal
  • Crystal Orb
  • Wand
  • Fortune Cards
  • Spirit Board
  • Candles
  • Cauldron
  • Witch Doll
class features:

Spellcasting

Cantrips At 1st Level you know 3 cantrips from the Witch Spell List of your choice. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips Known table. Each time you level up, you can replace one Cantrip you know with another from the Witch Spell List.   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.   Learning Spells of 1st Level and Higher You know4 first Level Spells of your choice from the Witch spell list. The Spells Known column of the witch table shows when you can learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For example when you reach 3rd Level in this class you can learn one spell of 1st or 2nd level. Additionally, when you level up in this class, you can choose spells equal to your Spell Casting Modifier (minimum of 1) to replace with another spell(s) from the Witch Spell List, which also must be of a level for which you have the slots.   Spellcasting Ability Wisdom is your Spellcasting ability for your witch spells. Your magic comes from strange weird places, that most people have to wrap their minds around. You Use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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   Ritual Casting You can cast any Witch spell you know as a ritual that has the ritual tag.   Occult Focus You can use an occult focus as a spell casting focus for your spells. Occult Focuses:
  • Dowsing rod
  • Geode, or Crystal
  • Crystal Orb
  • Wand
  • Fortune Cards
  • Spirit Board
  • Candles
  • Cauldron
  • Witch Doll
     

Supernatural Sigils

As a witch, you are a master of Sigils, weaving them through reality with ease. When you reach first level in this class you select two sigils to have memorized. Sigils take an action unless otherwise stated. You may learn additional sigils when you reach levels 3, 8, 13, and 17. Whenever you gain a level in this class you may change a sigil you know for one you don’t already have. You have 2 Sigils you can cast per short rest. You gain additional Sigil slots at levels 3, 8, 13, and 17.  

Weird Magic

Beginning at 2nd level you can cast ritual spells using your Occult Focus, instead of the standard material components, unless the spell has a gold cost. You must use the material that has the cost, but your occult focus can be used in their place. Alternatively, you can expend your Sigil slots to cast a spell from a different class. Sigil slots can only replicate spells up to 5th level.  

Occult Covens

Choose one of the Covens from The Beyond, The Inferno, The Oracle, The Court, The Sylph, or The Primordial. Your choice grants you Occult spells and other features when you select them at level 2.   Occult Spells & Unique Sigils Each coven has a list of spells or sigils that you gain when you reach a level in the Witch class noted in the coven description. These spells are automatically known by you, and do not count against your spells known. If you have a spell that does not appear on the witch spell list, the spell still counts as a witch spell for you. You learn sigils unique to your coven automatically and they don’t count against your Sigils known.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Abhorrent Vexations

Your mastery over Sigils has excelled. When you reach 11th level in this class, you gain access to Vexations, which are similar to sigils but more powerful and much more potent. Vexations cost an action unless otherwise stated. You have 2 Vexations that you can use per long rest. Whenever you gain a level in this class you may change what Vexations you know in favor of ones you don’t. Additionally, When you reach 15th level you gain one more Vexation you can cast before you need to rest.  

Occult Foreknowledge

Beginning at 18th level, every day before you take a long rest, you can select up to 3 spells that you can cast without using a spell slot for that day.  

Master of Sigils

When you reach 20th level in this class, you regain your vexations whenever you finish a short rest, and you gain one more Vexation slot. Additionally, you choose two Sigils which now return to you after 1 minute until you finish a long rest when you may choose new sigils.    

SIGILS

Some sigils may require a target to make a saving throw. The DC against your Sigils is equal to your spell save DC.   Sigil of Hexes: You cast the Hex spell. You do not need to concentrate on it, but when the hexed creature dies the spell is dispelled. You may only have one version of this sigil active at a time.   Sigil of Spunk: You grant temporary hit points equal to twice your level to three creatures you can see within 60 feet.   Sigil of Dispelling: You Choose a spell level you have access to, and grant one creature you touch immunity to a spell of that level if it is cast upon them. Using this sigil also consumes the spell slot of the appropriate level.   Sigil of the Bumbling Fool: You target a creature you can see within 120 feet of you. If the target fails a Charisma Saving throw, for 1 minute, they have a penalty to Charisma and Dexterity Checks equal to your proficiency bonus.   Sigil of the Elemental Newt: You grant one creature you touch resistance to fire, cold, lightning, poison, or acid damage for 1 minute.   Sigil of the Hearth: Choose creatures equal to your Intelligence modifier. For 8 hours, those creatures may roll an extra hit die when they take a short rest, or another ability allows them to use a hit die.   Sigil of the Lunatic: You target one creature you can see within 30 feet. The target creature must make an intelligence saving throw against your spell save DC. If the target creature fails, they suffer a short-term madness.   Sigil of the Outsider: You grant one creature you touch resistance to Thunder, radiant, necrotic, force, or psychic damage for 1 minute.   Sigil of the Clover: You target one allied creature within 30 feet to receive your blessing. For 1 minute you can expend your reaction to grant advantage on an attack or ability check your ally makes.   Sigil of the Black Cat: You target one hostile creature, the creature must make a saving throw against your spell save DC, or become cursed with bad luck. For 1 minute you can expend your reaction to grant disadvantage on an attack or ability check the cursed creature makes. The target creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.   Sigil of the Prime Light: You summon 3 orbs of light that you control that last for an hour. Each orb has 10 hit points and an armor class equal to 10 + your spellcasting ability modifier. The lights shine bright light in a 30 foot radius and dim light for 20 feet. You can use the orbs to attack a creature within 30 feet of you, dealing 2d6 radiant damage on a successful hit. You use your spellcasting ability to make a ranged attack. When the orbs are reduced to 0 hit points, or dispelled if you so choose, they explode in a 10 foot radius, dealing 2d6 radiant damage to creatures that fail a dexterity saving throw equal to your spellcasting ability modifier.   Sigil of the Moon: You grant three creatures that you can see the gift of darkvision up to 60 feet for an hour. If a creature already has darkvision the range on their darkvision is doubled.   Sigil of Dying Embers: When a creature within 60 feet of you drops to 0 hit points, you can expend your reaction to cause it to erupt into flames that heal your allies. Up to 3 creatures you chose within 15 feet of the deceased target, they regain 2d6 hit points.  

VEXATIONS

Vexation of Neuropathy: As an action, you force one target you can see within 60 feet to make an intelligence saving throw. Taking 3d10 + your proficiency bonus psychic damage. On a failed saving throw they are stunned for 1 minute. The target can repeat the saving throw at the end of each of their turns.   Vexation of Vulnerability: You expend a bonus action to learn the vulnerabilities, Immunities, and resistances of one creature you can see within 120 feet of you. While this Vexation is active your cantrips and weapon attacks deal double the amount of damage until the end of your next turn. Additionally, you can expend your action to impose vulnerability to fire, cold, lightning, poison, or acid damage to the Vexed creature until the end of your next turn.   Vexation of Dizziness: You target one creature you can see within 30 feet of you. The creature is forced to succeed a Wisdom saving throw or become disoriented, gaining disadvantage on all its melee and ranged spell and weapon attacks for 1 minute. The target creature can use its action on its turn to steady itself, ending the effect on a success.   Vexation of Insanity: You target one creature you can see within 60 feet. The target creature must make a wisdom saving throw against your spell save DC, suffering a long-term madness on a failed save. This madness can be cured by the use of a greater restoration, wish, or other magic.   Vexation of Anemia: You summon a 30 foot aura of malediction around you. Creatures that enter this space must make a dexterity saving throw against your spell save DC, taking 2d10 poison damage on a failed save. If a creature fails the save by 5 or more, they are also frightened of you until the start of your next turn.   Vexation of Fatigue: You target one creature you can see within 30 feet. That creature must succeed a constitution saving throw, or become fatigued by you for one minute. While affected in this way, you can expend your reaction to grant disadvantage and a penalty equal to your proficiency bonus to any attack roll or skill check. At the end of the vexed creature’s turn, they can repeat the save ending the effect on a success.   Vexation of Agony: You Target one creature you can see within 60 feet of you. The target creature must make a constitution saving throw, or become vexed with necrosis until the start of their next turn. While cursed in this way, whenever they take damage from any source, the Vexed creature takes an additional 3d8 necrotic damage.  

Spell List

Cantrips (0 Level) Chill Touch Dancing Lights Druidcraft Firebolt Frostbite Guidance Gust Infestation Mage Hand Magic Stone Mending Message Minor Illusion Poison Spray Spare the Dying Toll the Dead   1st Level Absorb Elements Alarm Animal Friendship Bless Catapult Cause Fear Charm Person Chromatic Orb Comprehend Languages Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Disguise Self Dissonant Whispers Entangle Goodberry Guiding Bolt Find Familiar Hail of Thorns Healing Word Hex Identify Mage Armor Protection from Evil and Good Silent Image Sleep Speak with Animals Caustic Brew Hideous Laughter Unseen Servant Witchbolt   2nd Level Alter Self Animal Messenger Augury Beast Sense Continual Flame   Crown of Madness Detect Thoughts Enhance Ability Enlarge/Reduce Enthrall Flaming Sphere Gentle Repose Gust of wind Hold Person Invisibility Lesser Restoration Levitate Locate Object Earthen Grasp Melf’s Acid Arrow Mind Spike Mirror Image Misty Step Moonbeam Pass Without Trace Ray of Enfeeblement See Invisibility Silence Spider Climb Spike Growth Suggestion Mind Whip Web   3rd Level Bestow Curse Clairvoyance Conjure Animal Counterspell Create Food and Water Daylight Fear Feign Death Fly Glyph of Warding Leomund’s Tiny Hut Mass Healing Word Plant Growth Remove Curse Revivify Sending Speak With Dead Speak with Plants Spirit Shroud Stinking Cloud Summon Fey Summon Shadowspawn Summon Undead Thunder Step Tiny Servant Tongues Water Breathing Water Walk   4th Level Arcane Eye Banishment Blight Charm Monster Compulsion Death Ward Dimension Door Divination Dominate Beast Elemental Bane Fabricate Freedom of Movement Giant Insect Guardian of Nature Polymorph Summon Elemental Stoneskin   5th Level Animate Objects Bigby’s Hand Cloudkill Commune with Nature Contact Other Plane Contagion Dawn Dispel Evil and Good Dream Geas Greater Bestow Curse Greater Restoration Hallow Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Reincarnate Scrying Seeming Transmute Rock   6th Level Arcane Gate Bones of the Earth Conjure Fey Create Homunculus Disintegrate Instant Summons Eyebite Find the Path Forbiddance Globe of Invulnerability Guards and Wards Harm Heal Hero’s Feast Magic Jar Mass Suggestions Mental Prison Planar Ally Primordial Ward Scatter Soul Cage Sunbeam True Seeing Wall of Thorns   7th Level Dream of the Blue Veil Etherealness Finger of Death Force Cage Mirage Arcane Plane Shift Prismatic Spray Project Image Regenerate Sequester Simulacrum Symbol Teleport   8th Level Horrid Wilting Animal Shapes Antipathy/Sympathy Clone Control Weather Demiplane Dominate Monster Feeblemind Glibness Maddening Darkness Maze Mighty Fortress Power Word Stun Telepathy   9th Level Astral Projection Foresight Gate Imprisonment Mass Heal Mass Polymorph Power Word Heal Prismatic Wall Psychic Scream True Polymorph True Resurrection Weird Wish
subclass options:

Occult Covens

 

Coven of the Beyond

Witches of the Coven of the Beyond specialize in the forces of death, and undeath. Some Witches merely wish to use undead as servants for themselves in their strange practices. Others may wish to hunt these horrors down, using the undead against themselves.   The Beyond Features Witch level Feature 3rd Expanded Spell list, Unique Sigil, Bonus language 6th Hexing Tongue 10th Inured to Undeath 14th Subtle Bewitching     Bonus Language. When you choose this coven at 3rd level you learn the Abyssal Language.   Unique Sigil. Sigil of Liminal Rest. When you take a long rest you can designate up to 3 creatures, for those three creatures their long rest takes half as long, to a maximum of 4 hours.   Expanded Spell List: Witch Level Spells 3rd Blindness/Deafness, Phantasmal Force 5th Animate Dead, Vampiric Touch 7th Shadow of Moil, Phantasmal Killer 9th Negative Energy Flood, Danse Macabre     Hexing Tongue Starting at 6th level as a bonus action you can speak a curse upon a creature you can see within 120 feet. The creature must succeed a wisdom saving throw equal to your spell save DC or suffer the effects of your curse. This curse can come in three forms:
  • Jinx: for the next minute, at any point you can force a creature to reroll any ability check, attack, or damage roll. Once you force them to reroll the curse ends.
  • Hexation: for the next minute, your target moves in a random direction of your choice, or falls prone and is incapable of moving. At the end of each of its turns it can repeat the saving throw, ending the effect on a success.
  • Damnation: for the next minute, you can grant advantage on one attack against the target. If the attack hits, the damage taken is doubled. Once the attack hits the effect ends.
You can use this ability once per long rest, and all of these curses can be dismissed as a bonus action.   Inured to Undeath Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to their worst effects.   Subtle Bewitching Starting at 14th level when you use your Hexing Tongue ability the curses can be used three times against a creature. If you have an item that belongs to said creature, or was a part of them, the ability lasts until the duration ends. Additionally, If you have an item belonging to a creature and you attach it to your Occult Focus, then you have advantage on attack rolls made against the creature. You can only affect one creature in this way at a time.    

Coven of the Elemental

Witches of the coven of the elementals worship the basic elements of creation, calling them and claiming them as their own.   The Courts Features Witch Level Feature 3rd Unique Sigils, Bonus Language, Expanded spell list 6th Elemental Ward 10th Primal Defense 14th Chaotic Purge     Bonus Language When you choose this coven at 3rd level you learn the Primordial Language.   Unique Sigil Sigil of the Primeval You touch a weapon, causing it to take the aspects of the elementals. For the next hour the weapon deals an extra d8 fire, cold, thunder, or acid damage whenever an attack is made with it.   Expanded Spell List: Witch Level Spells 3rd Immovable Object, Enlarge/Reduce 5th Erupting Earth, Elemental Weapon 7th Elemental Bane, Stoneskin 9th Maelstrom, Creation     Elemental Ward When you reach 6th level, as a bonus action, you can touch a creature to place a ward upon it. You choose which form thus ward takes:
  • Boon: for the next minute you can grant the warded creature resistance to acid, cold, fire, poison, or lightning damage.
  • Fortune: for the next minute the warded creature has the effects of a sanctuary spell placed on them, but only for elemental attacks. If there are no other creatures that are able to be attacked, the attacker has disadvantage on the attack.
  • Grace: for the next minute the warded creature has advantage on saving throws made to resist elemental attacks.
You can use this ability once per short or long rest, and all of these wards can be dismissed as a bonus action.   Primal Defense. You permanently gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources. Additionally, your armor class increases by a number equal to your wisdom modifier.   Chaotic Purge. Beginning at 14th level, whenever you take fire, cold, lightning, acid, or poison damage from an attack, you may unleash half the damage back upon your attacker as a reaction. You can use this ability as many times as your proficiency bonus per short rest.  

Coven of the Inferno

Covens of the Inferno draw their magic from the very negative planes themselves. Utilizing the strength of devils, the chaos of demons, or the skills of Yugoloths to achieve their unholy goals, whatever they may be.   The Inferno Features Witch Level Feature 3rd Expanded Spell List, Bonus Language, Special Familiar 6th Devilish Branding 10th Heartstone 14th Fiendish Constitution     Bonus Language When you choose this coven at 3rd level you learn the Infernal Language.   Expanded Spell List: Witch Level Spells 3rd Bane, Hellish Rebuke 5th Fireball, Spirit Guardians (evil attributes only) 7th Evard’s Black Tentacles, Mordenkainen’s Faithful Hound 9th Dominate Person, Infernal Calling     Special Familiar Starting at 3rd level, if you have the Find Familiar spell you can have your familiar take the form of an Imp, or Quasit. Additionally you can make your familiar take the attack action, by using your bonus action to command it to do so.   Devilish Branding Starting at 6th level you gain the ability to brand a creature as a bonus action on your turn you can force one creature of your choice to make a Wisdom saving throw equal to your spell save DC within 120 feet. If the target creature fails it takes 3d6 fire damage, and the next three attacks against it have advantage, taking no damage on a success and the advantage isn’t given. You can use this ability once per long rest.   Heartstone Starting at 10th level your occult focus can now be a Lustrous Black gem that can allow you to become ethereal while in your possession. As an action you can shift into the ethereal plane. Additionally once per long rest you can use the heartstone to cure one disease afflicting a creature. While in the ethereal plane you cannot interact with creatures on any other plane, and vice versa.   Fiendish Constitution When you reach 14th level you gain resistance to fire, and poison damage, and nonmagical bludgeoning, piercing, and slashing damage not made with silvered weapons. Additionally you can see through magical darkness if you couldn’t before, and you gain darkvision out to 120 feet.  

Coven of the Sylph

Witches sworn to the coven of the Sylph specialize in healing magic, helping others with as much ease as the wind blows through hair. These witches may have close ties to Djinis, other elemental spirits, or divine creatures.   The Sylph Features Witch Level Feature 3rd Expanded Spell List, Bonus Languages, Unique Sigil 6th Chimes of Life 10th Whispers of Wonder 14th Sonorous Spellwork   Bonus Languages. When you choose this coven at 3rd level you learn the Sylvan Language, and one other language of your choice.   Unique Sigil. Sigil of the Flute You target one creature and attempt to charm them with your words and wiles. The target creature must succeed a wisdom save or become charmed by you for an hour. While charmed in this way the creature is friendly to you and your allies and will follow your commands as long as it isn’t obviously lethal. Aberrations, Dragons, Celestials, and Devils are immune to this effect.   Expanded Spell List: Witch Level Spells 3rd Healing Spirit, Warding Bond 5th Aura of Purity, Wind Wall 7th Confusion, Greater Invisibility 9th Antilife Shell, Passwall     Chimes of Life When you reach 6th level in this class you can create minor trinkets which can be used to store extra health. You can create as many trinkets as your proficiency bonus. Each trinket stores 1d6+ your wisdom modifier points of healing, which can be activated as a bonus action on a creature’s turn. Every time you gain an ability score improvement after gaining this ability, you can store an extra d6 in the trinket.   Whispers of Wonder By 10th level, your mastery of witchcraft allows you to embolden your allies with your presence. As an action on your turn you can invoke one of the following abilities on yourself or another creature within 15 ft. of you.
  • Lucidity. You clear the minds of fog around you. Creatures of your choice, while within range, have advantage on Wisdom, Intelligence, and Charisma checks and saving throws. Additionally, these creatures can’t be charmed.
  • Dauntless. You encourage your allies with your words and wisdom. Creatures of your choice, while within range, have advantage on Strength, Dexterity, and Constitution checks and saving throws. Additionally, these creatures can’t be frightened.
  • Mysticism. Your marvelous capabilities, expand to your companions. The creatures you select can choose to either gain 2d10 hit points, or one spell slot (maximum 5) for which they’re able to cast. Once a creature uses this ability they are unable to benefit from this feature until they complete a long rest.
You can use this ability once per short or long rest, and you can dismiss your whispers as a bonus action.   Sonorous Spellwork Upon reaching 14th level in this class, you can add your proficiency bonus and wisdom modifier (minimum of 1) to your spells damage or healing. You can use this ability as many times as your wisdom modifier before you have to take a long rest.  

Coven of the Oracle

Witches who follow the coven of the Oracle dedicate their time to prophecies, and soothsaying. Many work in secluded temples, or deep in the woods to test the worth of those who seek their knowledge.   The Oracle Features Witch Level Feature 3rd Expanded Spell List, Bonus Language, Limited Telepathy 6th Seer’s Senses 10th Adumbration 14th Prophetic Vision     Bonus Language When you choose this coven at 3rd level you learn the Celestial language.   Limited Telepathy At 3rd level, you can choose three creatures to form a telepathic bond with as an action. This link lasts for 1 hour and you can communicate telepathically with the bonded creatures. If the creatures go beyond 120 ft. the link ends. You regain this ability when you complete a short or long rest.   Expanded Spell List:
Witch Level Spells
3rd Augury, Mind Spike
5th Dispel Magic, Clairvoyance
7th Divination, Private Sanctum
9th Contact Other Plane, Dream
  Seer’s Senses Beginning at 6th level, you can use a bonus action to have a glimpse into the future. You can choose one of the following visions to occur. These visions last for one minute.
  • Cataclysm: You foresee an assault on you or one of your allies. You can choose which creature gains the benefit of your vision. Anytime within the duration, you can impose disadvantage on any attack roll or spell cast against the target.
  • Bereavement: You witness one of your companions being dealt a devastating attack. For the duration, when an ally of yours within 30 feet of you takes damage you can use your reaction to reduce the damage by half.
  • Exhortation: You receive a warning from a mysterious source, bringing you or an ally to alertness. For the duration you have advantage on Perception and Investigation checks, and Dexterity saving throws.
You can use this ability once per short or long rest, and you can dismiss your vision as a bonus action.   Adumbration When you reach 10th level you can gain superior insight into a creature. When you spend one minute outside of combat observing a creature or object you can see its true form. If there is an illusion concealing its form, or if it is a shapeshifter, you can tell it is an illusion. Additionally, you can choose to forfeit your occult focus to cast truesight on yourself without expending a spell slot. Once you use this ability in this way you cannot do so again until you take a long rest and replace your occult focus.   Prophetic Vision Upon reaching 14th level you can, at the end of every long rest, roll 3d10 to modify the roll of another creature. These numbers last until the start of your next long rest, or until you use them, and you can apply whatever number you rolled to an ability check, attack roll, or saving throw, provided you are within 30 feet of it when it happens.  
LevelProf. BonusFeaturesCantrips KnownSpells KnownLv 1Lv 2Lv 3Lv 4Lv 5Lv 6Lv 7Lv 8Lv 9
1st+2Spellcasting, Supernatural Sigils342--------
2nd+2Weird Magic353--------
3rd+2Occult Coven3632-------
4th+2Ability Score Improvement3743-------
5th+3-48432------
6th+3Occult Coven Feature49433------
7th+3-4104332-----
8th+3Ability Score Improvement4114333-----
9th+4-41243331----
10th+4Occult Coven Feature41343332----
11th+4Abbhorent Vexations413433321---
12th+4Ability Score Improvement616433321---
13th+5-6164333211--
14th+5Occult Coven Feature6184333211--
15th+5-61943333111-
16th+5Ability Score Improvement61943333111-
17th+6-620433331111
18th+6Occult Foreknowledge622433332111
19th+6Ability Score Improvement622433332111
20th+6Master of Sigils624433332211

Created by

MoldyGuts.

Statblock Type

Class Features

Link/Embed