Witch Witches are spellcasters who learn ancient secrets from a variety of creatures such as spirits, fey, devils, elementals and more. Witches can draw upon this lost or forbidden knowledge and combine with a knowledge of natural magic to heal the sick, curse their enemies and change the world around them. As their magic is often not understood and is often connected to devils and hags witches are often feared and persecuted. Being a witch does not necessitate dealing with these foul creatures or using dark magic, though many witches find themselves tempted to learn from them. Class Features As a witch, you gain the following class features Hit Points Hit Dice: 1d6 per witch level

1d6 per witch level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st Proficiencies Armor: Light

Light Weapons: Simple weapons

Simple weapons Tools: Herbalism Kit, Alchemist's Supplies Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Arcana, Deception, Insight, Investigation, History, Medicine, Religion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: A dagger

(a) Herbalism kit or (b) Alchemist's Supplies

(a) Explorer's Pack or (b) Priest's Pack Spellcasting Cantrips At 1st level, you know two 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 witch spells of 1st level and higher. To cast one of these witch 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. Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots. 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 Wisdom is your spellcasting ability for your witch spells. 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 + Wisdom modifier. Spell attack modifier = Your proficiency bonus + Wisdom modifier. Spellcasting Focus You can use an arcane or druidic focus as a spellcasting focus for your witch spells. Book of Shadows At 1st level, you have a book of shadows containing the Find Familiar spell and two 1st-level spells of your choice with the ritual tag. These spells must be taken from the Cleric, Druid, Witch or Wizard spell lists. You may cast these spells as rituals. Adding New Spells When you find a cleric, druid, witch or wizard spell of 1st level or higher with the ritual tag, you can add it to your book of shadows if it is of a level which you can prepare and if you can spare the time to decipher and copy it. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can cast the spell as a ritual just as your other spells in your book of shadows. Replacing Your Book of Shadows You can copy a spell from your own book of shadows into another book. This is just like copying a new spell into your book of shadows, 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 book of shadows, you can use the same procedure to transcribe Find Familiar and two 1st-level spells from your previous book into a new book. Filling out the remainder of your book of shadows requires you to find new spells to do so, as normal.

Witch Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Book of Shadows 2 3 2 — — — — — — — — 2nd +2 Tradition of Witchcraft 2 4 3 — — — — — — — — 3rd +2 Coven 2 5 4 2 — — — — — — — 4th +2 Witches Brew, Ability Score Improvement 2 6 4 3 — — — — — — — 5th +3 — 3 7 4 3 2 — — — — — — 6th +3 Tradition of Witchraft Feature 3 8 4 3 3 — — — — — — 7th +3 — 3 9 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 10 4 3 3 2 — — — — — 9th +4 — 3 11 4 3 3 3 1 — — — — 10th +4 Tradition of Witchcraft Feature 4 12 4 3 3 3 2 — — — — 11th +4 — 4 13 4 3 3 3 2 1 — — — 12th +4 Witch Crafts, Ability Score Improvement 4 14 4 3 3 3 2 1 — — — 13th +5 — 4 15 4 3 3 3 2 1 1 — — 14th +5 Fetishes 4 16 4 3 3 3 2 1 1 — — 15th +5 — 4 17 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 18 4 3 3 3 2 1 1 1 — 17th +6 — 4 19 4 3 3 3 2 1 1 1 1 18th +6 Tradition of Witchcraft Feature 4 20 3 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 21 3 3 3 3 2 2 1 1 1 20th +6 Power of Three 4 22 4 3 3 3 3 2 2 1 1 Coven Creating a Coven Starting at 3rd level you can create a coven with two other humanoids or hags. Creating a coven requires a ritual that all three members must willingly perform and takes one hour. If one of the coven dies then the coven is broken and a new ritual must be performed. You can perform the ritual again with new coven members at any time. Doing so breaks the previous coven. Shared Spellcasting When you finish a long rest you create coven spell slots for the coven. The spell slots can have a combined level that is equal to half your witch level (rounded up), and none of the slots can be 6th level or higher. Keep track of your coven spell slots seperately. When you create these spell slots you also choose three spells that you know which become your coven spells until your next long rest. So long as all members of the coven are within 30ft of each other and none are incapacitated any member of the coven may use a coven spell slot to cast a coven spell. The spell is cast as normal but uses your spellcasting ability modifier. Any remaining coven spell slots are lost when you take a long rest. Coven Rituals If all three members of the coven work together to cast a ritual spell you know or that is in your book of shadows then you may ignore any material component cost that spell requires. You lead the ritual and are the person who counts as casting the spell. Credit: Nikranel

Witches Brew Starting at 4th level you can create various brews given time. Over the course of 8 hours you can create one of the items in the Brews table using natural ingredients costing an amount shown in the Brews table. Alternatively you may restock an existing Healers Kit for free using natural remedies you can forage. Brews Item Ingredient Cost Acid 15gp Alchemist's Fire 25gp Antitoxin 25gp Holy Water 25gp Poison, Basic 50gp Potion of Healing 25gp Witch Crafts At 12th level you craft a magical item. Only you can use this magical item. Choose one of the following items to create: Broom of Flying

Witch's Hat of Haunting (functions as pipes of haunting but does not require wind instruments proficiency, cos it's a hat) Also when you use your Witches Brew feature you can create any of the items listed in the Potent Brews table. Potent Brews Item Ingredient Cost Greater Potion of Healing 50gp Potion of Animal Friendship 100gp Potion of Hill Giant Strength 100gp Potion of Poison 100gp Potion of Resistance 100gp Fetishes Starting at 14th level a witch can prepare a fetish at the end of a long rest. When you prepare a fetish choose one of the following spells: Detect Evil and Good, Detect Magic, Detect Poison and Disease, Detect Thoughts, Locate Object, Nondetection, Protection from Evil and Good, Protection from Poison, See Invisibility, Protection from Energy, or Tongues. The fetish is imbued with the chosen spell. You make any decisions for the spell when you prepare the fetish. A creature carrying your fetish gains the effects of the imbued spell as though it were cast on them. The spell does not require concentration and lasts until you finish your next long rest. Power of Three At 20th level your coven reaches it's full potential. As long as all members of your coven are within 30ft of each other and none are incapacitated then all members of the coven get the following benefits: Advantage on all saving throws

Advantage on perception and initiative checks

If you attempt an ability check that one member of your coven is proficient in then you are considered proficient. Credit: Markus Erdt Traditions of Witchcraft Different witches draw their power from different knowledge and different beings. Their abilities vary depending on what they have decided to focus on and therefore what entities they have forged stronger connections with.

Credit: Roman Kupriianov Binder Binders are adept at not only calling upon spirits and beings for aid but also binding them to their will. Improved Familiar When you cast the Find Familiar it does not require material components. Further you can choose one of the normal forms for your familiar or one of the special forms in the Improved Familiar table. The special forms also grant a special bonus listed in the table. Once you choose a special form you may not choose a different one, but may use the normal forms of Find Familiar. Familiar Aid Starting at 6th level while you are within 30ft of your familiar you cannot be surprised and have advantage on concentration checks. Improved Familiar Familiar Additional Bonus Awakened Shrub You do not need to eat or breathe. Imp You gain darkvision 60ft which is not impeded by magical darkness Magmin You know the Fire Bolt cantrip Psuedodragon You may reroll a saving throw against a magical effect once per long rest Quasit You gain resistance to poison damage and advantage on saves vs. poison Shadow You can hide as a bonus action in darkness Sprite You gain expertise in Insight Coven Calling Starting at 10th level your coven can call upon creatures to aid them. Add Conjure Elemental and Infernal Calling to your book of shadows. You may cast these spells as rituals if you cast them with your coven. When you do so they are cast at the same level as your highest spell slot and their duration is doubled. At 12th level add Conjure Fey to your book of shadows. At level 19 add Gate. You may cast these spells as rituals in the same way as Conjure Elemental and Infernal Calling. When you cast a spell as a ritual which you gained in your book of shadows from this feature you may not do so again until you finish a long rest. Greater Familiar At 18th level your familiar grows in power again. Your familiar gains an additional special form depending on which special form you chose previously, see the Greater Familiar table. You may still access the normal forms of find familiar and the previous spcial form. You still gain the previous extra benefits from your familiar regardless of it's current form. In addition when you take the attack action on your turn you may choose for your familiar to make one of it's attacks as a reaction in place of one of your own. Greater Familiar Improved Familar Form New Form Awakened Shrub Wood Woad Imp Barbed Devil Magmin Fire Elemental Psuedodragon Triceratops Quasit Barlgura Shadow Shadow Demon Sprite Choose one: (a) Yeth Hound or (b) Unicorn (no legendary actions)

Despoiler Despoilers are adept at cursing and hexing their enemies. Hexpert At 2nd level you learn the Hex spell. Creatures hexed by you also take the extra necrotic damage from Hex when you damage them with a cantrip. When a creature hexed by you dies you may move the Hex to another creature as a reaction. If you do the hex is empowered by the recent death and the newly hexed creature must make a Wisdom saving throw against your spell save DC. If it fails it is either blinded, deafened or poisoned (your choice) for one round. Accursed Vitality At 6th level you learn the Bestow Curse spell if you have not already. This spell has a range of 30ft for you. Whenever a creature fails a saving throw from one of your spells or abilities you gain temporary hit points equal to your Wisdom modifier. Boil and Trouble At 10th level you can work with your coven to curse those far away from you. If you have a sample of blood, hair or nails of a creature then you may curse it as a ritual. As a ritual you may cast any single target necromancy or enchantment spell you know or is in your book of shadows targeting the creature for whom you have a sample. The spell is cast at the same level as your highest level spell slot. If the spell would normally require an attack roll it requires a saving throw instead, having no effect on a successful save and the effects of a hit on a failed save. Performing this ritual destroys the sample and you and your coven know if the result of any saving throws. Credit: Bryan Marvin P. Sola Evil Eye Starting at 10th level you and all members of your coven know the exact location and distance to any creature currently hexed or cursed by you. Curse Infusion Starting at 18th level whenever you cast a spell using a 1st level spell slot or higher choose one creature affected by the spell who failed their saving throw against it. Until the start of your next turn that creature is also affected by one of the effects described by Bestow Curse of your choice. Disciple of the Hagmother It is rumored the first witches learned their powers from hags. Certainly witches have some amount in common with hags and Disciples of the Hagmother fully embrace their connection with those foul creatures. These disciples become twisted and evil as hags as their power grows and their form changes. The more levels a witch gains in with this Tradition of Witchcraft, the more malformed they become. Their skin becomes green or blue, and their features become twisted and malformed. Hagform Your unarmed attack damage changes to 1d10 slashing damage, you use strength for your attack roll and damage as normal. You also gain the superior vision of the hag. You gain darkvision 60ft. If you already have darkvision this instead becomes darkvision 120ft. Illusory Weave Starting at 6th level you can disguise your twisted form. You can cast disguise self at will. Further you may cast invisibility on yourself. Once you do so you cannot cast it this way again until you finish a short rest. Horrific Meal Starting at 10th level you begin to embrace the macabre nature of the hag in full. You and your coven may spend an hour consuming a humanoid that was slain in the last 24 hours. If you do so the next time you create coven spell slots you use your full witch level to determine how many spell slots you create. If the humanoid you consumed was a child then the first time a member of your coven casts a spell using a coven spell slot one of the creatures of your choice affected by that spell has disadvantage on it's saving throw against that spell. True Hag At 18th level your form is so twisted and horrible that you may as well be a true hag. You gain the following benefits: Your claw damage increases to 2d8

You can breathe both air and water

Your AC becomes 15+Dex if you are not wearing any armor or using a shield.

Credit: Raluca Iosifescu Spiritcaller Spiritcallers are in tune with the spirits and beings they call upon for power and gain stronger bonds with them and learn more from them. Inherited Knowledge At 2nd level you gain proficiency in two languages of your choice. You also become proficient in two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check that uses either of these skills. Part the Mists At 6th level add Augury to your book of shadows. At 8th level add Divination to your book of shadows. At 10th level add Commune to your book of shadows. If you would ever get a random reading from a divination spell the spell instead fails returning no result. The spell is still cast, increasing the likelihood of no results on subsequent castings. Entreat Spirits At 10th level your coven learns a new ritual called Entreat Spirits. You may perform this ritual which takes 10 minutes on any part of a dead creature. This then functions as the Speak with Dead spell except the target creature does not require a functional mouth as you bring forth their spirit. Credit: Jonathan Wesslund You may ask the spirit to assist you as one of your questions. If they agree then they will follow you and obey your commands as though created by the Animate Dead spell. If they refuse then you may try and force them into subservience. The spirit makes a Wisdom save against your spell save DC or becomes under your control as though created by the Animate Dead spell. In both instances use the statistics for a Spectre except its alignment matches the original creature, it speaks the languages known by the original creature, and it has the personality of the original creature. It loses any of the knowledge it had in life after the duration of the Speak with Dead part of this ritual ends. A willing spirit will follow you until you do something that it is strongly opposed to. An unwilling spirit makes a Wisdom saving throw every hour against your spell save DC. If it succeeds it breaks free and vanishes. Both types of spirit are destroyed and vanish when they reach 0hp. You may only have one spirit created with this ritual with you at any time. Petition the Ancients Starting at 18th level you can borrow knowledge from ancient spirits of people and of nature.

When you finish a long rest choose a saving throw, a languague, a skill and a tool. You gain proficiency in these until you finish your next long rest. In addition when you gain this class feature you make a more permanent bond of knowledge with a spirit, gaining a permanent bonus. Choose one of the following: Proficiency in martial weapons, medium armour and shields

Learn two cantrips of your choice from any one spell list White Witch Attend to the Sick At 2nd level you gain proficiency in Medicine. In addition during a short rest you may attend to up to five creatures. Whenever a creature you are attending to rolls a hit dice to heal it may roll it twice and take the better result. During a long rest you may attend to one person to cure them of one disease affecting them. End Affliction Starting from 6th level, as an action you may attempt to treat an affliction on a creature. Choose one effect on the creature you treat. This must be an effect with a temporary duration which allowed a saving throw. Make a Medicine check with a DC equal to the DC of the saving throw. On a success the effect ends. Potent Potions Starting at 6th level whenever you craft a healing potion it uses d6's instead of d4's to determine how much it heals. Ritual of Purification Starting at 10th level you can perform a ritual of purification with your coven. This ritual takes 10 minutes and is performed on one creature that must be within 30ft of the coven during this time. A member of the coven can be the target creature. When the ritual is complete the creature is cured of all poison, disease and lingering injury (except missing body parts). All conditions, curses and magical effects on the creature (good and bad) are removed from the creature except for exhaustion levels. Two levels of exhaustion are removed. The creature restores a number of hit points equal to your witch level. After being subject to this ritual a creature feels refreshed and reinvigorated. Twice before the creature's next long rest when they are required to roll a d20 they may instead choose to treat the result as though they had rolled a 15 on the dice. They must make this choice before rolling. Mentor of Medicine Starting at 10th level if either Cure Wounds or Healing Word are prepared as coven spells then members of your coven may cast them using coven spell slots even if they do not meet the normal conditions required to coven cast. Instill Vitality Starting at 18th level, when you roll one or more dice to restore hit points with a spell anyone healed by the spell also gains that many temporary hit points. Credit: Nathan Park Credit: Celia Krampen