Cainhurst Witch “They say the person who started our order was a man who lost the love of his life to a plague. He brought in clerics, sorcerers, and even Hags in order to save her. They all failed, but he learned so much from them that he was able to save the rest of the village.” “I heard that after the first lycanthropy plague, those hags from Cainhurst studied on living specimens in order find a cure!” “You’re both wrong, it all started when a conclave of wizards, clerics and a nearby coven of hags all worked together to establish a way of ending the spellplague back when before the city of Cainhurst started.” Your studies in Cainhurst have taught you many valuable lessons. Only the study of medicine amplified by magic can truly cure this diseased world. If the gods won’t interfere then take upon yourself to bend the laws of nature and help those who would feel helpless. For only death can pay for life. The Power of Medicine. A witch who studied in Cainhurst has studied the effects of magic and disease on the physical body, whether it be human or dragonborn. They use their knowledge to heal or use their arcane knowledge to turn the tide in battle. A dead creature isn’t exactly useless to them, they can still draw out any remnant of a soul and use to save others. .

Cainhurst Witch Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Ritualist 3 2 — — — — — — — — 2nd +2 Only Death Can Pay for Life, Protective Casting 3 3 — — — — — — — — 3rd +2 Ritualist, Empowered Cantrips 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — 5th +3 Ritualist 4 4 3 2 — — — — — — 6th +3 Necrotic Wounds, Blessed Healer 4 4 3 3 — — — — — 7th +3 Ritualist 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 Only Death Can Pay For Life (3), Ritualist 4 4 3 3 3 1 — — — — 10th +4 Medicinal Defense, Back Up Plan 5 4 3 3 3 2 — — — — 11th +4 Ritualist 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 Ritualist 5 4 3 3 3 2 1 1 — — 14th +5 Arcane Tradition Feature 5 4 3 3 3 2 1 1 — — 15th +5 Only Death Can Pay for Life (4), Overchannel 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 Supreme Healing 5 4 3 3 3 2 1 1 1 1 18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1 Creating a Witch Creating a Witch character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Do you have a knack to help others? A Cainhurst witch chooses the path of saving others at the expense of a couple of lives. Hope you’re okay with that Class Features As a witch, you gain the following class features. Hit Points Hits points: 1d6 per Witch Level Hit Points a 1st Level: 6+ your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Witch level Proficiencies Armor none Weapons Daggers, darts, slings, quarterstaffs, light crossbows Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion 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) an arcane focus (a) a scholar’s pack or (b) an explorer’s pack A spellbook

Spellcasting As a student of Arcane Magic, you can cast witch spells. See chapter 10 for the general rules spellcasting and the end of this document 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. 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. During a long rest you prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Wisdom modifier + your witch level (minimum of one spell). The spells must be of a level for which have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your Witch spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier Spell Attack Modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your witch Spells. Ritual Mastery Beginning at 1st level, your studies in Cainhurst have instilled in you the importance of ritual magic. You may add any two spells with the ritual tag that is of a level you can cast to your prepared spells. You always have these rituals prepared, and they do not count against the number of witch spells you have prepared. These spells can only be cast as rituals. You can select one more ritual at 3rd level, then again at 5th, 7th, 9th, 11th, 13th and 15th level. Only Death Can Pay For Life At 2nd level you learn to weave the life essence from a recently deceased creature and channel it into a gem to empower a healing spell. As an action you can create a Life Gem from a recently killed creature to empower a healing spell. The size of the dead creature will determine how powerful the life gem will be. This cannot be used on mechanical or elemental creatures. You can use this feature twice before needing a short or long rest. At the 9th level you can use this feature three times and four times at the 14th level before needing a short or long rest. Life Gem Size Creature Size Life Gem Dice Small or smaller 1d4 Medium 1d6 Large 1d8 Huge 1d10 Gargantuan 1d12 Protective Casting Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Empowered Cantrips At 3rd level, when you hit a creature with cantrip spell that deals damage, you can choose to channel life essence into the spell, allowing you to damage a secondary target within 5 feet of the primary target. If you do so, roll a d4 and lose a number of hit points equal to the number rolled. The secondary target takes necrotic damage equal to the number rolled plus 1 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. Necrotic Wounds During your studies, you have learned about the disastrous effects of leaving wounds left untreated. Starting at 6th level, whenever you hit with a spell to a creature that is below half their hit point maximum, that creature takes additional necrotic damage equal to your intelligence modifier.

Greedy Healer Beginning at 6th level, the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. Medicinal Defense At 10th level, your studies have taught you the perfect way of combating disease. When you gain this feature, you become immune to disease and poison. Back Up Plan When you reach 10th level you gain the ability to attune a bit of your own life essence to any life gem you have in your inventory. Should you be reduced to 0 hit points but not killed outright, your body draws forth the life essence stored in your life gems. For example, if you have two medium sized life gems in your inventory, you may restore 2d6 hit points. Once you use this feature, you must finish a short or long rest before you can use it again. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a witch spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. Spell Mastery At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level witch spell and a 2nd-level witch spell that are in your Spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the Spells you chose for different Spells of the same levels. Signature Spells When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level witch spells in your witch spell list as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.