Witch Below the broad brim of her hat, two sharp, raven-like eyes dart to the side as she extends her claw like grip on her wand, using it to channel threads of magic drifting past.

A crow lands on the table beside the tall

elf carefully spreading the blood from his dripping hand into runic shapes, chanting as he prepares to summon other-worldly beings.

Her short hair waving in the wind, the shrivelled gnomish crone flies through the night sky, silhouetted against the moon as she rides her broomstick towards the distant light of the kings dungeons. Witches are practical magicians, channelling the rare magic of the occult world through voodooism. Using alchemical concoctions, mystic Shambles, and arcane totems witches access the spirits and magic reserves of the universe. A witch draws magic into the world around her to control nature and its inhabitants, furthering the witches true desires, whether good or evil. Creating a Witch Creating a witch character demands

a backstory rife with seclusion and

rejection from society. What lead you to the

arcane, and when did you discover your

connection to the magical flow of nature?

Were you taken under the wing of an

elderly mentor, or were you drawn to

your mystic discoveries through

seclusion? Is your talisman a

keepsake of your childhood, or did

you handcraft it for your mystic

purposes? Why did you choose the forsaken

life of a witch instead of pursuing a

more scholarly understanding of the

arcane? What lead you to feats of

adventure? What connection do

you have with the land you live in? Quick Build you can make a witch quickly by

following these suggestions. Firstly,

Wisdom should be your highest

ability score, followed by constitution.

Second, choose the hermit

background. Third, choose the Acid

Splash, Light, and Thaumaturgy

cantrips. Class Features as a witch you gain the following

features. Hit Points Hit Dice: 1d6 Per Witch Level

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 Proficiencies Armour: None

Weapons: Clubs, daggers, slings, sickles, and quaterstaffs Tools: Herbalism Kit, Poisoner's Kit

Saving Throws: Wisdom, and Charisma

Skills: Choose Two From, Arcana, Animal Handling, Deception, Insight, History, Nature, Medicine, or Survival. Equipment You start with the following equipment in addition to the equipment provided by your background. A dagger, a components pouch, and a Talisman

(a) Herbalism Kit, (b) a Poisoner's Kit

(a) Scholar's Pack, (b) Explorer's Pack

(a) A Sickle, or (b) a Sling and 20 Pellets

The Witch Level Proficiency

Bonus Features Cantrips

Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Witch Talisman 3 2 — — — — — — — — 2nd +2 Witchcraft 3 3 — — — — — — — — 3rd +2 Shamble 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 Witch's Home 4 4 3 2 — — — — — — 6th +3 Witchcraft Feature 4 4 3 3 — — — — — — 7th +3 Shamble Improvement 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 – — — — — 9th +4 Improved Familair 4 4 3 3 3 1 — — — — 10th +4 Shamble Improvement 5 4 3 3 3 2 – — — — 11th +4 Witch's Home Improvement 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 – — — 13th +5 –– 5 4 3 3 3 2 1 1 — — 14th +5 Witch's Home Improvement 5 4 3 3 3 2 1 1 — — 15th +5 Witchcraft Feature 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 –– 5 4 3 3 3 2 1 1 1 1 18th +6 Shamble Improvement 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 Witchcraft Feature 5 4 3 3 3 3 2 2 1 1 Spell Casting As a witch attuned to the natural flows of magic through the universe, you have a mystical talisman translating spells that turn the hope for magic into true power. See chapter 10 of the Player’s Handbook for the general rules of spellcasting, and the witch spell list at the end of this document. 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 spells slots you have to cast your spells of 1st level or higher. To cast one of these witch spells, you must expand a slot of the spell's level or higher. You regain all expanded spell slots when you finish 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 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. You have five prepared spells, which can be of 1st or 2nd level, in any combination. If you prepare the 1st-level Charm Person, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your witch spells, as your magic is drawn from the skilled weaving of natural thaumic flows and spirits. you use your Wisdom score 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 Bonus = your proficiency bonus + your Wisdom Modifier Ritual Casting you can cast any Witch spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use your Talisman as a spellcasting focus for your Witch spells.

Witch Talisman At first level, you gain a talisman; a highly personal item that acts as a channel for your magic. Your witch

talisman counts as an arcane focus for the purpose of casting witch spells. A talisman, regardless of type, has a health equal to twice your constitution modifier and an AC of 10. Your talisman can only be hit if targeted directly and cannot

be included in an area of effect. If your witch talisman

is destroyed, you lose your spell-casting abilities and

any ongoing spells you cast end immediately. The kind of talisman you have provides you with additional features

as listed below. Athame: Your talisman is an ornate or rustic weapon. You are proficient with your talisman, regardless of its weapon type, and can use your Wisdom modiifier instead of Strength or Dexterity when attacking with it. Headpiece: Your talisman is a hat, pendant, hairpin, or other headwear or your choice. While you are wearing your talisman you gain proficiency in any 1 skill that you are not already proficient in. You may switch the skill you are proficient in after completing a short rest. Focus: Your talisman is a magic wand, broom, staff, crystal, tome or rod. When wielding this focus, you can cast one additional Cantrip of your choice from the witch's spell list. Jewellery: Your talisman is a ring or necklace of a powerful and unique design. While you wear your talisman, you may choose one language to understand from: abyssal, celestial, draconic, infernal, primordial, or sylvan. You may switch the language you understand after completing a short rest. To change or remake a talisman requires a ritual lasting at least 8 hours each day for 3 days, and costs 100gp representing the cost of precious herbs and spices involved in bonding your talisman to your magic. A witch's talisman is destroyed when they die. Witchcraft When you reach 2nd level, you become either a Nanny or Wicked Witch both detailed at the end of this class description. Most characters of lawful or good alignments are nannies, due to their kindness and regard for nature, while evil and chaotic aligned characters lean towards wicked witches. If your alignment changes, you may possibly switch subclass. Your Witchcraft grants you features at 2nd level, and again at 6th, 15th, and 20th level. Shamble At 3rd level, you can create shambles. To make a shamble, you require access to something living, a piece of string, and your talisman. Along with these items you can use any assortment of items of personal importance to your character. Creating a shamble takes an action and when you are no longer holding a shamble, it becomes disassembled, requiring another action to create it again. when you are holding your shamble, you can cast Identify, Detect Magic, Zone of Truth, or Augury as an action without having that spell prepared, and without expanding a spell slot. When casting a spell like this its duration ends if you put down your shamble, move more than 5ft, or lose concentration as if concentrating on a spell. Spells cast with this feature require no components other than the shamble. At 7th level you can cast Locate Objects, and Locate Animals or Plants; At 10th level you can cast Clairvoyance, and Sending; and at 18th level you can cast Arcane Eye, and Scrying with this feature. You can use this feature a number of times equal to your wisdom modifier (minimum of 1), after which you must complete a long rest before using this feature again. Witch's Home At 5th level, the land where you live is magically affected by your presence. You can choose a dwelling, at least 15ft2 and no larger than 500ft2. Resting takes half the normal time while in your dwelling and when you or your allies rests in your home, they gain 2d6 temporary hit points. Also, within a mile radius of your dwelling the environment adapts to accommodate your style of witch craft. A wicked witch gains two of the following effects within this range: All plants become withered and thorny. The area is difficult terrain, except on an up to 15ft wide path.

It is always overcast but rains no more than normal.

The wind carries soft whispering, crying, or laughing. A nanny gains two of the following effects within the same distance from their dwelling: Colourful moss and lichen cover the ground and trees.

Predators avoid the area, and are less aggressive.

Groundcover never creates difficult or thorny terrain. You can move dwelling, removing the effects from your old dwelling within 3 days, and establish your new dwelling by performing light activity in it for 3 days. When you reach 11th level, you always know which direction your dwelling is, no matter where you are and at 14th level, you can cast misty step at will when in your dwelling, teleporting to another location within your dwelling. Improved Familiar At 9th level, you can cast the Find Familair spell as a ritual without having it prepared. Your familiar can have the statistics of any large or smaller beast, or plant type creature of CR 1/2 or lower that you have seen before. You can also communicate with your familair, cast spells, and see through its senses when it is up to 1 mile away from you instead of 100ft. You familiar is also capable of attacking on its turn.

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. You cannot increase an ability score above 20 using this feature. Witchcraft Nanny Nannies are caretakers of the land and people. Villagers may ask for help from a witch of this sort with matters such as curses, back pains, sleep loss, nightmares, etc. A Nanny may go on adventures to protect their people or land. Bonus Spells Good deeds allow you to choose from an expanded list of spells when you prepare a witch spell. The following spells are added to the witch spell list for you. Spell

Level Spells 1st Bless, Cure Wounds 2nd Enhance Ability, Lesser Restoration 3rd Leomund's Tiny Hut, Protection from Energy 4th Aura of Life, Aura of Purity 5th Greater Restoration, Mass Cure Wounds Witch’s Blessing At 2nd level, your ways stave off the coming of death and decay. When you or a creature within 15ft of you fails a saving throw, you can use your reaction to allow them to reroll that saving throw. You can use this feature an amount of times equal to your wisdom modifier and regain all uses after a short rest. Natural Remedies At 6th level, you gain a deeper understanding of nature's resources and their abilities to heal and cleanse. while in nature, you can spend 10 minutes using your herbology kit to collect ingredients from which you can craft one of the items on the following table, if you succeed on a Wisdom (Nature) roll check to which you can add the proficiency bonus from your herbolism kit. You may use this feature once per short or long rest. DC Item –– oil (2 flasks) –– 5 rations –– Potion of Animal Friendship –– Rope of Mending1 10 Perfume of Bewitching1 10 Potion of Healing 14 Potion of Resistance 14 Pot of Awakening1 Ancient Secrets At 15th level, your wise intuition allows you to react quickly, and trust your gut in tricky circumstances. You can add your proficiency bonus to initiative rolls. In addition, your quick reactions allow you to attack with an offensive spell when you are given an opportunity attack. The spell must have a casting time of an action or bonus action, but costs only a reaction, and must target only that creature. Wisdom Never Dies At 20th level you have been accepted by nature as a part of its cycle, imperishable and full of wonder. You count as a fey creature for all purposes, no matter what your race. You are immune to ageing and can choose your appearance to be that of any age. In addition, you get advantage on death saving throws. Wicked Witch Vile to the core, the Wicked Witch is a witch whose intentions towards using their magic are not benign in any way. Wicked Witches are driven, vengeful, and cruel; wielding their powers in order to hurt and punish. Whether they hurt and punish villains or use their powers to terrorize and lord over goodly folk is up to the witch. One thing is for certain: A Wicked Witch is a force to be feared, especially if you’re a young princess who doesn’t fancy tall towers. Bonus Spells Your evil acts and dark magic allow you to choose from an expanded list of spells when you prepare a witch spell. The following spells are added to the witch spell list for you. Spell

Level Spells 1st Tasha's Hideous Laughter, Hex 2nd Crown of Madness, Phantasmal Force 3rd Lightning Bolt, Stinking Cloud 4th Blight, Confusion 5th Insect Plague, Contagion Ain’t no rest for the wicked As a lasting effect of your evil deeds, you become cursed as long as you do wrong. You count as a Monstrosity type creature for all purposes, no matter what your race. You gain the physical characteristics of some animal that you associate with such as a lizard, crow, snake, or deer. Witch’s Curse At 2nd level, a wicked witch’s foes crumble and fail under the force of her disdain and sinister glare. As a reaction to being hit with a weapon attack or damaging cantrip that targeted only you cast by a creature that you can see, and can hear you within 15ft of you, you can force the attacker to perform a constitution saving throw against your spell save DC. On a failure, they also take full damage from the attack (resistance and immunity apply). You can use this feature once per long rest. Poison Brewer At 6th level, you further your study of nature's resources and how to use them to your evil ends. while in nature, you can spend 10 minutes using your Poisoner's kit to collect ingreadients from which you can craft one of the items on the following table, if you succeed on a Wisdom (Nature) roll check to which you can add the proficiency bonus from your poisoner's kit. You may use this feature once per short or long rest.

DC Item –– Acid (vial) –– 4 beads of nurishment1 –– Hat of Vermin1 –– Pipe of smoke monsters1 10 Alchemist's Fire (flask) 10 Basic Poison 14 Dust of Dryness 14 Oil of Slipperyness Baleful Features At 15th level, your physical appearance changes, giving you dark, sunken eye sockets, elongated limbs or some other vile feature. You have advantage on intimidation rolls. Any creature that can see you’re altered appearance must make a Wisdom saving throw against your spell save DC or become be frightened by you for 1 minute. On a success, the creature is immune to this feature. Stolen Life At 20th level, you continue to live long after death should have stopped you, fuelled by the death and pain you cause. You are immune to old age and can choose your appearance to be that of any age. In addition, you get advantage on death saving throws. Witch's Coven A congregation of witches is greater than the sum of its parts, but witches are often renowned for their

inability to agree with each other. because of this,

many witches stay within specific boundries to avoid

other witches that live nearby, sometimes marking

out specific towns or regions as their territory.

Despite this, the power found within a coven can

draw some of the less pig-headed witches together, but

rarely in groups larger than three. The following rules apply when 3 or more witches of the same

witchcraft join forces. Everlasting Magic If all witches of a Coven cast one of the

following spells, at the same time on

the same target, the effect becomes

permanent. Every witch must have

the spell prepared, and expand the

required material components even if

they have a spell casting focus. The casting time is 10 minutes and any

of the casters can end the spell at any time

as an action. The spell also ends if the creature

effected (if any) succeeds on a wisdom saving

throw (DC equals the lowest spell save DC

among the casters at the time of casting the

spell), taken each morning after the original

spell should have ended, or if the target ends

up on a different plane of existence as all

members of the Coven. Spells cast in this way do not require

concentration, but only a select number of spells

can be active in this way at any given time,

equal to the number of witches in the coven. Spells you can cast with this feature are

listed in the Following table. Lvl Spell 1st Animal Friendship 1st Beast Bond1 1st Charm Person 1st Unseen servant 1st Sleep 2nd Alter Self 2nd Blindness/Deafness Lvl Spell 2nd Zone of Truth 2nd Enlarge/Reduce 3rd Magic Circle 4th Dominate Beast 4th Charm Monster1 5th Animate Objects 5th Dominate Person In addition, Spells that when cast on the same spot every day for a year become permanant, must only be cast every day for a month, and it does not have to be cast by the same member of the coven each day. Talisman Repair A coven member can recreate the talisman of another witch from the coven for free, as long as they had seen the talisman before. Both witches must spend 8 hours casting runic spells after which the talisman will appear fully repaired on the witch’s

person.

Cantrips (0 Level) Acid Splash

Dancing Lights

Friends

Guidance

Gust 1

Infestation 1

Light

Mending

Message

Minor Illusion

Poison Spray

Prestidigitation

Shillelagh

Thaumaturgy

Thorn Whip

Thunderclap 1

Toll the Dead1 1st Level Absorb Elements 1

Animal Friendship

Beast Bond 1

Charm Person

Detect Magic

Detect Poison & Disease

Disguise Self

Entangle

Feather Fall

Fog Cloud

Identify

Longstrider

Protection’ Evil & Good

Purify Food and Drink

Sleep

Snare 1

Speak with Animals

Unseen Servant

Witch Bolt 2nd Level Alter Self

Animal Messenger

Augury

Bane

Beast Sense

Bless

Blindness/Deafness

Calm Emotions

Darkness

Detect Thoughts

Dust Devil 1

Enlarge/Reduce

Enthral

Gentle Repose

Heat Metal

Hold Person

Locate Animals or Plants

Locate Object

Magic Mouth

Mirror Image

Misty Step

Moonbeam

Pyrotechnics 1

Ray of Enfeeblement

See Invisibility

Sky-Write 1

Suggestion

Warding Wind 1

Web

Zone of Truth 3rd Level Animate Dead

Bestow Curse

Call Lightning

Clairvoyance

Conjure Animals

Create Dwelling

Dispel Magic

Enemies Abound 1

Fear

Glyph of Warding

Life Transference 1

Magic Circle

Non-detection

Plant Growth

Protection from Energy

Remove Curse

Runic Flight

Sending

Slow

Speak with Plants

Summon Lesser Demons 1

Tongues

Water Breathing

Water Walk 4th Level Arcane Eye

Banishment

Charm Monster 1

Compulsion

Conjure Wooodland Beings

Control Weather

Dominate Beast

Elemental Bane 1

Evard's Black Tentacles

Guardian of Nature 1

Greater Invisibility

Hallucinatory Terrain

Locate Creature

Polymorph

Stone-shape

True Reflection 5th Level Animate Objects

Awaken

Commune with Nature

Danse Macabre 1

Dominate Person

Dream

Geas

Herbology

Hold Monster

Infernal Calling 1

Legend Lore

Mislead

Modify Memory

Raise Dead

Scrying

Seeming

Wrath of Nature1 6th Level Bones of the Earth 1

Bounding Pact

Circle of Death

Create Undead

Eye-bite

Guards and Wards

Magic Jar

Mass Suggestion

Mental Prison 1

Primordial Ward 1

Programmed Illusion

True Seeing

Wall of Thorns 7th Level Etherealness

Crown of Stars 1

Finger of Death

Power Word Pain 1

Regenerate

Resurrection

Reverse Gravity

Sequester

Symbol

Teleport 8th Level Animal Shapes

Antipathy/Sympathy

Control Weather

Dominate Monster

Feeble-Mind

Glibness

Maddening Darkness 1

Mind Blank

Power Word Stun 9th Level Astral Projection

Imprisonment

Mass Polymorph 1

Power Word Heal

Power Word Kill

Psychic Scream 1

True Polymorph

Weird

Binding Pact 6th-level Enchantment Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (fine ink worth at least 40gp, which the spell consumes)

V, S, M (fine ink worth at least 40gp, which the spell consumes) Duration: Until dispelled or triggered You create an arcane contract which cannot be broken. In casting this spell, you write a pact between you and up to 5 other willing creatures. The pact can have a task or challenge for each participant and a consequence for each. An example tasks could be defeat the dragon. Some tasks may have a time limit, such as defeat the dragon before it reaches the castle. When the spell is cast, all participants are bound by the pact, and must complete tasks allocated to them in the pact, or else suffer the consequence agreed upon by all participants in the spell. The consequence can be a physical deformity such as the loss of their hands or eyes; the ownership of the participants soul; or up to 15d10 psychic damage dealt the instant the participant breaks the pact casuing them to roll on the System Shock table if applicable (DMG pg 273). On a roll of one, a player does not die instantly, but can perform death saving throws. a pact breaker cannot resist the consequences of breaking the pact, but to the option of the GM, may be able to escape breaking a pact through manipulation of the wording of the pact. In the example above, if the participant convinces the dragon to move around the castle, the consequences are avoided without the pact being complete; or if for example, the consequence of failing a pact is that another participant of the pact owns the pact breakers head, a beheading can be avoided through Loki's Wager. If a participant in the spell breaks the pact, or dispels the pact, every other participant is immediately made aware of it, but may not know which participant broke the pact. To be dispelled by magic such as the Dispel Magic spell, the written pact, must be targeted: a participant in the pact cannot dispel it only on themselves. Create Dwelling 3th-level transmutation Casting Time: 10 minutes

10 minutes Range: 60 feet

60 feet Components: V, S, M (10lb. of candy or refined sugar, which the spell consumes)

V, S, M (10lb. of candy or refined sugar, which the spell consumes) Duration: 24 hours You magically form a small dwelling composed entirely of sugary foodstuffs. The dwelling can have up to 250ft2 floorspace. You can choose for the house to contain non-magical furniture made of similar material as the house, such as marshmallow beds, hardcandy chairs and tables, a gingerbread fireplace, etc. A creature can eat up to 1 square foot of the house which restores 1 hit point and provides enough nourishment to sustain a creature for one day. When the spell ends, the house and furniture rapidly decay into nonmagical sticky treacle causing the area the house covered to be difficult terrain for the next 24 hours. A creature stuck in the house when this happens must make a Strength saving throw to escape the treacle. Casting this spell on the same spot every day for a year makes this effect permanent, regenerating eaten structures each dawn. True Reflection 4th-level Conjuration Casting Time: 1 minute

1 minute Range: Touch

Touch Components: S, M (a mirror at least 5ft by 5ft)

S, M (a mirror at least 5ft by 5ft) Duration: 24 hours You create a pocket dimension within a mirror. when you cast this spell, you can decide a password, or trigger that allows a creature to enter the mirror world. The dimension is an exact replica of the room or place the mirror is located within, but is completely silent and odourless at all times. You cannot travel more than 120ft from the mirror while in the mirror world, and everything beyond this point appears smudged and out of focus. Items or creatures created in the mirror world during casting cannot be removed from the mirror world, and the mirror world does not contain anything not reflected on the mirror durring casting. E.g. a cupboard that is full of clothes in the real world will be empty if the door was closed during casting. Changes made in the real world do not change the mirror world, and vise versa. Magic items and objects in the real world durring casting are nonmagical in the mirror world, but in all other ways, objects in the mirror world are the same as objects in the real world. Items that are brought ino the mirror world work as normal. Creatures created in the mirror world during casting are docile, require no sustainance and have an intelligence, and wisdom of 7, though they may share some memories and ideas with their real world counterpart. if items or creatures from the mirror world are brought into the real world through teleportation or similair magic, they appearances becomes smudged and warped as they decay into dust over the course of 1 hour. Casting this spell on the same mirror every day for a year makes this effect permanent.

Force Wave 1st-level necromancy Casting Time: action

action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous Choose up to three creatures within range that

you can see. Each creature must make a

dexterity saving throw or fall prone. Whether they

fail or succeed, each target is pushed up to 15 feet

away from you. Herbology 5th-level transmutation (ritual) Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S, M (precious herbs and

spices worth at least 200 gp, which the spell

consumes)

V, S, M (precious herbs and spices worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you distil your

magic into concoctions, imbuing them into a

potion, tea, lolly, powder or other food or drink.

The magical nature of the concoctions is nearly

invisible and requires a successful Intelligence (Investigation) check against your spell save DC to

be discovered. The spell is triggered when the concoction is

consumed in its entirety by one creature. If a

creature consumes only part of the concoction or

shares the meal, the spell ends without being

triggered. Until the spell triggers, the concoction

does not spoil, and remains generally appealing

and appetizing. When you imbue the concoction, choose toxic

tang or spell relish. Toxic Tang. When triggered, the concoction bubbles

with magical energy. The consumer must make a Constitution saving throw. On a failed throw, they take 8d10 acid damage or half as much damage on a successful throw. If this damage would kill the target, their chest bubbles with acid for 1 minute. After which it bursts, spraying toxic goo in a 10-foot-radius sphere centred on the target. Each creature in the area must make the same saving throw as the original target, taking the same damage on a failure. Spell Relish. You can store a prepared spell of 3rd level or lower in the meal by casting it as part of imbuing the meal. The spell must target a single creature or an area and the target is assumed to be willing, even if they are unaware of the spells effect. The spell being stored has no immediate effect when cast in this way, and takes effect when the concoction is consumed. If the spell has a target, it targets the creature that consumed the oncoction. and if it effects an area, the area is centred on the creature, and moves as they move. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the consumer and attack them. If the spell has a duration and it is less than 1 hour, the duration becomes 1 hour and requires no concentration. At higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of a toxic tang increases by 1d10 for each slot level above 5th. If you create a spell relish, you can store any spell of up to the same level as the slot you use for the Herbology. Runic Flight 3rd-level transmutation (ritual) Casting Time: 1 minute

1 minute Range: Touch

Touch Components: S

S Duration: Concentration, up to 8 hours You bless an object with flight. While you or one of your allies is touching the object, they have a flight speed of 40 feet for the duration, and while not being touched, it will float 5 or so feet off the ground as if bobbing on the surface of water. This spell ends early if you cast this spell on a different object. Magic Items There are many items in the Dungeon Master's Guide and Xanathar's Guide to Everything that have a certain Witch aesthetic to them, but in the absence of a class, they are left sadly unapproached. This section describes some changes made to these items so that they fit in with the Witch class a little easier, as well as including some Homebrew items that relate to Witch's and Witchcraft.

Talismans The Following items can be transformed into your witch's talisman. This process takes the same time and cost as recreating your talisman, or at no cost if you are part of a Witch Coven (See the Witch Coven Feature). You must be attuned to the item if it requires attunement. The AC and health of your talisman remains the same as stated in the Witch's Talisman feature whether it is a wonderous item or not. Additional items my be used in the same way, at the GM's discression. Amulet of Proof Against Detection and Location (Jewellery)

Broom of Flying (Focus)

Crystal Ball (Focus)

Dagger of Venom (Athame)

Eyes of Charming (Headpiece)

Flame Tongue (Athame)

Hat of Disguise (Headpiece)

Hat of Vermin 1 (Headpiece)

(Headpiece) Hat of Witchcraft(Headpiece)

Necklace of Fireballs (Jewellery)

Pipe of Smoke Monsters 1 (Focus)

(Focus) Ring of Animal Influence (Jewellery)

Ring of Frogs (Jewellery)

Ring of Three Wishes (Jewellery)

Scimitar of Speed (Athame)

Staff of Adornment 1 (Focus)

(Focus) Staff of Healing (Focus)

Staff of Withering (Focus) Attunement The following items can only be attuned to those of a specific class. The Witch class is included in those capable of attuning to these items. Robe of the Arch Magi

Rod of Resurrection

Staff of Charming

Staff of Healing

Staff of Swarming Insects

Staff of the Magi

Staff of the Woodlands

Staff of Withering Witch Items Cauldron of Alchemy Wonderous item, very rare This small cast iron cauldron is around 1 foot wide, and covered in sticky stains from strange substances bubbling over it's edges. It weighs 12 pounds when empty, and can hold up to 2 gallons of liquid. You can use an action to name one liquid from the table below to cause the cause the cauldon to fill with that liquid. To do so the cauldron must be on an open flame, and be filled with boiling water. Afterward, the water transmutes into the choosen liquid over the course of your turn, completely transforming within a minute. Dispite originally being boiling water, you can choose the liquid to be of any temperature, though it does not extinguish the flame. the maximum amount of liquid created depends on the liquid you name. liquids transmuted in this way revert to boiling water if unused for more than 24 hours. Once the Cauldron has transmuted one liquid, it can't transmute another one, or more of one that has reached its maximum, until the next dawn. For the purpose of potions and poisons, count 10 liquid ounces as 1 serve. Liquid Max Amount Acid 2 gallons Basic poison 1 quart beer 2 gallons Potion of Dimiution 2 quart Potion of Fire Breathe 1 quart Potion of Growth 2 quart Potion of Healing 1 gallon Potion of Longevity 10 ounces Potion of Poison 1 gallon Wine 2 gallons Circlet of Souls Wonderous item, Legendary The circlet of souls protects and strengths it's wearer in proportion to the amount of souls contained in it. You can trap souls in the circlet of souls through the use of spells such as, Binding Pact, Imprisonment, or Magic Jar. You can store up to 8 souls in the circlet at a time, and it has 4 (1d4 + 2) souls in it when you find it. You can set a soul free from the circlet as an action, and when a creature dies within 5ft of you, you can force them to make a Wisdom saving throw (DC 12) as a reaction. on a failure, their soul becomes trapped in the circlet. If the circlet takes at least 20 radiant damage at once, it is capable of holding one less soul. If the circlet contains no souls, you must perform a Wisdom saving throw (DC 12) or have your own soul trapped in the circlet, transforming you into a wight under the control of the GM. You can cast Unseen Servant at will while wearing the circlet. When you do, the duration is 8 hours, and you create an amount of servants equal to the number of souls currently in the circlet. Each servant has an AC of 20, 20 hit points, and a Strength of 18 and if a servant dies, reduce the number of souls in the circlet by one. In addition, you can consume one soul in the circlet to cast one of the following spells: Mass Healing Word targeting yourself, Spirit Guardians, or Vampiric Touch. You can consume at least 7 souls trapped within the circlet to cast True Resurrection.