Witch (V.2.1) Cornered by the enemies, a young elf is looking for a way to escape her terrible situation. Suddenly, a large beast-like creature jumps in front of her, ready to defend her. In the shady ally of a major city, screams can be heard as a human finishes off one of his targets. "He won't disrupt the balance of the universe anymore," thought the assassin. Between a feverish little girl and her parents, an old gnomish figure is making the young girl drink a strange blue and purple liquid contained in a small vial. Witches are the worshippers and protectors of magic. They can manipulate the arcane and divine forces of the world around them to help others or to destroy the obstacles in front of them. True magic For witches, magic is the essence of the world. Arcane or divine, it is present in every single object, person, phenomenon, act and thought. Some people have learned to use its power by bending it and forcing it to oblige to their wants, but the magic wielded by witches is much more fluid. It flows through them in a much more primal state. It is an art perfected by witches throughout the ages that is still not understood by scholars. Witches are worshippers of magic itself. The weave of magic is for them, the most precious gift the world has.

The weave The weave of magic is the source of all magic in the world. It is an unseen force that protects us from the chaos that is raw magic. It sifts magic to make it much less dangerous to use, but the weave can be damage by recklessly using magical abilities or by defying its laws. This damage can create areas of dead magic or even areas of wild magic.

Witches draw their magic directly into the weave. They act as an intermediary between raw magic and our world. Their magic is not arcane nor divine, it is both a the same time. They wield true magic. Defender of balance Life is magic, but so is death. Witches worship magic in all of its forms. From the good to bad and the ugly. Magic is neither kind nor is it hateful. It is a neutral and natural force that should be used with caution. It is a delicate push and pull between the forces of the world. If that balance gives out, the world would be destroyed. After all, can good exist if there isn't evil? Witches have for sacred mission to protect the weave. Each of them has their way of helping, but they all want to protect magic and the balance between good and evil. they have sworn to never let those primordial forces fall out of order, no matter the cost.



















































Creating a Witch When making a witch, consider how your character came into have such a deep connection with the weave. Maybe you were raised by witches and were taught at a young age the ancestral tradition of witchcraft, or maybe you survived a traumatic incident was the weave got damaged. Perhaps a witch once saved your life and you want to be strong as she was, or maybe a goddess of magic gave you the power to sense the weave. When creating a witch, it is also important to know how do you want your character to defend the world. Is it by simply being kind, or is it by chasing down people who broke the laws of magic? Perhaps, you want to help the dead pass to the afterlife. Witches also usually have unique ways of channelling their magic. Do you craft poisons, potions and powerful elixirs, do you have a familiar that can help you fight, or do you perform ancient and intricate rituals to empower your abilities? Why are you now an adventurer? Do you want to parkour the lands to find people who tour help, or perhaps you're looking for witches that have disappeared on a mission? The possibilities are endless. Quick Build You can make a witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the outlander background.

The Witch Level Proficiency

Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Universal Magic 2 3 2 — — — — — — — — 2nd +2 Witch Coven 2 4 3 — — — — — — — — 3rd +2 Witchcraft Specialty 2 5 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 6 4 3 — — — — — — — 5th +3 ─ 3 7 4 3 2 — — — — — — 6th +3 Witch Coven feature 3 8 4 3 3 — — — — — — 7th +3 ─ 3 9 4 3 2 1 — — — — — 8th +3 Ability Score Improvement 3 10 4 3 3 2 — — — — — 9th +4 ─ 3 11 4 3 3 3 1 — — — — 10th +4 Witchcraft Specialty feature 4 12 4 3 3 3 2 — — — — 11th +4 Universal Magic improvement 4 13 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 14 4 3 3 3 2 1 — — — 13th +5 ─ 4 15 4 3 3 3 2 1 1 — — 14th +5 Witch Coven feature 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 Witchcraft Specialty feature 4 20 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 21 4 3 3 3 3 2 1 1 1 20th +6 Magic Weaver 4 22 4 3 3 3 3 2 2 1 1 Class Features As a Witch, you gain the following class 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 1st Proficiencies Armor: Light armour

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None Saving Throws: Intelligence; Wisdom

Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, and Survival. 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) a spellcasting focus

(a) a Dungeoneer’s pack or (b) an Explorer’s Pack

Leather armor Spellcasting You can shape and bend magic to your will due to your connection with the supernatural. See chapter 10 of the Player Handbook for the general rules of spellcasting and the end of this document for the witch spell list. 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. For example, if you know the 1st-level spell Sleep and have a 1st-level and a 2nd-level spell slot available, you can cast Sleep using either slot.

Spells Known of 1st Level and Higher You know two 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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 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 since the power of your magic relies on your attunement to magic. 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 + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus Since you you have such a deep connection with magic, you can use an arcane, divine or druidic focus, or any magical object as a spellcasting focus for your witch spells. Ritual Casting You can cast a Witch spell that you know as a ritual if that spell has the ritual tag. Universal Magic Due to your attunement to magic, you can help or impede other casters when they cast spells. When you cast a spell, or as a reaction when another creature you can see within 60 feet of you casts a spell, you can apply one of the following effects of your choice. Each spell can be altered by only one Universal Magic effect. You can use this feature only once per turn, up to a number of times equal to your Wisdom modifier (a minimum of one). You regain any expended uses when you finish a long rest. Delayed Spell The effect of the spell only takes effect at the start of the caster's next turn. The caster can change the target when the spell takes effect. Enhanced Spell The spell is cast as if the caster used a spell slot one level higher. Intensified Spell You can add your level to the first damage roll made with this spell.



Weakened Spell You can subtract your level to the first damage roll made with this spell. Witch Coven At 2nd level, you choose a witch coven which will shape your magical abilities. You can choose between the Coven of Black Magic, the Coven of White Magic, the Coven of Spiritual Magic or the Coven of Natural Magic. All of them are detailed at the end of the class description. Your choice grants you features at 2nd, 6th and 14th level. Coven Spells Each Coven has a list of spells - its Coven Spells - that you gain at the Witch levels noted in the Coven description. Once you gain a Coven spell, you always know it, and it doesn't count against the number of spells you know. If you have a Coven spell that doesn't appear on the Witch spell list, the spell is nonetheless a Witch spell for you. Witchcraft Specialty At 3rd level, you choose a way to express your magical prowesses. You can choose between the Potion Specialty, the Familiar Specialty or the Ritual Specialty. All of the specialties are detailed at the end of the class description. your choice grants you features at 3rd, 10th and 18th. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th, 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. Universal Magic improvement When you reach 11th level, you regain all expended uses of your Universal Magic feature when you finish a short or long rest. Magic Weaver Starting at 20th level, when you roll for initiative and you regain 1 use of your Universal Magic feature. You can also apply 2 different effects to a spell at the same time.

Witch Coven Each witch identifies themselves as being part of a Coven. Covens are communities of witches often lead by a High Priest or a High Priestess that has for mission to protect the witches of their coven and to teach new witches how to use their powers. Each Coven has its ideals which shape the kind of magic they specialize in. Most witches see other members of their coven as family which explains why most witches are protective of their coven. Due to the difference in ideas of certain covens, it's not rare for covens to be at war with one another even if their end goal is the same: keeping the balance of magic. The Coven of Black Magic Witches of the Coven of Black Magic believe that in order to keep the balance of the universe, they need to find and punish those who put that balance in danger. To do so, they mastered the way of the black magic: a magic style focused on locking enemies down and negating their powers. Coven of Black Magic Features Witch Level

feature 2nd Coven Spells, Universal magic: Dangerous Spell 6th Mark of the Dark Magic 14th Curse of Binding Coven Spells You gain Coven spells at the witch levels listed in the Black Magic Coven Spells table. See the Coven Spells class feature for how Coven spells work. Coven of the Black Magic Spells Witch Level

Spells 2nd Bane, Inflict Wounds 3rd Crown of Madness, Shadow Blade 5th Slow, Hunger of Hadar 7th Blight, Summon Greater Demon 9th Enervation, Negative Energy Flood Universal Magic: Dangerous Spell Starting at 2nd level. you can spend one use of your Universal Magic feature to inflict damage to the caster. The caster takes your level + your Wisdom modifier worth of necrotic damage. Mark of the Dark Magic Beginning at 6th level, Your use of black magic left a mark on your soul. You now have resistance to necrotic damage and you also have darkvision out to a range of 60 feet. You can also see in magical darkness. Curse of Binding Starting 14th level, you can use your bonus action to invoke the power of the curse of binding. Choose a creature that you can see. The creature must make Dexterity saving throw. If it fails, a link made of dark energy connects the target to the ground for the next 1 minute. The chosen creature's speed becomes 0, and it can't benefit from any bonus to its speed. it can make another save at the end of each of its turn to try to end the effect. Also, the creature can't use any sort of extradimensional travel. Forms of movement barred by his curse include astral projection, blink, dimension door, etherealness, gate, maze, plane shift, teleport and any other similar spell-like or psionic abilities. This curse also prevents the use of a gate or teleportation circle for the duration of the spell. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or this curse ends. The curse of binding does not interfere with the movement of creatures already in ethereal or astral form when the curse is cast, nor does it block extradimensional perception or attack forms. Also, Curse of Binding does not prevent summoned creatures from disappearing at the end of a summoning spell. Only one creature can be affected by this curse at the time. You can use this feature a number of times equal to your Wisdom modifier (minimum of one). The Coven of White Magic Those who choose the Coven of White Magic are known for their willingness to help others. They believe that, by helping the world, They will counteract the negative energy of the world, thus keeping the world in balance. After years of mastering healing and regenerative techniques, the witches of the Coven of White Magic are useful in and out of combat.

Coven of White Magic Features Witch Level feature 2nd Coven Spells, Universal magic: Amplified Healing 6th Mark of the Light Magic 14th Blessing of Restoration Coven Spells You gain Coven spells at the witch levels listed in the White Magic Coven Spells table. See the Coven Spells class feature for how Coven spells work. Coven of the White Magic Spells Witch Level

Spells 2nd Bless, Cure Wounds 3rd Lesser Restoration, Enhance Ability 5th Haste, Revivify 7th Death Ward, Freedom of Movement 9th Greater Restoration, Mass Cure Wounds Universal Magic: Amplified Healing Starting at 2nd level. you can spend one use of your Universal Magic feature to amplify a healing spell. When rolling healing for the targeted spell, treat any dice rolled to determine the hit points regained as having rolled their maximum value. Mark of the Light Magic Beginning at 6th level, Your use of white magic left a mark on your soul. Your maximum hit points increase by a number equal to 3 x your wisdom modifier. Blessing of Restoration Starting at level 14th, you learn the ability to help yourself or another creature regain expended spell slot at the cost of your lifeforce. Once per day, when you finish a short rest, choose a creature within 30 feet of you. Choose expended spell slots for the creature to recover. For each spell slot recovered, roll a number of d8 equal to the level of the combined spell. Take that much necrotic damage. This damage can't be reduced in any way. The level of the combined spells can't exceed 8 and none of the slots can be 5th level or higher. You can use this ability on yourself. For example, if you choose to restore a 2nd level spell slot and a 3 level spell slot, you will take, 5d8 necrotic damage. The Coven of Spiritual Magic Spirits are everywhere. Stuck on the other side of the veil, they are roaming the world to find someone able to help them past to the other side. Witches of the Coven of Spiritual Magic have for mission to help spirits all over the world pass into the afterlife. By doing that, they help maintain the balance between the dead and the living. Due to the guidance they give the dead, some ghosts are willing to lend them a helping hand when they need it. Their help can come in different forms, but spirits have their specialty: information. After all, they see everything.











































Coven of Spiritual Magic Features Witch Level

feature 2nd Coven Spells, Universal magic: Quickened Spell 6th Mark of the Spirits 14th Knowledge of the Spirit World Coven Spells You gain Coven spells at the witch levels listed in the Spiritual Magic Coven Spells table. See the Coven Spells class feature for how coven spells work. Coven of the Spiritual Magic Spells Witch Level

Spells 2nd Cause Fear, Dissonant Whispers 3rd Augury, See Invisibility 5th Animate Dead, Speak with Dead 7th Divination, Phantasmal Killer 9th Legend Lore, Raise Dead Universal Magic: Quickened Spell Starting at 2nd level. you can spend one use of your Universal Magic Feature to reduce the casting time of a spell. For a spell with a casting time of more than 1 action, the time needed to cast the spell is reduced by half. For a spell that as a casting time of 1 action, the casting takes 1 bonus action. Mark of the Spirits Starting at 6th level, you can use an action to give yourself the sight of the spirits. Once per day, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Additionally, you can choose to also see in the ethereal plane.

Knowledge of the Spirit World At 14th level, as a bonus action, you can ask the dead to gather information about a target within 60 feet of you. You gain the following information: Its saving throws.

Its vulnerabilities, resistances and immunities. The Coven of Natural Magic The witches of the Coven of Natural Magic are protectors of nature. Like druids, those witches are the ones that keep the elements balanced, and protect the wildlife against any menace. Nature is an important part of magic, which means that at any time, a witch is present to assure its balance. The nature-based abilities of this coven come from the friendship that witches of this coven have with druids. It is not rare for a witch or two to live with a group of druid since they all have the same goal. Coven of Natural Magic Features Witch Level

feature 2nd Coven Spells, Universal magic: 6th Mark of Nature 14th Enemie of Nature Coven Spells You gain Coven spells at the witch levels listed in the Spiritual Magic Coven Spells table. See the Coven Spells class feature for how coven spells work. Coven of the Natural Magic Spells Witch Level

Spells 2nd Animal Friendship, Goodberry 3rd Barkskin, Spike Growth 5th Call Lightning, Plant Growth 7th Grasping Vine, Guardian of Nature 9th Commune with Nature, Tree Stride Universal Magic: Elemental Bane Starting at 2nd level. you can spend one use of your Universal Magic Feature to change the damage type of any spell to fire, cold, thunder or lightning.































































Mark of Nature Starting at 6th level, nature bestowed upon you some of its knowledge. You gain the following benefits: You can speak to animals as if you were under the influence of the Speak with animals spell.

You can communicate with plants as if you share a language.

When you forage, you find twice as much food as you normally would. Enemy of Nature Beginning at 14th level, you can use your action to declare a creature within 60ft. of you has an Enemy of Nature. Until the start of your next turn, any damage dealt by a beast or a plant and any fire, cold, thunder or lightning damage is doubled. You can use this feature once per long rest.









































Witchcraft Specialty Casting a spell might be seen as trivial in a world like Dungeons and Dragon, but, for witches, spellcasting is seen as an art in of itself. Whether it is trough potions, familiars or rituals, witches are taught how to express their magic via a medium of their choice. If the coven chosen by the witch answers of why they are casting spells, their witchcraft specialty answers the question of how they cast spells. Each specialty usually coexists inside the same coven, making covens recoupments of witches that express their power differently. Potion Specialty Making potion takes time and patience, but witches that are ready to dedicate themselves to this art can create powerful elixirs that are either feared or admired throughout the nation. With enough preparation, a witch that specializes in potion-making can be a great ally or a deadly foe. Potion Specialty Features Witch Level

feature 3rd Alchemist, Potion Brewing 10th Greater Potion Brewing 18th Potion Resistance Alchemist At 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Potion Brewing Starting at 3rd level. you gain the ability to create potions infused with spells. During a short or long rest, you can expend one or more spell slot of level 5 or lower and create potions containing a spell that you know of the level of the expended spell slot. Only spells that target a single creature can be put into potions. You can't have more than 2 potions prepared. If you craft more potions, a potion of your choice loses its properties Creating a potion requires you to have alchemist’s supplies on your person, and any potion you create with this feature lasts until it is drunk or until the end of your next long rest. As an action, a creature can drink the potion or administer it to an incapacitated creature. If the spell asks for a saving throw, the full effect of the spell takes effect even if the target succeeds on its saving throw. If the spell requires concentration, the effect lasts until the end of its full duration. When you reach certain levels in this class, you can have more potions prepared: three at 10th level and four at 18th level. Greater Potion Brewing At 10th level, depending on your Witch Coven, you can give additional effects to your potions on top of the spell stored in them. Coven of White Magic: Protection of the Witch The drinker gains 2d6 temporary hit points. Coven of Black Magic: Poison of killing The drinker takes 4d8 necrotic damage. Coven of Spiritual Magic: Sight of the Spirits The drinker sees invisible creatures and objects as if they were visible for the next 10 minutes. Coven of Natural Magic: Friend of Nature For the next 12 hours, all beast and plant creatures have disadvantage on their attacks against the drinker. The Ultimate Potion At 18th level, you gain the ability to brew a potion with powerful abilities. This potion requires 48 hours of crafting and 750 gp. The drinker of this potion can increase an ability score and its maximum by 2. This Potion can only be crafted once. If rebrewed, the previous potion loses its properties. Familiar Specialty Witches with the Familiar Specialty are known for the strange creature they summon. Those witches formed a strong bond with a creature and use its abilities in battles or in their everyday life. Growing together, familiar specialists are able to give some of their power to their familiar and enhancing its capacities, making it even more strong than before. Familiar Specialty Features Witch Level

feature 3rd Witch Familiar, Aura of Protection 10th Faithful Servant 18th Greater Witch Familiar

Witch Familiar You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: chwinga, imp, pseudodragon, quasit, gazer or sprite. When you cast a spell, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Additionally, when you take the Attack action, you can forgo one of your attacks to allow your familiar to make one attack with its reaction. Aura of Protection beginning 3rd level, when your familiar is within 60 ft. of you, you both gain +1 to your AC. Faithful Servant Starting at 10th level, you can infuse your familiar with your magic, making it stronger. As an action, you can transform your familiar into a beast, celestial, dragon, fey or fiend whose challenge rating is equal to or less than half of your level (rounded down). The familiar's game statistics are replaced by the statistics of the chosen creature. Your familiar transforms into an average example of that creature, one without any class levels or the Spellcasting trait. Your Familiar also can't use any legendary actions or lair actions of the new form. Even in its new form, your familiar still can use the Aura of Protection and the Greater Witch Familiar features. When transformed, you can use your action to order your familiar to do one of the actions of his transformation. This transformation lasts for 1 hour, until your familiar is killed or until your concentration ends (as if you were concentrating on a spell). You can use this feature once per long rest.















































Greater Witch Familiar Starting at 18th level, You familiar gains the following properties depending on your Witch Coven. Coven of White Magic: Magical Fortitude When your familiar transforms using the Faithful Servant feature, chose up to 6 creature within 60 ft. of it (including itself). These creatures heal 20 hit points. If the target as all of their hit points, they become temporary hit points. Coven of Black Magic: Fury of the Servant Add your wisdom modifier to any damage dealt by your familiar when he is under the effect of Faithful Servant. Coven of Spiritual Magic: Shadow Clones Your familiar can use it's bonus action to create 1d4 + 1 Shadow clones of itself within 60 ft. of it. Your familiar can, then, use their bonus action to swap places with them. When doing so, your familiar heals itself for 1d10 + your Wisdom Modifier. These clones last for up to 10 minutes or until used. Coven of Natural Magic: Wrath of the Elements Once per round, you can add 1d6 fire, cold, thunder or lightning damage to any damage made by your familiar when it is under the effect of Faithful Servant. Ritual Specialty The Ritual Specialty is one of the most useful tools witches have to maintain the balance of the magical world. Witches that know the intricate rituals of this specialty are able to enhance themselves with a bit of the power of raw and untamed magic. The most powerful witches of this kind are even referred to as being The Chosen of the Weave.

Ritual Specialty Features Witch Level

feature 3rd Potent Rituals, Ritual of the Magic Weaver 10th Greater Ritual of the Magic Weaver 18th Chosen of the Weave Potent Rituals Starting at 3rd level, you can cast any spell that you know of level 5 or lower as a ritual, even if the spell does not have the ritual tag. See chapter 10 of the Player Handbook for the general rules of ritual casting. Additionally, the time needed to cast a ritual is divided by 2 if the spell already has the ritual tag. Ritual of the Magic Weaver At 3rd Level, you gain the ability to cast the following spell. This spell doesn't count against your number of spells known.



Ritual of the Magic Weaver 1st-level (ritual) Casting Time: 1 hour

1 hour Range: Self

Self Components: M, V, S (Blood of the caster and an ornated knife)

M, V, S (Blood of the caster and an ornated knife) Duration: 24 hours During the next 24 hours, you are one with the weave and its magic. You gain the following benefits:



Arcane Protection. You gain +1 to your AC



Magic Resistance. You have advantage on saving throws against spells and other magical effects.



Spellcasting Prodigy You can cast any cantrip that is on the witch spell list, even if you don't know them.



Ritual of the Magic Weaver This ritual is ancient and, because of its complexity, only witches that specialize in rituals can learn it. Even wizards that studied this spell for years aren't able to grasp the inner workings of this strange ritual. This spell isn't even part of any known school of magic. It is also the only spell not reproducible with the Wish spell. It is said that this ritual was entrusted to witches by Mystra, the goddess of magic, to help witches all over the world maintain the balance of magic.





Greater Ritual of the Magic Weaver Beginning at 10th level, your spell, Ritual of the Magic Weaver, gains a new benefit depending on your Witch Coven. Coven of White Magic: Protection of the Sun You gain 6d4 temporary hit points after the casting of the spell. Coven of Black Magic: Wrath of the Moon When a creature that you can see fails a saving throw against you, the next attack against that creature as advantage. Coven of Spiritual Magic: Undead Scent As a bonus action, you can know the location of any undead within 60ft. of you. You can use this ability at will. Coven of Natural Magic: Elemental Resistance You gain resistance to either fire, cold, thunder or lightning damage. Each time you cast the ritual, you can choose a different damage resistance. Chosen of the Weave Starting at 18th level, The primal magic you used during your rituals merged with your body and your soul making them more powerful. You gain the following benefits: For every 10 years that pass, your body ages only 1 year.

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, treat the d20 roll as a 15.









































Cantrips (0 Level) Dancing Lights

Guidance

Gust +

Light

Lightning Lure +

Message

Primal Savagery +

Produce Flame

Spare the Dying

Thorn Whip

Toll the Dead + 1st Level Alarm

Chaos Bolt +

Color Spray

Create or Destroy Water

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Faerie Fire

Feather Fall

Floating Disk

Fog Cloud

Guiding Bolt

Healing Word

Hex

Identify

Magic Overload ^

Sleep

Unseen Servant

Witch bolt 2nd Level Aid

Boon of the Witch ^

Calm Emotions

Darkness

Heat Metal

Hold Person

Invisibility

Levitate

Locate Object

Magic Weapon

Misty Step

Moonbeam

Silence

Web

Zone of Truth 3rd Level Arcane sight ^

Bestow Curse

Counterspell

Dispell Magic

Fly

Hypnotic Pattern

Magic Circle

Mass Healing Word

Nondetection

Remove Curse

Sending

Tiny Hut

Vampiric Touch 4th Level Arcane Eye

Banishment

Confusion

Fabricate

Greater Invisibility

Locate Creature

Moonblast ^

Polymorph 5th Level Animate Objects

Arcane Hand

Circle of Power

Enemy of the Weaver ^

Rary's Telepathic Bond

Scrying

Telekinesis

Wall of Force





6th Level Contingency

Drawmij's Instant Summons

Flesh to Stone

Harm

Heal

Heroes' Feast

True Seeing 7th Level Finger of Death

Magnificent Mansion

Forcecage

Plane Shift

Simulacrum

Teleport 8th Level Antimagic Field

Feeblemind

Maze

Telepathy 9th Level Foresight

Prismatic Wall

Time Stop

Wish





Legend ^: Homebrew spell, see the next page.

+: Not in the Player Handbook

Magic Overload 1st-level evocation Casting Time: 1 action

1 action Range: touch

touch Components: M, S (one small object weighing 1 to 5 pounds)

M, S (one small object weighing 1 to 5 pounds) Duration: instantaneous Choose one small object weighing 1 to 5 pounds within range that isn’t being worn or carried. You infuse this object with magic, making it unstable. As part of casting the spell, you launch the item to a creature within 30ft. of you. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage as the object explodes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d8 extra force damage for each slot level above 1st. Boon of the Witch 2nd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 12 hours Target a creature within range. The next time that creature rolls a 1 on the d20 for an attack roll, ability check, or saving throw, treat the d20 roll as a 10.





































































Arcane Sight 3rd-level divination (Ritual) Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Concentration, up to 10 minutes For the duration, you are able to see the flow of magic within 60ft. of you. Seeing its movement, you are able to sense magical effects, magic items, and magic users.

Magical Effects. You see what school of magic the effect is from. If it is related to a spell, you know the level of the spell it was cast from. You can also sense who is the caster of the spell if the caster is within the range of Arcane Sight

Magic Items. If you touch the object, you are able to learn the basic properties of the object and its rarity.

Magic-Users. You can sense the magic energy flowing through any magic-user. You learn if they use arcane or divine magic and what is the highest level of spell they can cast. Moonblast 4th-level Evocation Casting Time: 1 action

1 action Range: 120 ft.

120 ft. Components: M, V, S (A moonstone worth at least 25 gp.)

M, V, S (A moonstone worth at least 25 gp.) Duration: Instantaneous You invoke the power of the moon to smite down your enemies. Choose a creature within 120ft. of you. that creature must make a Constitution saving throw. On a failed save, it takes 8d6 radiant damage, or half as much damage on a successful save. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form for the next minute. If the moon is in sight when casting the spell, this spell deals an extra 2d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Enemy of the Weaver 5th-level abjuration Casting Time: 1 action

1 action Range: 120 ft.

120 ft. Components: M, V, S (A pair of scissor and a silver string)

M, V, S (A pair of scissor and a silver string) Duration: Concentration, up to 1 minute You target a creature within 60 ft. of you and try to cut its access to the Weave. The target must succeed on a Charisma saving throw or be cut from its source of power. For the next minute (or until you lose concentration), the target can't cast spells of 6th level or lower. It also can't use any spell-like or any magical abilities. However, it does not affect any ability or spells the target activated before being targeted but this spell. Magic items aren't affected by this spell. At higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target can't cast spells of a level less or equal to the spell slot you use for casting the spell.

Q&A Here are a couple of frequently asked questions and their answer :)

Q: Why did you create the Witch class?

R: I created the witch class because I had this idea of a magic-user connected to magic itself. I imagined the connection between that class and magic as being the same as the one between druids and nature. After that idea came into my mind, I quickly decided to call that class the witch, because witches are (In my opinion) underrepresented in the source material of Dungeons and Dragons. The only things you could call witches are the hags, and they are evil monsters, which is not representative of what witches are.

Q: What is the Subclass of the witch class?

R: Well, the right question should be "What are the subclasses of the witch class". Yes, witches can choose two subclasses: their coven and their specialty. This a unique feature that I wanted to implement in this class, because it can create diversity, even in a party full of witches. Which is also why this document is 14 pages long: it might seem like a lot of information and text, but the truth is that, once you chose your subclasses, you will only use a fraction of this document. Some might argue that having that much abilities might be overpowered, but apart from the subclasses, witches get very few abilities.

Q: Where can I contact you?

R: Either on the post you found this, on Reddit at u/nexica_ or on Discord at Nexica#7249. Feel free to ask me anything: Questions, Interrogations, thoughts, how your week went, anything really! If you end up using the class, hit me up, I want to know how it went! Also, if you spot any errors, tell me, I'll change it right away!

















































Q: Why should I let my Players use this class?

R: I tried to make this class as balanced as possible. Of course, this only being its second version, The class still needs some adjustments. However, this class is playable without being game-breaking in any way. When creating this class, I always had in mind if everybody at the table (players and DM) would have fun with it. Also, for this class to be more balanced, I need people to playtest it. So, let your players use this class, have fun and tell me how it goes!

Q: Will you be adding any new content?

R: No. The class is already pretty long, and I don't want people to be scared about it. The last big thing I added was the Coven of Natural Magic, and I debated in my head for a long time if I should add it or not. Since there was a natural feel missing from the witch class, I decided to add it anyway. But, I will still try to make new versions of this class to try to make it even more balanced.

Q: How can I help you improve the class?

R: Play the class! It is that simple! The only real way to know if an ability is fun/balanced is to test it, so feel free to use it and tell me how it goes!

Q: Why does the class uses spells known and not spells prepared?

R: Because, in an effort to make the class more balanced, I wanted them to be able to know more spells then a sorcerer, but less than a cleric. Thinking back at it though, I think it also thematically fits the witch. They might be able to access unimaginable amounts of energy, but they have to learn by themselves how to make it flow through them. Clerics might have gods to teach them how to cast spells, but witches need to master this raw magic and give it a form, which is harder for them than any other class, because of the unfiltered magic they have access too.

Disclaimer DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Nexica and published under the Community Content Agreement for Dungeon Masters Guild. Credit

This class was made by me (Nexica).



I would like to give a special thank: Dado Bojart, who helped me with ideas and homebrew spells.

Every artist I used the images of. Go check them out!

Each and every person who gave me insight into the class and how to make it better.

The people who used or will use this class in their game

Every person who reads this document. I made it with love, so I hope you enjoyed it.









V.2.0 Changelog Here is the list of modifications made from the version 1.0 of the witch class new content the Coven of Natural Magic was added to the list of covens you can choose from.

Each specialty got a new ability for the Coven of Natural Magic

New homebrew spells were created and added to the Witch Spell list

A Q&A was added to answer some frequent questions.

Images were added.

Added precisions to delayed spell Changes

Witches now know 1 more spell per level.

the range of the Universal Magic increased from 30ft to 60ft.

The Universal Magic Improvement feature is now gained at 11th level.

The Magic Weaver feature was modified.

With the Mark of Dark Magic you can now see in magical darkness.

You can now use the curse of binding a number of times equal to your wisdom modifier. (previously, only once).

The curse of Binding ability now requires a saving throw.

Changed Some of the Coven Spell for the Coven of Black Magic and for the Coven of Spiritual Magic.

When using the Blessing of Restoration feature, you now use d8 to determine the amount of damage taken.

It now takes an action to drink a potion.

Now, the faithful servant ability asks for concentration and it now takes an action to make your familiar take an action.

Extended the duration of the Faithful Servant feature from 10 minutes to 1 hour

The ability Greater Witch Familiar: Shadow Clones now only heals the familiar for 1d10 + your Wisdom modifier

Now, the time needed to cast a ritual is divided by 2 only if the spell already has the ritual tag.

The spell Ritual of the Magic Weaver was modified. you now can only cast cantrips that are on the witch spell list.

The ability Greater Ritual of the Magic Weaver: Protection of the Sun was modified, but kept the same name.

The ability Greater Ritual of the Magic Weaver: Judgment of the Dead was modified, it is now Greater Ritual of the Magic Weaver: Undead Scent.

The chosen of the Weave feature was modified, now, when you roll a 1, consider the roll a being a 15.

The spell list was remade.