The Witch

Witches are those practicioners of arcane magic that have eschewed the traditions taught by Vaiya to her children, and instead practice methods taught by the Hags. The crones that teach these secrets to mortals have a variety of unseemly motives. Witchcraft is only taught to females, and the ultimate goal is to entice the Witch into ultimately becoming a Hag, thus increasing the total power possessed by the Sisterhood.

Arcane Tradition

This Wizard subclass is available to Wizards of at least 2nd level who have had some exposure to the secrets of the Dark Sisterhood. If a wizard already has a different Arcane Tradition and gains such exposure, then at their next level they may choose to swap their existing Arcane Tradition for the Witch.

Cauldron Proficiency

At 2nd Level, you gain proficiency in the Herbalism kit, Alchemist's supplies, and the Poisoner's kit, and you learn the Sylvan language if you don't already know it.

Witchcraft

Upon gaining this arcane tradition (whether at 2nd level or later), you add the following spells to your spellbook if you are able to cast spells of that level. Likewise, each time you gain the ability to cast spells of a new level, you automatically add the spells from this list, in addition to the spells you gain automatically for advancing as a Wizard.

Witch Spells

Spell Level Spells Cantrip Druidcraft 1st Hex, Speak with Animals 2nd Pass without Trace, Augury 3rd Speak with Plants, Speak with Dead 4th Conjure Woodland Beings, Giant Insect 5th Contagion, Insect Plague

Witch's Curse

At 6th level, you add Bestow Curse to your spellbook with the following changes:

You may cast this spell using your Reaction if the target of the spell harms, insults, or steals from you.

The Range for this spell become 60 feet. You must be able to see the target, unless you have an object of significance to the target in your possession, such as a lock of their hair, one of their teeth, a treasured heirloom, etc. In that case, the range of the spell is 1 mile.

If you know your target's true name, if they have eaten or drank anything you have given them in the past hour, or if the target has broken a promise or deal with you, the target makes its saving throw with Disadvantage.

Witch's Servants

At 10th level, you add Animate Objects to your spellbook if you don't already know it. You may cast Animate Objects once without using a spell slot. When you cast Animate Objects this way, it gains several benefits:

Its duration is 8 hours, with no concentration required. However, the objects still cease to be animated if they drop to zero hit points.

You may affect a Gargantuan target, which counts as all ten objects. See below for the Gargantuan object's statistics.

Your objects have double the listed movement speed and double the carrying capacity for their strength.

Your objects gain immunity to poison and psychic damage, as well as to being blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified or poisoned.

The objects may not take the Attack action. As an action, you may expend a spell slot of 5th level or higher and begin Concentrating on the spell. As long as you maintain Concentration, the objects can attack as normal for the Animate Objects spell. You can maintain Concentration in this way for up to 10 rounds. If you lose Concentration, the objects remain animated but lose the ability to attack until you expend an additional spell slot and perform this action again.

You may add or alter cosmetic details to the objects you animate; they may gain a more frightful or alluring appearance, may glow or smoke, change colors, or even grow strange appendages for locomotion.

Animated Object Statistics

Size HP AC Attack Str Dex Gargantuan 120 10 +8 to hit, 2d12+8 damage 20 6

You must finish a long rest before you cast Animate Objects in this manner again, though you may still cast it as normal as long as you have it prepared.

Witch's Bargains

Starting at 14th level you may grant, either to yourself or to someone else, one of the Charms listed in the treasure section of the DMG (page 228) as an action. You must finish a long rest before you use this ability again, and you may only have one Charm in existence at a time. If you grant a Charm (whether to yourself or someone else), any previous Charms you have granted cease. Any creature in possession of one of your Charms makes all saving throws against your spells at Disadvantage for as long as they possess the Charm and for a week after. Such Charms are often granted in the form of strange brews mixed in cauldrons or tokens of odd nature.

Dark Sisterhood

Starting at 14th level, a Witch may join a Hag's Coven, gaining access to the Shared Spellcasting and Hag's Eye abilities. At least one member of the Coven must be an actual Hag for this ability to fucntion.