The Witch - 5e Class

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Witch Class

The Witch
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Witch’s Coven 2 2 2
2nd +2 Craft Magic 2 3 3
3rd +2 2 4 3 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 3 6 4 3 2
6th +3 Coven Feature 3 7 4 3 3
7th +3 Improved Find Familiar 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 Empowered Magic 4 11 4 3 3 3 2
11th +4 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 Coven Feature 4 13 4 3 3 3 2 1 1
15th +5 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 4 15 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Masterful Concentration 4 15 4 3 3 3 3 2 2 1 1

The Witch

Witches are usually (but not always) women that specialize in ancient natural magic to heal, charm, or harm their enemies and allies alike. Using their superior intellect and calling on a Familiar to assist them, they are capable of astonishing feats of magical prowess. While Witches have a reputation for being cruel and evil, many of them are quiet, benign, and helpful to those around them. In either case, they tend to be shunned by polite society because of their unusual connection to nature and the magic within.

Most witches will learn from an older, more experienced witch, often in a secluded part of nature where their unorthodox casting methods will go unnoticed. However, some witches learn on their own through careful study. In the world of Calypso, most witches gain formal training at the Arcanum, though the covens of dread and black magic are highly restricted.

Creating a Witch

When creating your Witch, consider how you acquired your power. Were you instructed by another witch? Or maybe you discovered your power through careful study and evaluation. Perhaps you discovered a long-lost tome that gave you the basics of natural magic. Or you could have a natural talent for bending the forces of nature to your will.

Quick Build

You can build a Witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Outlander background.

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 first.

Proficiencies

Armor: None

Weapons: Simple weapons

Tools: Alchemist’s Tools

Saving Throws: Intelligence; Wisdom

Skills: Choose two from Arcana, Deception, Medicine, Nature, Perception, and Survival.

Multiclass: Simple weapons; Witches
require a score of 13 Intelligence.

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

Spellcasting:

See chapter 10 for the general rules of spellcasting and chapter 11 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 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 Fog Cloud and have a 1st-level and a 2nd-level spell slot available, you can cast Fog Cloud 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 Intelligence is your spellcasting ability for your witch spells, since the power of your magic relies on your ability to interpret and coerce the forces of nature. 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 (found in chapter 5) 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.

Find Familiar

At 1st level, you gain the Find Familiar spell. This spell does not count against your total number of spells known.

Witch’s Coven

At 1st level, choose a magical specialization that you follow. You may choose Black Magic, Natural Magic, Dread Magic, or White Magic. Each specialization gives you features at 1st level, and again at 6th, 14th, and 18th level.

Coven Spells

Each Coven has a list of spells - 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 your total number of spells known.

If you have a Coven spell that doesn't appear on the Witch spell list, the spell is nonetheless a Witch spell for you.

Craft Magic

In your study of natural magic, you have unearthed Craft Magics, fragments of knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain three Crafts of your choice. Your craft options are detailed at the end of the class description.

Additionally, when you gain a level in this class, you can choose one of the crafts you know and replace it with another craft of your choice.



















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.

Improved Find Familiar

By 7th level, your control over your Familiar
improves. You may now cast Find Familiar as an action.
Your familiar gains a bonus to its AC equal to your proficiency bonus, and a bonus to its hit points equal to twice your Witch level.

Additionally, as an action, you may allow your familiar to use its reaction to deliver a spell with any range, instead of only those spells with a range of touch. Your familiar must be within 60 feet of you to cast a spell with a range other than touch. Calculate the range of the spell using the familiar’s position. All other rules for casting via your familiar still apply.

Empowered Magic

At 10th level, your Craft Magic is empowered. You learn 2 additional Crafts of your choice. Additionally, as an action you may use your knowledge of nature and its power to inscribe an object with a rune, phrase, sigil, or other similar effect. When you use this feature you may choose whether the inscription is visible or not, and how it can be seen if it is not visible. You may also choose how long the inscription lasts, or if it is permanent.

Masterful Concentration

At 20th level, for up to 1 minute you can maintain two 'concentration' spells at once, so long as both spells are Witch spells, and at least one of the spells is of 2nd level or lower. While concentrating on two spells in this manner, if you take damage you make one concentration save for both spells. This save is made at disadvantage, and if you fail the save you lose both spells. Once you use this feature, you must finish a long rest before you may use it again.




























Witch’s Coven

Coven of White Magic

Witches aligned with the Coven of White Magic focus their study on those magics that heal and protect themselves, their allies, and the natural world around them.

White Magic Adept

When you choose this magical specialization at 1st level, you are able to more easily cast spells that heal and help your allies. When you cast a spell that restores hit points, the target of the spell receives temporary hit points equal to your Intelligence modifier plus the level of the spell cast. Additionally, you gain proficiency in the Medicine skill if you do not already have it, or you may add twice your proficiency bonus if you are already proficient.

White Magic Coven Spells
Witch Level Spells
1st Bless, Cure Wounds
3rd Gentle Repose, Lesser Restoration
5th Protection from Energy, Revivify
7th Death Ward, Otiluke's Resilient Sphere
9th Dispel Evil and Good, Greater Restoration

Charms Expert

At 6th level you gain a sharper focus on charming creatures. You gain one Craft Magic of the Charm school. This Craft does not count against the other crafts you may choose, but follows all other Craft Magic rules.

Gift of Protection

By 14th level your ability to protect your allies heightens. You learn the Leomund’s Tiny Hut spell and may cast it at will. This spell does not count against your total number of spells known. Additionally, you gain advantage of Charisma (Persuasion) checks.

Witch's Grace

At 18th level, your bond with nature can prevent death. As a reaction when a friendly creature within 60 feet of you would be reduced to 0 or fewer hit points, you may intervene, taking half the damage dealt. This damage cannot reduce you below 1 hit point, and you must complete a long rest before using this feature again.

Coven of Natural Magic

Witches of this Coven tend to focus their magical abilities on shaping the organic matter around them into salves, poisons, potions, and other natural ways to heal their allies or harm their enemies. These witches are usually neutral and generally wish only to maintain harmony with nature.

Natural Magic Adept

When you choose this Coven at 1st level, you gain the ability to more easily poison your enemies or heal your allies using various potions and salves. You gain proficiency in the Nature and Medicine skills if you do not already have them, you may craft poisons and potions in one-quarter the normal time and for one-quarter the normal gold cost, and when a poison or potion you made deals damage or restores hit points, you may add your Intelligence modifier to the damage or healing dealt. Additionally, your poisons ignore resistance to poison damage, and your poisons and potions deal an extra die of damage or healing.

Natural Magic Coven Spells
Witch Level Spells
1st Detect Poison and Disease, Entangle
3rd Locate Animals and Plants, Protection from Poison
5th Speak with Plants, Lightning Bolt
7th Blight, Stoneskin
9th Commune with Nature, Contagion

Transmutation Expert

At 6th level you gain a sharper focus on transmutation magic. You gain one Craft Magic of the Transmutation school. This Craft does not count against the other crafts you may choose, but follows all other Craft Magic rules.

Natural Herbalist

At 14th level, your time spent traveling the land gives you a better knowledge of harvesting its flora and fauna. When traveling for 8 hours or more, or during a long rest, you are able to harvest enough herbs to create a number of potions or poisons equal to your Intelligence modifier. Potions and poisons created using this feature cost only 5 gold to make, as you only need empty vials and other minor ingredients to make them. The poisons or potions you create at any one time using this feature can have a total gold cost of no more than 1500 gp.

Master of Nature

By 18th level, your knowledge of herbs and plants in nature makes your crafted potions stronger. Any potions you make that do not deal damage or restore hit points have their duration doubled. Additionally, you gain the Conjure Woodland Beings and Commune with Nature spells, and once per long rest may cast them each without expending a spell slot. These spells do not count against your total number of spells known.

Coven of Dread Magic

Witches following the Coven of Dread Magic focus their study on the inner workings of life and death. Their unique studies impart insights into the strengths and weaknesses of life, as well as false imitations of life. They use the magical energy of life and death as a tool, though they are not necessarily evil.

Siphon Life

Upon taking this magical specialization, you gain unique insights into the ebb and flow of energy through the creatures around you. Once per round when you deal damage to a single creature using a necromancy spell of 1st level or higher, you regain hit points equal to twice the level at which the spell was cast.

Additionally, you gain insight into the workings of life and death. You gain advantage on wisdom (medicine) checks and can accurately determine the cause of death of any humanoid creature.

Dread Magic Coven Spells
Witch Level Spells
1st False Life, Shattered Bone Spear
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Summon Undead
7th Compulsion, Shadow of Moil
9th Danse Macabre, Enervation













Undead Power

Beginning at 6th level, the power of your undead thralls increases. Undead summoned by you gain a bonus to their armor class and weapon damage equal to your intelligence modifier, and extra hit points equal to twice your witch level.

Alternatively, when you are not controlling any undead, you gain 2 additional Crafts of the Curse or Transmutation schools. These Crafts do not count against the other crafts you may choose, but follow all other Craft Magic rules.

Eyes of the Grave

At 14th level, you learn to gain brief glimpses into the past lives of the dead. As an action, you may look into the soul of a dead or undead creature within 1 foot of you. You gain shadowy insights into the minutes before the creature's death. These may be images, sounds, voices, feelings, thoughts, or other glimpses into the creature's past life immediately before it died. This feature does not work on constructs. If you use this feature more than twice before completing a long rest, you must make a wisdom saving throw against your own spell save DC. On a success, the feature works normally. On a failure, you take 4d10 necrotic damage and are paralyzed for 1 minute as the echoes of death pervade your soul

Fearless

By 18th level, your time around undeath makes you nearly unstoppable. You become immune to the frightened condition, and you have advantage on saving throws against being stunned or petrified.

Additionally, once per turn when you or an undead under your control hits with an attack roll, you may add additional necrotic damage equal to your intelligence modifier.

Coven of Black Magic

Witches focusing their efforts in the Coven of Black Magic tend to care little for others, outside of how those people can help them achieve their goals, though they are not inherently evil. They use their magic to curse and poison their enemies, and those who would bring harm to their allies.

Black Magic Adept

When you choose this magical specialization at 1st level, you are able to more easily cast spells that harm your enemies. When you cast a spell that targets only one creature and deals damage to it, the target of the spell takes additional Necrotic damage equal to your Intelligence modifier.













Black Magic Coven Spells
Witch Level Spells
1st Bane, Witch Bolt
3rd Crown of Madness, Darkness
5th Bestow Curse, Fear
7th Blight, Evard's Black Tentacles
9th Antilife Shell, Insect Plague

Curse Expert

At 6th level you gain a sharper focus on cursing creatures. You gain one Craft Magic of the Curse school. This Craft does not count against the other crafts you may choose, but follows all other Craft Magic rules.

Dark Charm

By 14th level your ability to manipulate others heightens. You learn the Charm Person spell and may cast it at will. This spell does not count against your total number of spells known. Additionally, you gain advantage on Charisma (Intimidation) checks.

Limbo

At 18th level, your Black Magic corrupts your soul. If you are killed, your soul will latch on to the closest inanimate object currently being worn or carried by another creature. You may remain in the object or depart for the afterlife. While locked to this item, you imbue it with power. The item becomes magical if it isn't already, allowing its wielder access to the Craft Magic you knew before death. You may also telepathically speak to the user. This communication cannot be stopped in any way. You may return to life by possessing the corpse of a creature that has been dead no longer than a week and is of the same size as your previous body. You lose your previous racial features and gain those of the new body. You cannot repossess your previous body, as the black magic corrupts it. Coming back from the dead is an ordeal. You take a -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears. Each time you use this feature, the penalty increases by two. When you reach a total penalty of -12, you can no longer benefit from this feature, and will die as normal upon reaching 0 hit points. For every month you go without using this feature, the total penalty is reduced by one, to a minimum of -4.

Craft Magic

The Craft Magics presented here are shown in
order by School: Charms; Curses; Transmutations. If a
craft has prerequisites, you must meet them to learn it.
You can learn the craft at the same time that you meet its prerequisites.

Alluring Charm (Charm)

As an action, you can make a creature (including you) that you can see within 30 feet briefly irresistible. You or your target gains advantage on the next Charisma check they make. Once affected by this charm, the target cannot be affected again until it completes a short or long rest.

Bane of the Simple Mind (Charm)

Using an action and this Craft, you can attempt to cause a creature's thoughts to become muddled and simple. Choose a creature within 30 feet to make an Intelligence saving throw. On a failed save, the targets mind becomes unable to process complex ideas, and the target can gain neither advantage nor disadvantage from any source for 1 minute. You must concentrate on this effect as if concentrating on a spell. The creature may make a new Intelligence saving throw at the end of each of its turns. On a success, the effect ends.

Cheering Charm (Charm)

As an action, you may weave a charm of happiness and confidence towards a creature you can see within 60 feet, which can be you. That creature gains advantage on saving throws against charm and fear effects for 1 hour. You may use this charm twice, and must complete a short or long rest before using it again.

Enduring Charm (Charm)

As an action, you may weave a charm of endurance into a creature you can see within 60 feet that has one or more levels of exhaustion. The target loses one level of exhaustion. Once affected by this charm, the target cannot be affected again until it completes a short or long rest.

Invigorating Charm (Charm)

As a reaction when an ally you can see within 60 feet makes an attack roll, saving throw, or ability check, you may Charm the ally with invigorating magic. The ally gains advantage on the roll. Once affected by this charm, the target cannot be affected again until it completes a short or long rest. You may also use this charm on your turn as an action instead, without requiring the triggering effect.

Madness Charm (Charm)

As an action, you can cause a creature to see visions of madness floating before it.Choose a creature within 60 feet to make a wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage and is afflicted by one random short-tern madness effect. On a successful save, the creature takes half as much damage and is not afflicted with madness. An affected creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends. The damage increases by 1d6 at 5th (3d6), 11th (4d6), and 17th (5d6) level. You may use this charm twice, and must complete a short or long rest before using it again.



















Revitalizing Charm (Charm)

Prerequisite: Coven of White Magic

When you cast a spell that restores hit points
to a single creature, you may weave a charm into
the casting. Maximize the healing of that spell. You
may use this Charm twice, and must complete a short or long rest before using it again.

Toughness Charm (Charm)

Prerequisite: 10th level

As a reaction when an ally within 60 feet is hit with a damaging attack or spell, you can weave a charm into that creature, toughening its skin. The creature gains resistance to all damage until the end of its next turn. You may also use this charm on your turn as an action instead, without requiring the triggering effect.

Curse of Agony (Curse)

As an action, you may curse a creature you can see within 60 feet with unspeakable pain. The target must make a constitution saving throw or take 2d6 psychic damage and be affected by one level of exhaustion. On a successful save, the creature takes half as much damage and is not afflicted with exhaustion. The damage increases by 1d6 at 5th (3d6), 11th (4d6), and 17th (5d6) level. You may use this curse twice, and must complete a short or long rest before using it again.

Debilitating Curse (Curse)

Prerequisite: 10th level

As an action, you may choose one creature within 60 feet that you can see and force it to make a wisdom saving throw. On a failed save, the creature is affected by debilitating thoughts. The next spell or magical effect that causes damage used by the creature deals minimum damage. Once affected by this curse, a creature cannot be affected again within 24 hours. The creature knows it was cursed, but does not know the effects of the curse unless it has previously learned them. You may use this curse twice, and must complete a short or long rest before using it again.

Curse of Hives (Curse)

Prerequisite: 6th level

As an action, you may curse an enemy with hives. It must make a Constitution saving throw or be poisoned for 1 minute. The affected creature may use an action on its turn to repeat the saving throw. On a success, the effect ends. You may use this curse twice, and must complete a short or long rest before using it again.

Curse of Lethargy (Curse)

When you cast a spell requiring a single enemy to make a saving throw, you may Curse it with lethargy, giving it disadvantage on the saving throw. Once a creature has suffered this curse, it cannot suffer it again within 24 hours. You may use this curse twice, and must complete a short or long rest before using it again.

Curse of Pain (Curse)

When you cast a spell that deals damage to a single target, you may weave a curse into the casting. Maximize the damage dealt. The curse of pain is taxing to use and can be used only twice between short or long rests.

Curse of Tongues (Curse)

As an action, you may weave a complicated curse towards a creature you can see within 60 feet. That creature must make a wisdom saving throw. On a failed save, the creature speaks in tongues and cannot cast spells with a verbal component until the end of its next turn. On a successful save the creature is not affected. You may use this curse twice, and must complete a short or long rest before using it again.

Curse of Vulnerability (Curse)

Prerequisite: 10th level

As an action, you may choose a creature you can see within 60 feet, and weave a curse of vulnerability towards it. The creature must succeed on a Wisdom saving throw or have its resistances reduced by one level for 1 minute. For example, if a creature has immunity to fire damage and is affected by this curse, it only has resistance to fire damage for the duration. You must concentrate on this effect as if concentrating on a spell. Once a creature has been affected by this curse, it cannot be affected again within 24 hours. You may use this curse twice, and must complete a short or long rest before using it again.

Curse of Weakness (Curse)

Prerequisite: 10th level

As an action, you may choose a creature you can see within 60 feet, and weave a curse of weakness towards it. The creature must succeed on a constitution saving throw or suffer disadvantage on strength saving throws and ability checks for 1 minute. Additionally, while affected, the creature's weapon attacks deal half their normal damage. At the end of its turn, the affected creature may make a new constitution saving throw. On a success, the effect ends. Once a creature has been affected by this curse, it cannot be affected again within 24 hours. You may use this curse twice, and must complete a short or long rest before using it again.

Create/Alter Sound (Transmutation)

Upon gaining this Craft, you learn to manipulate the very air around you. You gain the minor illusion cantrip, it counts as a Witch spell for you, and does not count against your total number of Cantrips known.

Additionally, you may use the minor illusion cantrip granted by this Craft to alter the sounds around you. For example, a lute could sound like a flute, or a drum could sound like bagpipes, or a canary's chirp could sound like a dragon's roar. When used in this way, the effect lasts for up to 1 hour, or until you use an action to end the effect.

Defensive Craft (Transmutation)

As a reaction when you or a friendly creature within 60 feet of you is hit with a ranged weapon or single-target ranged spell attack, you may weave a craft into the incoming energy or projectile, preventing any damage from the attack. A physical projectile is turned into a harmless feather or similar object of your choice. A spell's energy is changed into raindrops, or a similarly harmless form of your choice. You may use this craft twice, and must complete a short or long rest before using it again.

Life from Death (Transmutation)

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Reaper's Companion (Transmutation)

Prerequisite: Coven of Dread Magic

You gain the ability to summon a ghastly, floating undead skull to follow you on your travels; your Undead Familiar. When you cast find familiar, you may choose for your familiar to take the form of a ghastly, floating skull. The skull is of the undead creature type, has an intelligence of 10 (+0), a fly speed equal to your walking speed, and may hover. It otherwise follows the rules and statistics of the familiar choices listed in the spell description.

Additionally, you may speak and converse with the skull. It is friendly to you and knows basic lore of the world and undeath. The skull cannot lie to you, but its answers may be cryptic or incomplete.

Soul Shift (Transmutation)

Prerequisite: 10th level

You may cast the Etherealness spell as a 7th level spell once without expending a spell slot. You can't do so again until you finish a long rest. You may also cast this spell using spell slots you have of the appropriate level.

Stolen Spell (Transmutation)

Through careful study and experimentation, you learn how to cast a spell previously unknown to you. Choose one spell of 1st level or lower from any spell list. You learn that spell, it counts as a Witch spell for you, and does not count against your total number of spells known.

Familiar's Sacrifice (Transmutation)

You share a deeper connection to your familiar. Your familiar gains resistance to all damage.

Additionally, while within 10 feet of your familiar, as a reaction when you are hit with an attack, you can cause your familiar to take half the damage received, rounded down.

Touch of Fire (Transmutation)

As an action, you may point your finger at an object not being worn or carried within 60 feet, and magical flames shoot towards the object, setting it on fire. The fire fills a space no larger than 5 feet, and can spread normally. Non-flammable objects take no damage and cannot spread the flames, but otherwise burn for up to 1 hour. You may use an action to extinguish flames within 60 feet caused by this Craft in a 5 foot area.

Undead Control (Transmutation)

Prerequisite: 11th level; Coven of Dread Magic

You have learned a deeper control over undead spirits. When you cast summon undead, the spell no longer requires concentration and lasts for 24 hours. This effect ends early if you use summon undead again, or use any other spell or feature to summon, create, or control an undead creature. You lose control of all undead already under your control at the time of casting this spell.

Undead Uprising (Transmutation)

Prerequisite: 5th level; Coven of Dread Magic

Your control over the undead buried beneath you increases. So long as you are standing upon soft earth or a similar area, you do not require a corpse or pile of bones to cast animate dead. The zombie or skeleton summoned (your choice) claws its way up from underground to serve you.

Necromancy Spells

Flaming Skull

Necromancy cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

You conjure and hurl a flaming, screaming skull at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire or necrotic damage (your choice). This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Bone Spikes

1st Level Necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You summon bones from the ground to pierce an area you can see within range. Shattered bones pierce through the earth in an area within a 10 foot radius of that point. Creatures within the area must make a dexterity saving throw, taking 1d10 piercing damage on a failed save and half as much damage on a successful save. When a creature enters the area for the first time on a turn or starts its turn in the area, it must make the dexterity saving throw, taking the same damage. While the spell lasts, the affected area is difficult terrain.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Shattered Bone Spear

1st Level Necromancy

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

You rip a ghostly bone from the aether and hurl it at a target you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 piercing and 2d8 necrotic damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d8 for each slot level above 1st.

Strangulation

2nd Level Necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 round

You cause ghastly necrotic tendrils to form around the throat of a creature you can see within range. The creature must make a constitution saving throw. The creature takes 3d8 necrotic damage on a failed save, and half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Wall of Bone

4th Level Necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You summon the bones of the dead to create a wall at a point you can see within range. You can make the wall up to 40 feet long, 10 feet high, and 6 inches thick, or you can make a cubed wall up to 20 feet on a side and 6 inches thick. The wall vanishes when the spell ends. The bones are 1 inch apart, allowing creatures to see through them, but not squeeze through.

Any ranged weapon attack that fires through the wall has disadvantage on the attack roll. Each 5-foot-square section has AC 15, 30 hit points, is immune to piercing damage, and is vulnerable to bludgeoning damage. Reducing a section to 0 hit points destroys that section.

If there is a corpse or pile of bones within 30 feet of the point at which you summon the wall, the spell pulls bones from them. The wall can then be 10 feet larger and each section gains 10 hit points per corpse or pile of bones consumed, up to 3.

Desecration

7th Level Necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You conjure foul, necromantic energy to desecrate the ground at an area you can see. Choose a point within range. In a 30 foot radius centered on that point, necromantic energy rises from the ground. Creatures within the area or that start their turn within the area must make a constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a successful save. If there is a corpse or pile of bones within the area of affect, the damage is increased by 2d8 per corpse or pile of bones, up to a maximum increase of 6d8. Creatures who fail the save additionally have disadvantage on the next saving throw they make before the beginning of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th.

Witch Spells

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Druidcraft
  • Fire Bolt
  • Flaming Skull*
  • Friends
  • Guidance
  • Infestation
  • Light
  • Mending
  • Mind Sliver (TCoE)
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Resistance
  • Shillelagh
  • Spare the Dying
  • Thorn Whip
  • Toll the Dead
1st Level
  • Animal Friendship
  • Bone Spikes*
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Earth Tremor
  • Entangle
  • False Life
  • Fog Cloud
  • Goodberry
  • Healing Word
  • Hex
  • Mage Armor
  • Ray of Sickness
  • Shattered Bone Spear*
  • Shield
  • Silent Image
  • Speak with Animals
  • Tasha's Caustic Brew (TCoE)
  • Tasha's Hideous Laughter
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Animal Messenger
  • Barkskin
  • Borrowed Knowledge (SCoC)
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Nystul’s Magic Aura
  • Pass without Trace
  • Protection from Poison
  • Rime's Binding Ice
  • Spike Growth
  • Strangulation*
  • Summon Beast (TCoE)
  • Wither and Bloom (SCC)
3rd Level
  • Bestow Curse
  • Conjure Animals
  • Counterspell
  • Dispel Magic
  • Erupting Earth
  • Fear
  • Feign Death
  • Fireball
  • Hypnotic Pattern
  • Intellect Fortress (TCoE)
  • Life Transference
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Speak with Dead
  • Speak with Plants
  • Spirit Shroud
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Vitriolic Sphere
  • Wall of Bone*
  • Wall of Fire
  • Watery Sphere
5th Level
  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Contagion
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Insect Plague
  • Maelstrom
  • Mass Cure Wounds
  • Modify Memory
  • Planar Binding
  • Reincarnate
  • Scrying
  • Seeming
  • Teleportation Circle
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature
6th Level
  • Bones of the Earth
  • Druid Grove: Witch Coven
  • Find the Path
  • Harm
  • Heal
  • Heroes’ Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mental Prison
  • Move Earth
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Wind Walk
7th Level
  • Desecration*
  • Fire Storm
  • Mirage Arcane
  • Power Word Pain
  • Regenerate
  • Reverse Gravity
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Maddening Darkness (XGtE)
  • Sunburst
  • Tsunami
9th Level
  • Foresight
  • Shapechange
  • Storm of Vengeance
  • True Resurrection

*These spells are outlined in this class description.

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 2017 by Neil Evans and published under the Community Content Agreement for Dungeon Masters Guild.

Photo Credit

Cover: http://2.bp.blogspot.com/-1LkiFmjiYwM/VocYXz72wkI/AAAAAAAATSA/Hogn6Jd-70U/s640/celeste.jpg


Page 3: Female Human Necromancer https://i.pinimg.com/originals/43/7f/0a/437f0a6df3b81fda686de97e9bc61680.jpg


Page 4: Necromancer by Bogdan-MRK https://i.pinimg.com/originals/b9/5c/2c/b95c2c010553a4969f9e222a628c5b23.jpg


Page 6: Witch House by VityaR83 on DeviantArt https://i.pinimg.com/originals/79/5b/aa/795baa352411d9d085d4d8bc59cf5fb7.jpg


Page 7: Dragon Faarie on Twitter https://pbs.twimg.com/media/CxP5yQvUQAAX1v3.jpg

 

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