Witch v.1.1.5 - 5e
Witches are a bridge between the supernatural and the mundane. They are just as quick to curse a creature as to summon spirits to aid them. They are a link between the ancient secrets of nature and civilization.
Covens, Hexes and Secrets
A witch utilizes the divine magic of nature to fuel their spells and their fearsome hexes, but they aren't alone. In order to delve deeper into the lost magic of nature, they form covens. These covens guide new witches to become more powerful, and if it is required, to keep their members in check.
Every witch is on a personal journey, this could be seeking ancient relics, unlocking their inner power or exploring the multiverse for meaning in life and death. Regardless of what a witch is searching for, they are always on the look out for the ancient secrets of the supernatural and superstition. The power over the beliefs is known as hexes, an ancient style of magic, that uses powerful suggestions to cause pain, heal the injured or protect those that a witch holds dear. This strange magic is often misunderstood and outright banned in the more civilized lands, forcing covens to operate in the secret and in dark forests.
As a witch, you gain the following class features.
- 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
- Armor: None
- Weapons: Blowguns, daggers, darts, slings, quarterstaffs, light crossbows
- Tools: Alchemist's Supplies or Herbalism Kit
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
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 witch's focus
- A light crossbow and 20 bolts and an explorer's pack
|4th||+2||Ability Score Improvement||3||5||4||3||—||—||—||—||—||—||—||2|
|6th||+3||Dark Coven Feature||3||7||4||3||3||—||—||—||—||—||—||3|
|8th||+3||Ability Score Improvement||3||8||4||3||3||2||—||—||—||—||—||3|
|12th||+4||Ability Score Improvement||4||10||4||3||3||3||2||1||—||—||—||4|
|13th||+5||Major Hex (2)||4||11||4||3||3||3||2||1||1||—||—||5|
|14th||+5||Dark Coven Feature||4||11||4||3||3||3||2||1||1||—||—||5|
|16th||+5||Ability Score Improvement||4||12||4||3||3||3||2||1||1||1||—||5|
|19th||+6||Ability Score Improvement||4||13||4||3||3||3||3||2||1||1||1||6|
Drawing on the divine essence of nature itself, you can cast spells to inflict powerful curses and boons. See chapter 10 of the Player's Handbook for the general rules of spellcasting and directly after this feature for the witch spell list.
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.
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 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 faerie fire and have a 1st-level and a 2nd-level spell slot available, you can cast faerie fire using either slot.
Spells Known of 1st Level and Higher
You know three 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, as shown on the table. For instance, when you reach 4th 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.
Intelligence is your spellcasting ability for your witch spells. Your magic comes from the spirit of the forests, the pacts you make with powerful entities, and the dark powers that reside in the world. 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
Spell attack modifier
You can cast any witch spell you know as a ritual if that spell has the ritual tag.
You can use a witch's focus (see the sidebar for more information) as a spellcasting focus for your witch spells.
Witch Spell List
Here's the list of spells you consult when you learn a witch spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.
These spells are from the Player's Handbook. If a spell's name is followed by an asterisk (*), the spell is instead from Xanathar's Guide to Everything. If a spell's name is followed by two asterisks (**), the spell is from the Elemental Evil's Player Guide. If a spell's name is followed by a circumflex (^), the spell is introduced at the end of this class description in the New Spells section.
Toll the Dead*
Detect Evil and Good
Detect Magic (ritual)
and Disease (ritual)
Ray of Sickness
Unseen Servant (ritual)
Animal Messenger (ritual)
or Plants (ritual)
Protection from Poison
Ray of Enfeeblement
Glyph of Warding
Leomund's Tiny Hut (ritual)
Speak with Dead
Summon Lesser Demons*
Turn to Frogs^
Conjure Minor Elementals
Conjure Woodland Beings
Summon Greater Demon*
Contact Other Plane (ritual)
Circle of Death
Find the Path
Guards and Wards
Finger of Death
Power Word Pain*
Abi-Dalzim's Horrid Wilting**
Power Word Stun
Power Word Kill
A Witch's Focus
A witch's focus can take on a variety of forms, though most are typically that of the morbid or the obscene. A witch crafts their focus from objects that are important to them and what helps draw out their power. A few examples are provided:
- Mummified hand of a goblin
- Varnished eye of a nothic
- Severed finger of a hag
- Iron pendant of a devil's face
- Shrunken head of a humanoid
- Withered tongue of a goat
- Wand made of human bone
- Mummified newt
- Shriveled hand of a troll
- Necklace of kobold teeth
In your study of the dark powers, you have discovered the power of hexes, powerful curses and boons to level at your foes and allies.
Beginning at 1st level, you gain one hex of your choice. Your hex options are detailed at the end of the class description. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table.
Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at that level.
If a hex has prerequisites, you must meet them to learn it. You can learn the hex at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Starting at 3rd level, your power as a witch has grown to be noticeable by a coven. A coven is responsible for keeping track of their members and sharing knowledge among each other. You can join any coven of your choice: Devils, Dreams, Forest, Graves or Spirits, each of which is detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 6th and 14th level.
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 have it known, and it doesn't count against the 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.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beginning at 9th level, you have discovered a more powerful hex that you can level at your enemies. At this level, you can learn a Major Hex as a new hex or replace a hex you know with a Major Hex. You can only select 1 Major Hex until you reach 13th level when you gain an additional Major Hex known. A Major Hex is counted as part of the Hexes Known column of the Witch table.
A Major Hex follows all other rules of hexes.
Beginning at 17th level, you have discovered a long lost hex so powerful that it was hidden away from the world. At this level, you can learn a Grand Hex as a new hex or replace a hex you know with a Grand Hex. You can only select 1 Grand Hex. A Grand Hex is counted as part of the Hexes Known column of the Witch table.
A Grand Hex follows all other rules of hexes.
At 20th level, you have become a master of hexes and inflicting torment on other creatures. If a creature succeeds on a saving throw against one of your hexes, you can use your reaction to immediately force them to reroll the saving throw, they must use the second result. You can use this feature a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.
Every witch must pledge themselves to a coven for these covens share knowledge on magic and hexes. They, above all else, keep track of their members so no one wanders too far from the pact. Witches often keep their membership a secret for covens are greatly distrusted by society at large. The following are coven options you can choose from at 3rd level.
Coven of Devils
Devils offer a quick path to power, and unholy contracts have created many of the most powerful witches to walk the world, unfortunately they often require a heavy price few are willing to pay when it comes time for it. Witches who join this Coven are often after power - terrible and destructive power that allows them to crush their opponents.
Devil Coven Spells
|3rd||Aganazzar's Scorcher, Scorching Ray|
|5th||Fireball, Protection from Energy|
|7th||Ice Storm, Wall of Fire|
|9th||Cloudkill, Cone of Cold|
Starting at 3rd level, your hexes have been made cruel by a fiendish touch. Whenever you place a hex on a creature, and the hex requires a saving throw, you can choose to deal an additional 1d6 fire or cold damage (your choice). If they save against the hex, they only take half damage. If you place a Major Hex on a creature, the damage increases to 2d6, and increases to 3d6 for a Grand Hex.
This damage only happens once per hex casted and you can deal this additional damage a number of times equal to your Intelligence modifier.
The Devil's Tongue
Also at 3rd level, you learn the language of Devils. You know Infernal and can speak, read, and write it.
Deliverance of Souls
At 6th level, if you knock a creature to 0 Hit Points you can use your reaction to cause demonic flames to swirl around their body, turning it, and any flammable items on them, to ash. You gain a number of Temporary Hit Points equal to the creature's number of Hit Dice. You can use this feature once per short or long rest.
This has no effect on Undead or Constructs, though you gain twice as many Temporary Hit Points if they are celestial. This ability can not be used on any summoned or conjured creatures.
At 14th level, you can bring out the full power of your coven. When you cast a witch spell that is between 1st- and 5th-level and deals fire or cold damage, you can choose to reroll the damage. You can use either roll. Once you use this ability, you must wait until you finish a short or long rest to use it again.
Coven of Dreams
This coven is focused on learning all there is to know about the Realm of Dreams, a strange reflective plane of the Material World. There, in this plane of dreams, are hidden secrets, fantasies, and abstract reality waiting to be discovered. These witches can call on nightmares and illusions to confuse and thwart their enemies, ripping out their wants and desires and twisting it against them.
Dream Coven Spells
|3rd||Suggestion, Zone of Truth|
|5th||Feign Death, Hypnotic Pattern|
|7th||Confusion, Hallucinatory Terrain|
At 3rd level, you know the sleep spell and it doesn't count against the number of spells known.
Also at 3rd level, you can enter a trance like state and invade the Plane of Dreams, allowing you to enter the dreams of a creature you are familiar with. You gain some minor insight on their motives and desires and have advantage on any Charisma checks to interact with them during the next 24 hours. You can only visit the dreams of one creature each night, and you do not gain any new information about them, but rather a general sense of their desires and motivations.
You can not enter the dreams of a creature who doesn't sleep or dream, like an elf, kalashtar or warforged, or if they are under the effects of a mindblank spell or similar. You can only enter the creature's dreams if they are currently asleep and you have some familiarity with them, like you have met them or observed them. This trance like state lasts for 10 minutes and the creature must be asleep for the full 10 minutes for you to gain this insight.
At 6th level, you can no longer be forced to fall asleep against your will and you have advantage on Investigation checks when perceiving or seeing through illusions.
Furthermore, when you finish a long rest, you regain all your spent Hit Dice instead of only half your level.
At 14th level, you can draw on the Plane of Dreams and cause the worst nightmares of a creature to spring forth in front of them. You target a creature within 60 feet of you and they must succeed on a Wisdom saving throw or find their worst nightmare standing before them, causing them to be frightened of it. You can decide where this nightmare appears and mentally move it up to 30 feet in a direction of your choice as a bonus action, it must remain within 120 feet of you.
While this nightmare is active, you can use your action to perform one of two actions:
- It grows more horrible and frightening and the target suffers 6d10 psychic damage as the nightmare cripples their mind.
- You can ask the nightmare to reveal a dark and true secret of the creature it is haunting, per the DM's discretion.
After you use your action to command it to take one of those actions, the nightmare dissipates into nothing. If you use neither option, the nightmare remains for 1 minute or dissipates immediately if the target creature dies. Once you use this feature, you must finish a long rest before you can use it again.
The nightmare created by this feature reflects what truly horrifies and scares the target creature, though if a creature is under the effects of a mindblank spell or is immune to the frightened condition, the targeted creature automatically succeeds on the saving throw.
Coven of the Forest
The witches who join this coven are focused on nature and their relationships to beasts. They learn the secrets of summoning creatures to their aid, of making pacts with nature itself and becoming a beast themselves.
As these witches grow ever closer towards nature, many outsiders find these witches to be terrifying beasts. Rumors swirl that these witches can grow wicked claws, blood-stained fangs, they can control entire forests, and that they have lost their souls to nature.
Forest Coven Spells
|3rd||Animal Messenger, Pass Without Trace|
|5th||Conjure Animals, Speak with Plants|
|7th||Conjure Woodland Beings,
Freedom of Movement
|9th||Awaken, Commune with Nature|
Starting at 3rd level, your body begins taking on traits of the forest. Your body might grow hard bark, grow great tufts of fur, gain a coating of slippery moss or any other traits of the forest of your choice. Whatever form the protection takes, your AC equal 13 + your Dexterity modifier while you aren't wearing armor.
Also at 3rd level, you gain proficiency in your choice of two of the following skills: Animal Handling, Insight, Medicine, Perception, or Survival.
Your proficiency bonus is doubled for any ability you make that uses either of those skills.
At 6th level, you are so in tune with the natural beasts, you begin taking on their aspects. As a bonus action, you can force your body to morph and shape to become more like that of a beast. Choose one of the following options below:
- Your fingers twist into vicious claws like that of a wolf and you become proficient with your unarmed strikes and they have the finesse property. When you take the Attack action, you can attack twice instead of once with your claws. On a hit, your unarmed strikes deal 1d10 slashing damage.
- You grow hollow needles across your skin like that of a porcupine and when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d6 piercing damage.
- Your ears grow double their size like that of a bat and you gain blindsight to a range of 60 feet. If you are deafened, you lose your blindsight.
- You grow webbed hands and feet like that of a frog and you gain a swim speed equal to your walk speed.
- You sprout small hairs across the palm of your hands like that of a spider and you gain a climb speed equal to your walk speed. You must always keep one hand on the climbing surface in order to not fall.
This transformation lasts for 1 minute, and once you use it, you must wait until you finish a short or long rest to use it again.
At 14th level, the forest follows your every command and you can call on the forest to aid you. Over the course of 10 minutes in a location with twigs, trees, shrugs or similar terrain, you can summon forth up to 4 Twig Blights, 2 Needle Blights or 1 Vine Blight.
On each of your turns, you can use a bonus action to mentally command your blights so long as they are within 60 feet of you, giving the same command to each of them. You decide what action the blights will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular location. If you issue no commands, the blights only defend themselves against hostile creatures. Once given an order, the blights continue to follow it until their task is complete.
The blights are under your control until you finish a long rest, after which they crumple into twigs, vines and other natural debris. Once you use this feature, you can't use it again until you finish a long rest.
Coven of Graves
Those enamored with death and the bleakness of life are naturally drawn to the power of the Shadowfell. There, lost spirits wander as they search for meaning in their lives with the lucky ones passing on to their eternal rest.
Witches who join this Coven make a pact with the plane of the Shadowfell, blending their soul into its dismal and dreary influence.
|3rd||Gentle Repose, Ray of Enfeeblement|
|5th||Animate Dead, Speak with Dead|
|7th||Blight, Death Ward|
|9th||Danse Macabre, Negative Energy Flood*|
At 3rd level, your understanding of death and bodies allows you to sense the presence of death and undeath. As an action, you can attune yourself to the Shadowfell and detect such entities. Until the end of your next turn, you know if there are any undead or any dead bodies within 120 feet. If you do detect undead, you do not know the specific creature type (like zombie or death knight) but, you can detect if an undead has a higher Challenge Rating than your Witch level.
You can't use this feature again until you finish a short or long rest.
Death Becomes Us
Also at 3rd level, your learn the spare the dying cantrip, which doesn’t count against the number of witch cantrips you know. When you cast it, you can give a number of your hit points to the unconscious creature up to your Witch level. You can not reduce your own hit points below 0, and a creature can not gain more hit points than the number of hit points you are able to give.
At 6th level, you can move through the shadows as if you were on the Shadowfell. As an bonus action on your turn, you push your physical body into the Shadowfell while keeping your spirit in the Material Plane. You can move up to twice your speed without provoking attacks of opportunity, once you finish your movement your physical body returns to the Material Plane.
Once you use this feature, you must wait until you finish a short or long rest to use it again.
At 14th level, you can pluck at the strands of death and create servants to assist you. As an action, you can target a humanoid corpse within 10 feet of you and cause the corpse's hands to transform into Crawling Claws. If the corpse has more than two hands, it only turns two of them into claws, if the corpse has less than two hands, it turns any available hands into claws but can not make the claws out of nothing.
Whenever you create a Crawling Claw, you can have up to two at a time, and they are under your control until you use this feature again or they are reduced to 0 hit points. In combat, they share your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
If you have multiple claws under your control, they follow the same orders or you can specify that an individual claw should follow your order while the other does nothing.
In addition, a created claw gains these additional benefits:
- The claw gains a number of temporary hit points equal to half your witch level.
- The claw adds your proficiency bonus to its claw attack and damage rolls.
- The claw can cast spare the dying, this destroys the claw.
You can't use this feature again until you finish a long rest.
Coven of Spirits
Reaching out to the forces of death and life, you can touch the spirits of those who have come before you. These spirits guide you, teach you, and help you to protect those who are important to you. Witches who make this coven are often called white witches, their healing magic is said to be blessed by the gods and that they have power over death itself.
Spirit Coven Spells
|3rd||Healing Spirit, Spiritual Weapon|
|5th||Animate Dead, Mass Healing Word|
|7th||Death Ward, Guardian of Faith|
|9th||Commune, Mass Cure Wounds|
Beginning at 3rd level, you know the cure wounds spell, this does not count against the number of spells known and is a witch spell for you.
Also at 3rd level, you gain the ability to call on the spirits to save your allies. When a creature you can see takes damage, you can use your reaction and roll a d6. The targeted creature gains a number of Temporary Hit Points equal to the roll, which takes as much of the triggering damage as possible.
You can use this feature a number of times equal to your Intelligence modifier, regaining spent uses on a long rest.
At 6th level, your ties to the spirit world has infused you with the essence of great heroes. You have advantage on saving throws against being charmed or frightened.
Furthermore, if an ally is charmed or frightened, and you can touch them, you can use a bonus action to infuse them with the spirits of valor. The next time they make their saving throw against the effect, they make it with advantage.
Once you use this ability, you must wait until you finish a short or long rest to use it again.
At 14th level, you can summon the spirits around you and channel them into a creature of your choice that you can touch. When you do so, the creature is fortified by the spirits and gains the following benefits:
- They are immune to being charmed or frightened.
- At the start of each of their turns, they gain a number of temporary hit points equal to half your Witch level.
- When they make an ability check or attack roll on their turn, they can roll a 1d6 and add it to the total. They must do this before they know whether they succeed or fail, and they can only use this feature once per turn.
- If they fall unconscious, they gain advantage on death saving throws.
These spirits reside in the target for 1 minute, offering their advice and strength. Once you use this ability, you must wait until you finish a long rest to use it again.
If a hex has prerequisites, you must meet them to learn it. You can learn the hex at the same time that you meet its prerequisites. Certain hexes can only be learned when you gain access to a Major Hex or a Grand Hex. You can not learn a hex multiple times.
As a bonus action, you can expend a 1st-level spell slot and cackle maddeningly and all creatures within 30 feet who can hear you take a 1d4 penalty on their saving throws against your hexes until the start of your next turn. If a creature can't hear you or is immune to being charmed, this hex has no effect on them.
If you expend a spell slot of 2nd level or higher, the range increases by 10 feet for each slot level above 1st.
Commune with Spirits
Prerequisite: Coven of Spirits, Coven of the Forest
You invoke the spirits and gain proficiency with any skill that requires Charisma, Intelligence or Wisdom. You can invoke a different spirit over the course of a long rest to change the skill to another.
As an action, you can glare at a creature within 30 feet of you, and if they can see you, you place a powerful hex on them. Choose one of the following features: Ability Checks, Armor Class, Attack Rolls, Damage Rolls, or Saving Throws.
The targeted creature must succeed on a Wisdom saving throw or they take a penalty to the feature you chose equal to half your Proficiency bonus (rounded down). This penalty lasts for 1 minute, or if they succeeded on their saving throw, until the end of their next turn. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. This ability has no effect if a creature can't be charmed.
You can only target a creature once per day with this ability and you can use this feature a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.
Prerequisite: Witches Familiar hex
Your familiar becomes a way for you to store certain spells into them. Over the course of a short rest, you can feed a spell scroll containing a witch's spell, and is a ritual, to your familiar. They then consume the scroll, destroying it, and they learn the spell. You can then cast that spell as a ritual so long as you have this hex active and your familiar stays within 5 feet of you over the course of casting the spell. You must be able to cast the same level spells as that spell in order to feed it to your familiar.
If you lose this hex, you lose any ritual spells stored in your familiar. If you later gain this hex again, you must re-feed your familiar any lost ritual spell scrolls before you can use them again.
Are You Being Hexed?
Whenever a Witch uses their hexes, they make an outward display. It could be a horrifying glare as they hex their target or the flicking of fingers as they make an unholy gesture. If you want to use your hexes without others noticing, the DM may require you to make a Stealth, Deception, Sleight of Hand or another appropriate skill to disguise your supernatural hexes.
Hexes, unless noted, are not considered magical but are rather a supernatural ability that calls on superstitions and cultural beliefs. This is the witch's force of will dominating another creature's faith and beliefs, corrupting it before them.
Prerequisite: Coven of Devils
As a bonus action, you can transform your arm into a horrifying limb, it appears as if it is blackened by fire and ends in twisting claws. On the same turn you summoned it, and on subsequent turns as a bonus action, you can hurl magical flames at a creature of your choice that is within 30 feet of you. Make a ranged spell attack, on a hit you deal fire damage equal to a number d6s equal to half your proficiency bonus (rounded down).
You can make this attack a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest. Your arm only returns to normal after you use have used all available uses or after you finish a long rest.
As a bonus action, you can expend a 1st level spell slot or higher and bestow good fortune on the tasks of others. You touch a creature and they have advantage on all ability checks, attack rolls and saving throws until the end of their next turn. A creature can only benefit from this once per day.
If a creature is immune to being charmed, they are not affected by this ability.
As an action, you choose a target within 30 feet of you and you begin weighing their muscles down with supernatural forces. They must succeed on a Strength saving throw or become encumbered and their speed decreases by 10 feet. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is heavily encumbered and their speed is reduced by 20 feet and they have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
This effect lasts for a minute and the creature can repeat the saving throw at the end of their turn, ending it on a success. Once you used this ability, you must finish a short or long rest to use it again.
As an action, you can expend a 1xt level spell slot or higher and make an unholy sign and target a creature within 30 feet of you. That creature must succeed on a Charisma saving throw or they have disadvantage on all ability checks, attack rolls and saving throws until the end of their next turn. A creature can only be targeted by this effect once a day.
On a successful save, they suffer disadvantage on their next ability check, attack roll or saving throw only. If a creature is immune to being charmed, they are not affected by this ability.
As an action, you can touch a creature and expend a 1st level spell slot and bestow on them the blessing of the rabbit. Their speed is doubled and their movement does not provoke Attacks of Opportunity, this effect lasts until the end of their next turn.
If you expend a spell slot of 2nd level or higher, the effect lasts for a number of additional rounds for each slot level above 1st.
As a reaction when a creature is struck by an attack you can see, and you are able to touch them, you can reach out and expend a 1st level spell slot and send necrotic energies into their wound causing it to rot. The creature must make a Constitution saving throw, on a failed save their wound begins festering. At the start of their turn, they take 1d8 necrotic damage. This effect lasts until the end of their next turn.
If you expend a spell slot of 2nd level or higher, the effect lasts for a number of additional rounds for each slot level above 1st. This effect can be ended early by casting lesser restoration or by a similar spell or effect that removes disease.
As an action, you can expend a 1st level spell slot and wrap poison around the heart of your foe, targeting a creature within 30 feet of you. They must succeed on a Constitution saving throw or they have disadvantage on their first attack roll each round as the poison begins seeping into their heart. On a success, the effect ends immediately. If a creature is immune to being poisoned, they automatically succeed on the saving throw and nothing happens.
This poison lasts for 1 minutes and the targeted creature can repeat their save at the end of each of their turns, ending the effect on a success.
If you expend a spell slot of 2nd level or higher, the target suffers poison damage when this hex is first cast equal to a number of d6s for each slot level above 1st. On a successful save, they take half damage.
Twist of Fate
When you see an ally within 30 feet of you is struck by an Attack of Opportunity you can see, you can use your reaction to force the enemy to reroll the attack roll, they must then use that second roll. If the creature still hits, your ally gains resistance to that damage.
Once you use this feature, you must wait until you finish a long rest to use it again.
As an action, you can expend a 1st level spell slot and touch one creature, warding them from harm for the next hour. While they are warded, you are aware of where they are and their emotional state so long as they stay within 1 mile of you.
The next time the creature takes damage in the next hour, the ward explodes around them and they gain a number of temporary hit points equal to your proficiency bonus, which takes as much of the triggering damage as possible. Once the ward is activated, you can no longer locate them or sense their emotions.
If you expend a spell slot of 2nd level or higher, the target gains additional temporary hit points equal to your proficiency bonus times the level of the spell slot. You can only have one ward active at a time, if you attempt to ward a second creature, the first ward dissipates and the warded creature gains no benefits from it.
You gain the aid of a familiar that helps you unlock the secrets of your power. The familiar is bound to you and will obey all your commands.
In combat, the familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take an action in its stat block or the Dash, Disengage, Help, Hide or Search action.
If your familiar dies, you can perform a special ritual over the course of a long rest, regrowing their bodies and inviting their spirit back.
Your familiar uses the statblock below, but you can choose one of the following options to infuse your familiar. This provides a physical form that they take on along with a special ability they can use. You can change the physical form of your familiar whenever you gain a level in this class.
Fox. Your familiar takes on the form of a fox and gains advantage on Wisdom (Perception) checks that rely on smell.
Imp. Your familiar takes on the form of an imp and gains darkvision out to a range of 60 feet.
Sprite. Your familiar takes on the form of a sprite and gains proficiency on Stealth (Dexterity) checks.
Toad. Your familiar takes on the form of a giant toad and gains the ability to breathe air and water.
Medium celestial, neutral
- Armor Class 10 + your Intelligence modifier
- Hit Points equal the familiar's Constitution modifier + your Intelligence modifier + your level in this class
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-2)
- Damage Resistances Radiant
- Condition Immunities Charmed, Frightened
- Senses passive Perception 11
- Languages understands the languages you speak
(Requires Your Bonus Action)
Slam. Melee Weapon Attack: your Spell Attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your Intelligence modifier bludgeoning damage.
As an action, you can expend a 5th level spell slot or higher and target a creature within 30 feet of you and twist their innards. They must succeed on a Constitution saving throw or become wracked with pain and they suffer one level of exhaustion. On subsequent turns, you can continue to use your action to twist their guts and they must continue to make Strength saving throws, suffering additional levels of exhaustion on a failed save.
On a successful save, the creature loses all levels of exhaustion and is no longer affected by this hex. A creature immune to being charmed automatically succeeds on this saving throw. If you do not use your action on this ability on subsequent turns, the target can repeat their saving throw at the end of their turn.
Blessing of Mother Night
Prerequisite: 13th level
You become shielded from divination magic as if you are under the protection of a nondetection spell.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
As a bonus action, you can fade into the Ethereal Plane for 1 minute. You can return to the Material Plane as a bonus action on a subsequent turn or return back to the Ethereal Plane. If you are still on the Ethereal Plane after 1 minute, you return to the Material Plane. If you are inside of an object, like a wall or statue, you are deposited at the nearest empty location you can occupy, taking force damage equal to twice the number of feet you are moved.
After you use this ability, you must wait until you finish a long rest to use it again.
As an action, you can remove one of your eyes. You can be up to 1 mile away from your eye and still be able to see through it as if you were there. You can look through this eye for 1 hour, at that point it dissolves into a white goo and you grow a new eye in your eye socket. Your eye has a 5 foot walk speed, though it can only roll along the ground and has no ability to climb stairs or roll up moderate to steep inclines, per DM's discretion.
If the eye is targeted by an attack or must make a saving throw or ability check, it uses your statistics. Any effect on the eye, effects you as well as any damage it takes, you take.
You can use this feature once per day.
Over the course of a short rest, you can create a hex bag and place it somewhere. Later, as an action and so long as you are within 1 mile of the hex bag, you can choose one of the following effects, you can not change the effect once you activate it and the effects end early if the hex bag is destroyed. If a creature is within range of the hex bag for one hour the creature must make a saving throw.
- The creature must succeed on a Constitution saving throw or become poisoned.
- The creature must succeed on a Charisma saving throw or they are unable to gain the effects of a long rest and they suffer a level of exhaustion.
- The creature must succeed on a Wisdom saving throw or become frightened of a number of creatures of your choice equal to your Intelligence modifier and is known to you and the target. If multiple creatures are affected by your hex bag, they are frightened of the same creatures.
You can only have one created hex bag at a time and you need 5 gp worth of special flowers, bones and inks. A creature that is immune to being charmed automatically succeeds on their saving throw. A creature can repeat the saving throw after 24 hours of being under the effects of the hex bag, once a creature succeed they are immune to that hex bag. A hex bag and its effects last for a number of days equal to your proficiency bonus.
Improved Evil Eye
Prerequisite: Evil Eye hex
You regain all uses of your Evil Eye hex on a short or long rest and you can target creatures within 60 feet of you with this hex.
Your Witch Familiar supernaturally grows more powerful and now gains an additional number of Hit Points equal to your witch level times two. Additionally, it no longer needs your bonus action to take the Attack action and its damage increases from 1d6 to 1d8.
Also, if your familiar dies, you can choose to expend a spell slot of 3rd level or higher to resurrect them with all their hit points after 1 minute instead of over the course of a long rest.
Prerequsite: Ward hex
Your wards have grown in power and while a creature is warded by you, you are aware of their location while they are within 10 miles of you and can talk to them telepathically while they remain within that range.
When your ward is activated, all creatures of the warded creature's choice within 10 feet of them must succeed on a Constitution saving throw or take force damage equal to the number of Temporary Hit Points the warded creature gains. They take half damage on a successful save.
As an action, you can summon a swarm of insects to coalesce at a point of your choice within 30 feet. The swarm acts as your ally and remains until you dismiss it as an action, they fall to 0 hit points, you take a short or long rest, you fall unconscious or you summon another swarm using this feature.
You can use this ability a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.
You can target a creature within 60 feet of you and they must succeed on a Wisdom saving throw or become permanently blind or deaf, your choice. A greater restoration or wish spell is required to remove this condition.
You can use this feature once per long rest.
Curse of the Therianthrope
You have undergone the curses of therianthropy and as an action, you can morph into a were-creature. Choose one of the following shapes when you change. This form lasts for 1 hour or until you are knocked unconscious. Once you use this ability, you must wait until you take a long rest before you can use it again.
Bear. Your Constitution increases to 19 and if an attack knocks you to 0 hit points, you are instead reduced to 1 hit point, you can use this feature once per long rest. If your Constitution score is higher, this change has no effect.
Rat. Your Dexterity increases to 19 and you gain expertise in the Stealth skill, even if you are not proficient in it normally. If your Dexterity score is higher, this change has no effect.
Wolf. Your Strength increases to 19 and you gain a claw attack that you are proficient with and that you can use twice when you take the Attack action and deals 2d8 slashing damage on a hit. You have advantage on all melee attacks if your target is within 5 feet of an ally. If your Strength score is higher, this change has no effect.
While in this form, you gain immunity to all non-magical bludgeoning, piercing and slashing weapon attacks unless it is silvered. If the remove curse spell is cast on you while you are in this form, you must succeed on a Wisdom saving throw against the caster's spell save DC or this form ends early. You can still cast spells and hexes like normal while in this new hybrid form.
You gain a fly speed equal to twice your walking speed.
Prerequisite: Improved Familiar hex
Your Witch Familiar has grown far more powerful and now gains an additional number of Hit Points equal to your witch level times three. Additionally, you can cast your hexes through your familiar as if you were standing in its location and you can take a reaction that when you, or the familiar, takes damage you can split the damage in half between you and the familiar.
Are Hexes Magical?
Yes and no. If a hex is considered magical, it will specify that it has a magical effect for the purposes of magic resistance and anti-magic fields. If there is any confusion, most hexes default to being a supernatural force that is powered by a creature's superstitions and cultural beliefs.
A DM may decide that a creature has resistance or immunity to these effects if they are especially strange to this world, like aberrations who hold none of the superstitions of the planes or its occupants. A new trait is provided for monsters.
Skeptical. The creature has advantage on saving throws against hexes and other supernatural effects.
As an action, you create a crude and disturbing waxen doll of a creature you can see within 60 feet of you. They must succeed on a Charisma saving throw, or you gain a modicum of control over them. On subsequent turns, you can use an action to cause one of the following effects. This waxen doll is destroyed after a hour, or you use the doll a number of times equal to your Intelligence modifier. A target can repeat the saving throw after every time the doll is used.
Attack Self. You cause the target to strike itself with a weapon it is wielding. This attack automatically hits.
Attack Other. You cause the target to strike another creature within their range. Make a melee spell attack against the creature's AC, on a success the target hits the creature.
Drop Equipment. You cause the target to drop everything it is holding.
Forced Movement. You cause the target to walk up to its speed in a direction of your choice, if it can fly you can cause it to take off and fly or stop its wings from moving, plummeting it to the ground.
Pain. You can rip at the waxen figure, causing great tides of pain to course through the creature. You deal 6d10 necrotic damage to the figure, they can make a Constitution saving throw to take half.
You can use this feature once per long rest and you need 5 gp worth of special wax per use of this feature. A creature that is immune to being charmed automatically succeeds on their saving throw.
Over the course of 10 minutes, you can animate a hut, tent, wagon, or similar object that is no greater than 15 feet on any side. This is as if you had cast the animate objects spell on the object, no concentration required. The hut gains an additional number of hit points equal to your witch's level and it gains the ability to attack twice if it takes the Attack action.
This animated hut remains animated so long as you have this hex and only ends early if the animated hut is reduced to 0 hit points or if you animate another hut using this ability. If the animated hut is reduced to 0 hit points, the hut is completely destroyed and can not be targeted by this ability again.
When you animate a hut, it does not gain a fly speed, but rather grows a set of appropriate legs of your choice to allow it to walk around. This could be massive tree roots, chicken legs or undead skeletons that carry the hut.
Any entrances to enter the hut are under the effects of an arcane lock spell while the hut is animated, you set the password when you use this ability.
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a wood chip and a drop of water)
- Duration: concentration, up to 1 minute
Choose a wooden object that is no more than 6 lbs, such as a quarterstaff or a bow or a wooden shield, that you can see within range. You cause the object to become soft and limp. Until the spells ends, this object is extremely weak and has no integrity.
If a creature is wielding the object, it provides no benefit and deals no damage if used as a weapon. If the object is an important piece of a structure or vehicle, like a cart wheel, it might break or cause structural damage (at the DM's discretion). The wooden object then stiffens back to its original form, if it is able to, at the end of the spell.
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a wing of a fly)
- Duration: concentration, up to 1 hour
You summon insect spirits and they manifest as a tiny bug, like a beetle, that has limited intelligence. While you can see the insect and they are within 30 feet of you, you can command them telepathically, issuing orders as a bonus action. It can not respond to you.
This insect can travel up to 20 feet a round and makes an unassuming spy, though it is limited by its intelligence. While it is in physical contact with you, it can answer simple questions through the telepathic connection, it is limited by its intelligence and can offer limited information it was able to perceive. As an action, you can sense their specific distance and direction they are from you.
An insect spy can answer that a room has two creatures, though it has no ability to identify them. It can also describe a room with food and that it was very loud, which you could take to mean it is a feast hall. It has no ability to repeat speech and can not read.
The insect uses the Swarm of Insects (Wasps) statblock with these changes: it is a single tiny beast, 1 hit point, lacks the Swarm feature, and has no bite attack.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon additional beetles: two with a 4th-level slot, three with a 6th-level slot, and four with a 8th-level slot. You can, on separate rounds, give each beetle it's own command that it must follow.
Turn to Frogs
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a frog leg)
- Duration: concentration, up to 1 hour
This spell transforms a creature that you can see within range into a frog, the DM has the creatures' statistics. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the frog. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The frog can't activate, use, wield, or otherwise benefit from any of its equipment.
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a humerus bone)
- Duration: concentration, up to 1 minute
You reach out and target a creature within range, grabbing their bones and causing them crippling pain. The target must make a Constitution saving throw. On a failed save, it takes 3d10 bludgeoning damage and the target is restrained. On a successful save, the creature takes only half damage. A creature can repeat the saving throw at the end of their turn, ending the spell on a success.
While the creature is restrained by this spell, you can use your bonus action on subsequent turns to continue to crush their bones and deal 3d10 bludgeoning damage to the target.
If you target a creature that is undead, instead of dealing damage, you can instead force them to move up to their movement to a location of your choice. If the target is ever outside of the spell's range, the spell ends.
Constructs and oozes automatically succeed on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures you can target with this spell increases by 1 for each slot level above 3rd.
Becoming a Witch
This section seeks to help you come up with reasons for why your character became a witch. Were you cast out of society due to your fascination with the graveyard? Did the other kids pick on you for your obsession with books? Not every witch hates society, but often they have no choice but to leave their childhood homes when their fascination with magic and the supernatural forces them out.
Rolling a Background
You may not be comfortable rolling for parts of your background, but rather have a set idea. These charts are simply for providing inspiration and to help out characters who become witches, you can simply choose which results you'd like or use none of the options provided.
There are four sections that provide inspiration for your character. Certain options are labeled with a suggested coven, but you are not forced to take one coven over the other.
- The Catalyst. What event happened in your life that developed your fascination with the supernatural forces? Were you visited by ghosts or did a devil offer you revenge on those who wronged you?
- Age. This is the age when you were ostracized from your community and forced to begin your adventures. While some witches may still hold a community dear to them, many have been forced out by people scared of their power.
- Witches' Mark. Has the supernatural forces left a mark on you? Many cultures believe that witches have blemishes or disfigurements that easily mark them as witches.
- Allies or Foes?. Due to covens taking such an active role in recruiting members, have you met any colleagues or allies? Work with your DM to figure out who that person is and how they affected your life.
What event happened in your life that brought you closer to the supernatural?
|1||You've always had a fascination with graveyards. The spirits there have the most fascinating stories. [Graves, Spirits]|
|2||You once followed the sound of whispers into the nearby forest at night. [Forest, Spirits]|
|3||You suffered a coma in your childhood, you were only able to awake after making a deal with an unknown entity. [Devils, Dream]|
|4||A voice offered revenge on the kids who had been mean to you, all it asked for in return was your friendship. [Devils, Spirits]|
|5||Fire had always fascinated you, the others just never understood. [Devils]|
|6||You found druidic ruins overgrown by nature and over the years you had translated the old sigils left behind.|
Your parents may have fought against it, but eventually you either left of your own accord, or were forced out by the community. You can roll on the Lead Up chart or work with your DM to determine what finally made the community kick you out.
|1||Young Kid, <10 years old|
|2-3||Teenager, 10 to 17 years old|
|4-6||Young Adult, 18 to 29 years old|
|7-9||Adult, 30 to 55 years old|
|10||Elder, 56+ years old|
|1||You 'accidentally' burnt down the old barn.|
|2||Your odd behaviors have unnerved the villagers for too long and they just can't take it any longer.|
|3||The medicinal herbs didn't work on the mayor's child.|
|4||The village has declared the plague is your fault.|
|5||Your parents died and no one wants you anymore.|
|6||You killed someone, maybe on purpose. No one cares about your side of the story.|
Do you have a physical mark that claims you as a witch?
|1||Bone white hair and strange, otherworldly eyes.|
|2||Mysterious scratch marks, you claim they are left from a devil's claw or the branches of treants.|
|3||A blue brand has appeared somewhere on your body.|
|4||Arcane runes float across your skin, they appear as if ink flowing across your skin like water.|
Allies or Foes?
Who do you trust? What is their place in your life? You decide if they are an ally, or a foe.
|1||A High Priestess, they are always encouraging you to join their coven.|
|2||A member of a rival coven.|
|3||A best friend growing up, they envy your power.|
|4||A spirit who promised you to be your guide.|
|5||One of the gods has grown interested in you.|
|6||A noble once saved you from a dangerous situation.|
To qualify to multiclass into a witch, you must qualify for your first class, per the rules of multiclassing, and your other class you wish to multiclass into.
|Class||Ability Score Minimum|
|Witch||Alchemist's Supplies or Herbalism Kit|
Roleplaying a Multiclass
If a player wishes to multiclass into a witch, one way of setting up the story for such a growth in character is for the party stumble upon a coven that the character is interested in. These covens are often after artifacts of power or stopping civilization from encroaching on the natural world.
Members of such covens are often independent spirits that rarely rely on the help of others, though they are smart enough to know that outsiders have their uses.
If you like this, consider supporting Dump Stat on Patreon. Get access to a printer-friendly version of this class, along with access to all our homebrew in one spot.
- Adjusted power of all subclasses
- Many hexes now require spell slots in order to enact their power
- Decreased damage of Hexes
- Decrease number of hexes known starting at level 2
- Decreased number of spells known by 2 starting at level 9
- Pushed back when major hexes are learned by 2 levels
- Learn one Grand Hex only, learn two Major Hexes only
- Removed Witch Familiar from 2nd level and turned into a Hex
- Removed Arcane Study, Wrath of Winter hex
- Improved flavor text was improved due to my flavor text not improved enough
- Fixed various grammar, spelling, and wording issues
- New Coven - Graves
- New Hexes - Hex Bag, Rabbit's Foot, Rotting Wound, Witch's Hut
- New Familiars - Variant Familiars
- New Spells - Bone Dance
- Decreased number of spells known by 1 starting at level 3
- Added Natural Armor ability to Coven of the Forest
- Changed Sprite familiar from Wisdom modifier to Intelligence modifier
- Added extra ability to 6th level feature for Coven of Spirits
- Adjusted Devil's 6th level ability from 3x to 1x
- Becoming a Witch - tables to roll on to create a witch
- Updated Arcane Study hex
- Created Witch Class
- Created Devil, Dream, Forest, & Spirit Subclasses
- Created Insect Spies, Softwood, Turn to Frogs Spells
- Created Hexes, Major Hexes, Grand Hexes
Artwork used from Pathfinder - 1st edition (Advanced Player's Guide, Artifacts & Legends), Dungeons & Dragons - 3rd edition (Player's Handbook, Player's Handbook II), Dungeons & Dragons - 4th edition (Manual of the Planes), and Dungeons & Dragons - 5th edition (Curse of Strahd, Monster Manual, Tomb of Annihilation, Volo's Guide to Monsters)
Our fans at Dump Stat and everyone at /r/UnearthedArcana, especially:
Why Create This Class
I created this class after yet another re-listen to the Glass Cannon Podcast and I've always loved the character Gormlaith, created and played by Matthew Capodicasa, and loved how fascinating she was as a character and the concept of a witch in a RPG.
This means I was heavily inspired by the Pathfinder Roleplaying Game in the creation of this class, but this isn't merely just a copy and paste from their Advanced Player's Guide. This is influenced by them, as evident by the Hexes that this class gets with just a few of them being inspired by what's in that game, but also fueled by pop culture's view on witches.
Most people see witches as hooked nose crones with big pimples growing all over them, pouring over spell books and making strange concoctions in their cauldrons, and while that might be a fair idea about them, I wanted something a bit more geared towards the Buff/Debuff class. As of right now, D&D 5e has few choices if you want to be a true Buff/Debuff class with Bard being really your own option. Sure you could do some stuff as a Cleric, but then why do you have heavy armor if you aren't going to get it dinged up in combat?
No, I wanted something that was all about messing with the monsters you face and trying to do something different with the mechanics. Pathfinder got a witch very close to what I would want, but I wanted more debuff options and I wanted it to be in 5e as that is the system my groups like the most.
Now, some may freak out upon seeing a full Debuff/Buff caster. The Bard comes close to this, but they are mostly focused on the buffing of their allies and doing a few minor debuffs like vicious mockery and cutting words. The witch brings that debuffing to a whole new level.
Divine Magic and Intelligence?!
I explained why I created this class, what about the decision to tie it to Intelligence? And divine magic?
The divine magic is easy to answer, they are nature focused. You never see a witch in a wizard tower, just like you don't see a wizard in a witch hut. Wizards are focused on the arcane, witches are focused on nature. Witches are primal, they are almost bestial with their being depicted with long claws and hiding in swamps overrun with fungi.
Intelligence is an interesting choice for their spellcasting because you'd think a divine caster, or at least someone obsessed with nature, would be geared towards Wisdom... to that, I say go play a druid. We have enough wisdom focused classes, and that's not really what the witch is about.
A witch is about unlocking ancient secrets, about following recipe books as they mix ingredients together in their pot. You ever wonder why Nature is an Intelligence skill? It's because it takes someone really smart to know how to mix poisons, how to use ingredients found in nature, how to understand exactly how nature works.
A druid can feel nature, a witch can understand nature.
The witches of earth's past are often strong, independent women who pushed against the expectations of society. Unfortunately they were often killed for not accepting their lots in life and are often depicted as ugly hags with warts, but the truth is far from that cultural conception of them. When building a witch, keep in mind that you are pushed away from society not because of physical blemishes but because you do not fit the mold that society expects of you. Witches are independent thinkers whose fascination with the morbid or obscene has made the outcasts.