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The Witch
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# Witch The half-elf woman rides through the thick forest on familiar and comes across a sick child abandoned by his kin. She takes out a small pouch from her coat pocket and whispers a poem to the boy as his symptoms begin to fade. She does not speak yet her emerald eyes beckon the boy follow as she continues her journey through the woods. ### Magical Conduits Witches learn to understand and allow the weave to pass through their bodies naturally. As the magic flows through them, they can cast spells as physical expressions. Spells for a Witch are forms of individual expression and each casts in ways unique to themselves. ### Hex Slingers Witches are perhaps best know for their curses and magical trickery. Tales of those who cross a Witch only to find themselves without good fortune exist in all cultures. The Witches unique connection to the weave allow them to manipulate it in subtle and purposeful ways. \columnbreak ### Creating a Witch #### Quick Build You can make a Witch quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution. Second, choose the Sage background from the Player's Handbook. ##### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Witch as one of your classes.
**Ability Score Minimum.** In order to multiclass, you must have at least a 13 in Wisdom to take a level in this class, or to take a level in another class if you are already a Witch.
**Proficiencies Gained.** If Witch isn't your initial class, you gain two skill proficiencies from the Witch list when you take your first level in this class. \pagebreakNum
##### The Witch | Level | Proficiency Bonus | Features | Jinx dice | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:----:|:--:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Witch's Familiar | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Jinx (1d4) | 1 | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Witches Coven | 2 | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Jinx die Improvement (1d6) | 3 | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Coven Feature | 3 | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 4 | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Jinx die Improvement (1d8) | 5 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Enchanted Body | 5 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 6 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 6 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Jinx die Improvement (1d10) | 7 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Coven Feature | 7 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 8 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 8 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Jinx die Improvement (1d12) | 9 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Coven Feature | 9 | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 10 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Cailleach | 10 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a Witch, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Witch level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Witch level after 1st #### Proficiencies ___ - **Armor:** Light armour - **Weapons:** Simple weapons - **Tools:** Your choice of either Alchemist’s supplies or Herbalist's kit ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Persuasion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a Light Crossbow and 20 bolts or (b) any simple weapon - (a) a Component pouch or (b) a hex focus - (a) a Scholar's Pack or (b) a Priest's Pack - Two daggers \pagebreakNum ### Spellcasting At 1st level, you are a natural conduit for the weave and can manipulate it to you will. You have trained your natural talent and bend and manipulate with amazing precision. ##### Cantrips At 1st Level, you know four Cantrips of your choice from the Witch spell list. You learn an additional Witch cantrip of your choice at 4th Level and another at 10th level. ##### 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 *witch bolt* and have a 1st-level and a 2nd-level spell slot available, you can cast *witch bolt* 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, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots. ##### Spellcasting Ability Wisdom is your spellcasting Ability for your Witch Spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Witch spell you cast and when Making an Attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
##### Ritual Casting You can cast a Witch spell as a ritual if that spell has the ritual tag. ##### Spellcasting Focus You can use an Hex focus as a Spellcasting focus for your Witch Spells. This can be a crystal ball, a straw doll with a drop of your blood, a wand carved from a burned tree, or a lock of hair dipped in enchanted wax. \columnbreak ### Witch's Familiar Additionally, at 1st level, You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Panther, or a Boggle.
Additionally, your familiar can speak and read all the languages that you know and when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction. ### Jinx At 2nd level, your magic wields finite control over the fates of others. You have a pool of d4's equal to half your Witch level (rounded up). You know a number of Jinxes equal to your Wisdom modifier (minimum of 1). You can use Jinxes as long as you have the required number of Jinx dice to use the feature. You can choose one of the jinxes you know and replace it with another Jinx when you level up. You regain all uses of this feature after finishing a short or long rest. The size of your Jinx die increases when you reach 5th level (d6), 9th level (d8), 13th level (d10), and 17th level (d12).
\pagebreakNum ### Witches Coven At 3rd level, you join a witch coven of your choice: Coven of the Open Sky, Coven of the Caravan, Coven of the Fairy Garden, Coven of Winter, Coven of the Jinxblade, or Coven of Twin Spirits all detailed at the end of the class description.
This choice is reflective of the community and beliefs of the Witch. Your choice grants you features at 3rd level and then again at 6th, 14th, and 18th level. ### Ability Score Improvement At 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. ### Enchanted Body At 10th level, your connection to the weave has adapted your body to magical energies allowing you to shrug off certain area Effects, such as a Blight spell or a Fireball spell. When you are subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Additionally, you age 1 year for every five years that pass, and you can't be magically aged. You may also appear to be any age of your choosing. ### Cailleach At 20th level, magic from all sources are within your domain and you can pull upon them to aid you. When you roll for initiative and have no Jinx dice left, you regain 1 Jinx die.
Additionally, you have a newly found deep understanding of all things. Your Wisdom score increases by 4. Your maximum for your Wisdom score is now 24.
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# Witches Coven ## Coven of the Open Sky ### Witches under this coven favor freedom above all else. To be bound to the earth is the greatest pain of all. When you become a part of this coven, the earth slowly loses its grasp over you, while your body and soul begins to soar. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Open Sky Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Open Sky Spells | Witch Level | Spell | |:------------:|:-------------------| | 3rd | *feather fall* | | 5th | *gust of wind* | | 7th | *wind wall* | | 9th | *freedom of movement* | | 11th | *control winds* | | 13th | *investiture of wind* | #### Bonus proficiencies At 3rd level, you learn the *gust* cantrip, it counts as a Witch spell for you and does not count against the number of spells known. Additionally, you gain proficiency in the Acrobatics skill, if you already have this skill you may choose a different skill instead. #### Spirited Additionally, at 3rd level, whenever you cast a spell of 1st level or higher, you can fly 10 feet immediately before or after casting the spell. For every spell level above the 1st, you fly an additional 5 feet. This movement does not provoke opportunity attacks.
Alternatively, instead of flying yourself, you may use your bonus action and touch one willing creature. It may use its reaction to immediately fly the distance granted by this feature. \columnbreak #### Jinx: Lighter than Air At 6th level, you gain an additional option to use with your jinx feature. As a bonus action, can expend up to your remaining jinx die and touch an equal amount of creatures. Each creature you touch has its weight reduced by half, and their jump height and distance is doubled for the duration. Additionally, an affected creature takes no falling damage. This jinx lasts for 10 minutes, requiring your concentration. #### Wild and Free At 14th level, you can command the winds to protect you with a thought alone. As a reaction, when a creature atempts to make a weapon attack against you, you can command a powerful updraft of winds. The triggering attack, plus any attack made within 15ft has a disadvantage with their attack rolls until the start of your next turn. Once you use this feature, you must finish a short or long rest before using it again #### And my Heart will Soar Upon reaching 18th level, you shed any remnants of earthly bonds. After finishing a long rest, you may touch one object that has a size no greater than 10 feet in any dimension and grant it the power of flight. An object imbued this way becomes magical, and acts on your turn, obeying your mental commands while it is within the same plane of existence as you. Your magical item has a fly speed of 60 feet, and flies completely silently. It can carry up to 1,500 pounds, but can only fit up to 2 medium sized creatures, or one large creature. If your magical object is destroyed, you can repeat the process after finishing a long rest. Additionally, as a bonus action, you can expend one use of jinx, increasing its speed to 120 feet for 8 hours, or until a creature riding it makes an attack, casts a spell that affects an enemy, or deals damage to another creature. \pagebreakNum
# Witches Coven ## Coven of the Caravan ### Witches of this coven, at heart, are vagabonds. No single place is home, instead home is where friends are made and company is good. It's not a surprise that often witches of this coven takes to life seeking adventure and thrills. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Caravan Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Caravan Spells | Witch Level | Spell | |:------------:|:-----------| | 3rd | *expeditious retreat* | | 5th | *arcane lock* | | 7th | *Leomund's tiny hut* | | 9th | *dimension door* | | 11th | *hallow* | | 13th | *guards and wards* | #### Journeymen At 3rd level, you learn the *guidance* cantrip, it counts as a Witch spell for you and does not count against the number of spells known. Additionally, you gain proficiency with Tinker’s tools if you do not already have so, if you do you gain proficiency with 1 artisans tools of your choice. #### The Witches Wagon Additionally, at 3rd level, as an action, you can command your familiar to take on the form of a Wagon. You gain proficiency in land vehicles and your proficiency is doubled when making skill checks using land vehicles. You can touch the Wagon and transform it into a home of your choosing, such as a cottage.
Your home only occupies a 20 foot square, but has 60 square feet of space inside. The outside is constructed from material of your choice from wood or stone, and has hit points equal to 10 times your witch level When you transform the home into a Wagon, any creature and magical item inside is safely deposited into the Wagon and vice versa. Otherwise all items remain as is. The home can be furnished as you wish, and can only be entered by creatures who speak the passphrase that you set when you transform the Wagon. #### Jinx: Magical Cannons At 6th level, as a bonus action, you can spend up to 5 Jinx Dice to summon a number of cannons equal to the number of Jinx Dice spent on your wagon or from an unoccupied space on the ground or a wall within 10ft of you for 1 minute. You can fire the cannons an action, the cannons count as a ranged spell attack with a range of 30ft, you must make each attack separately and each cannon deals force damage using 1 die the same size as your Jinx Die. \columnbreak #### Safe Haven At 14th level, as a reaction, when you are targeted by an attack roll you can change the target to your wagon as long as it is within 15ft of you. The attack roll must exceed the AC of your wagon to hit. You can use this feature once per long rest. Additionally, your wagon gains resistance non-magical slashing, bludgeoning and piercing damage and you can use your wagon as a spell casting focus. #### Mobile Castle At 18th level, the inside of your wagon is always under the effect of the *magnificent mansion* spell. \pagebreakNum
# Witches Coven ## Coven of the Fairy Garden ### Tucked deep within the glade, under the old oak and past the creek - a tiny village situated in the stump of a tree long felled be home to these fey aligned witches. Having learned magic from the hags of the fey courts this coven has secluded itself within nature having particular affinity with insects. A interesting note is that these witches are well known by forest gnome communities as they often trade. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Fairy Garden Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Fairy Garden Spells | Witch Level | Spell | |:------------:|:--------------------------| | 3rd | *goodberry* | | 5th | *aid* | | 7th | *plant growth* | | 9th | *giant insect* | | 11th | *insect plague* | | 13th | *conjure fey* | #### Sunkissed Starting from 3rd level, you know the *light* or *dancing lights* cantrip (your choice) if you don’t already have it known. If you do, choose another cantrip from the Witch Spell List. It counts as a Witch spell for you and does not count against the number of spells known. Additionally, you gain proficiency with potter’s tools. #### Allied with the Tiny At 3rd level, when you summon your familiar, you may choose its creature type to instead be fey.
Your choice of coven has given you the secret to cause plants and insects to be attracted to you. You have a natural growth of vines, plants, or insects of your choice to protect you, covering your body. Your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier. You must be unarmored, not wielding a shield, and have your familiar active to benefit from this. #### Jinx: Wonderland At 6th level, you learn the following jinx. As a bonus action, you can as many jinx die as you wish to transport yourself plus a number of willing creatures within 15ft. of you equal to the number of jinx dice expend. These creatures are sequestered into the feywild until the start of your next turn after which creatures are returned to the place they were transported from. If this place is occupied they are returned to the closest avalible space to that spot. \columnbreak
#### Fairy Dance At 14th level, your bond with the fey has gifted you with the skills of moving within the fey courts. Your movement speed increases by 10 feet and as a reaction, when you are targeted with a weapon attack you can misdirect a foe into attacking another creature within 10 feet of you.
Additionally, while your are concentrating on a Witch spell you can channel the excess magical energy to warp your shape. As a bonus action, you can become tiny in size or revert back to your original size. #### Archfey Monarch At 18th level, as an action you adopt the form of an archfey for 1 minute. You gain the following benefits; * Large butterfly wings grow from your body granting you a flight speed of 60ft. * If a creature misses an attack roll against you can can force that creature to make a Charisma saving throw. On a failed save, the creature is charmed by you for the remaining duration of this feature. * You are immune to being charmed and frightened
You can use this feature once per long rest. \pagebreakNum
# Witches Coven ## Coven of Winter ### High up in the mountains, or deep within the heart of the tundra. Witches of this coven focus the practice of their magic using ice and cold. The home of this coven is easy to find - a grand fortress marks their location, identified by powerful and impenetrable walls that scrapes along the sky. When a witch of this coven leaves the comfort of their home, it is often to seek knowledge they don't understand, or perhaps they have grown tired of their solitude. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Winter Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Winter Spells | Witch Level | Spell | |:------------:|:-----------| | 3rd | *ice knife* | | 5th | *Snilloc's snowball swarm* | | 7th | *sleet storm* | | 9th | *ice storm* | | 11th | *cone of cold* | | 13th | *wall of ice* | #### Home in the North Starting from 3rd level, you learn the *frostbite* cantrip if you don’t already have it known. If you do, choose another cantrip from the Witch Spell List. It counts as a Witch spell for you and does not count against the number of spells known. Additionally, you gain resistance to cold damage. #### Creeping Frost At 3rd level, your attunement to the harsh cold has granted you its boon. When you hit a creature with a weapon attack you can force that creature to make a Constitution saving throw against your Spell Save DC. On a failed save that creatures movement speed is halved until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier and regain all uses after finishing a long rest. Additionally, if you hit a creature with a Witch spell that deals cold damage that creatures movement speed is reduced by 10ft. \columnbreak
#### Jinx: Crystallization At 6th level, as a reaction, you can spend any number of Jinx Die to entomb yourself or any willing creature within 30ft in ice, which melts away at the end of your next turn. The target creature gains temporary hit points equal to the combined number of the Jinx Dice rolled plus your Witch level, their speed is reduced to 0, and they are incapacitated while entombed. #### Frozen Time At 14th level, as an action, you physically freeze the weave in a 20ft radius around you for 1 minute, all hostile creatures within this area is forced to make a Constitution saving throw against your Spell Save DC. On a failed save, creatures movement speed are reduced to 0 and take cold damage equal to your Wisdom modifier at the start of their turn for 1 minute. Each creature may remake this save at the end of their turn. You can use this feature once per long rest. #### Tower in the Aurora Upon reaching 18th level, as an action, you can summon a fortress of ice in a 30ft diameter around you and to a maximum height of 20ft or as tall as the space it is summoned in will allow for 1 minute. The ice shifts and allows passage for creature friendly to you, providing them with half cover while within the fortresses area, or 3/4 cover while prone. Allies within the fortresses area also gain resistance to cold damage. The freezing winds and shifting ice of the fortress attempts to slow enemy movement, hostile creatures treat the fortresses area as difficult terrain. you can use this feature once per long rest. \pagebreakNum
# Witches Coven ## Coven of the Jinxblade ### War, the never changing fact of life is that conflicts will occur when people disagree. These witches were once a peaceful people but with the battles drawing closer and closer to their homes, they have now turned to a feared and respected warrior people. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Jinxblade Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Jinxblade Spells | Witch Level | Spell | |:------------:|:----------------------| | 3rd | *wrathful smite* | | 5th | *cloud of daggers* | | 7th | *crusader's mantle* | | 9th | *freedom of movement* | | 11th | *banishing smite* | | 13th | *blade barrier* | #### Blade Mage At 3rd level, you learn the *green-flame blade* cantrip if you don’t already have it known. If you do, choose another cantrip from the Witch Spell List. Additionally, you gain proficiency with medium armour and martial weapons. #### Jinxblade Additionally, at 3rd level, your coven has lent you the secrets of honing the fate altering power of the Jinx into your weapon. When you use a Jinx you can add additional force damage to your next weapon attack you make before the end of your next turn equal to a roll on your Jinx Die. #### Jinx: Embellishments of Battle At 6th level, you can turn fate in your favor in the heat of battle. As a bonus action, you can expend and roll 1 Jinx Die to enchant a trinket or piece of jewelery on your person to grant you the fates protection. You add the result of the roll to your AC for the next attack you take and can attack an additional time when you make your next attack action on your turn. The extra attack granted by this feature gains the extra damage from your Jinxblade feature. #### Edge of Victory At 14th level, magic ebb and flows through you and your blade. While you are concentrating on a witch spell you gain a bonus to strength, dexterity, and constitution saving throws equal to the level of the spell. \columnbreak
#### Demon of the Battlefield At 18th level, you have attained the power and skill of the most legendary knights and members of your coven, truly becoming an awesome presence in battle. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. \pagebreakNum
# Witches Coven ## Coven of Twin Spirits ### On very rare instances a witch can be born beloved by the spirits. These witches are quickly sought out and adopted into the coven of Twin Spirits and are taught from a very young age how to both befriend and tame the spirits around them. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Twin Spirits Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Twin Spirits Spells | Witch Level | Spell | |:------------:|:-----------| | 3rd | *animal friendship* | | 5th | *warding bond* | | 7th | *tiny servant* | | 9th | *charm monster* | | 11th | *hold monster* | | 13th | *mass suggestion* | #### Twin Spirits Adept Starting from 3rd level, you learn the *friends* cantrip if you don’t already have it known. If you do, choose another cantrip from the Witch Spell List. Additionally, you can use your Witches Familiar feature to conjure 2 familiars at once. #### Triangle Magic Additionally, at 3rd level, while you have 2 active familiars you can channel your magic through your familiars. This grants you the following benefits; * You can have one of your familiars concentrate on a spell for you. You can only concentrate on 1 spell at a time. * When you cast a Witch spell you can have one of your familiars cast it instead. * When you are attempting to cast a spell as a ritual the casting time is halved #### Jinx: Ferocious Familiar At 6th level, as a bonus action, you can expend 1 Jinx Die to alter your one of familiars form. It retains all of its original abilities and is provided with the following boons for 1 minute; * Its size becomes large. * Your familiar can attack using your bonus action and uses your Wisdom modifier for its attack modifier and damage bonus. * Your familiars attacks damage increases to 1d8. Additionally, the first attack your familiar makes each turn deals additional force damage equal to a roll on your Jinx Die. \columnbreak
* Your familiar gains temporary hit points equal to three your witch level plus your Wisdom modifier.
You can only have 1 familiar under the effect of this jinx at once #### Improved Familiar At 14th level, your familiars benefit from your Enchanted Body feature. Additionally, when you cast your Ferocious Familiar Jinx your other familiar gains resistance to all damage types and immunity to all conditions. #### Ultimate Chimera At 18th level, your Ferocious Familiar Jinx improves. You can expend 2 Jinx Dice to cause your two familiars to fuse and become a powerful Chimera. The Chimera is provided with the boons with the following boons for 1 minute; * The Chimera gains temporary hit points equal to five times your witch level plus your Wisdom modifier. * Its size becomes Huge. * The Chimera can attack using your action and uses your Wisdom modifier for its attack modifier and damage bonus. * Your familiars attacks damage increases to 1d10. Additionally, the first attack your familiar makes each turn deals additional force damage equal to two rolls on your Jinx Die. * You are considered to be under the effects of the Warding Bond spell as if the Chimera was the caster. \pagebreakNum # Jinx ### Ouch As a bonus action, you can choose a creature within 30ft of you. that creatures mouth is forced shut on their tongue, disrupting their concentration. Expend and roll 1 Jinx die, target 1 creature, that creature must make a Wisdom saving throw against your Spell Save DC. On a failed save, that creature takes bludgeoning damage equal to the Jinx die result and lose concentration if they were concentrating on a spell. ### Sticky As a bonus action, you can cause your foes feet to become sticky and cling to the floor. Expend and roll 1 Jinx die to force 1 creature within 30ft of you to make a Strength saving throw against your spell save DC. On a failed save, the creatures movement speed is reduced by a number of feet equal to 5 times the amount rolled until the end of their next turn. ### Slippery As a bonus action, you attempt to cause a creature to drop an item they are holding by temporarily making the object slippery. Expend one of your Jinx die to force a creature within 30 ft to make a Dexterity saving throw against your spell save DC. On a failed save, it drops the object you choose. The object lands 5 feet away from the creature in a random direction. ### Fluke As a bonus action, you can positively influence the fate of an action. Expend and roll 1 Jinx die and record the result, you can use your reaction to add the number rolled to your next attack roll or saving throw of your choice within the next minute. You can roll the die before or after making the attack roll or saving throw. ### Stumble *Prerequisite: 5th level Witch*
As a reaction, you may attempt to cause a creature to trip over its own feet. When a creature attempts to move within 30ft of you, expend and roll one of your Jinx die, the creature must make a Dexterity saving throw against your spell save DC. On a failed save the creature falls prone and takes bludgeoning damage equal to the number rolled on your Jinx die. ### Whiff *Prerequisite: 5th level Witch*
As a reaction, you may attempt to cause an attack to be sent off course. When a creature attempts to make a weapon attack against you, you can expend and roll 1 Jinx die and subtract the result from the creatures attack roll. If you roll an 8 or higher on your die you can instead cause the attack to hit a creature within 10ft of you if the original attack roll was higher than the AC of the new target. \columnbreak ### Daze *Prerequisite: 5th level Witch*
As a bonus action, you can attempt to daze a creatures senses. Expend 2 Jinx die to force 1 creature within 30ft of you to make an Intelligence saving throw against your spell save DC. On a failed save, the creature has disadvantage on attack rolls until the end of its next turn. ### Fling *Prerequisite: 5th level Witch*
As a bonus action, you can jinx an object weighing 1 to 5 pounds to jut out violently towards your target. Expend and roll up to 4 Jinx die, target 1 object that fits within a 5ft cube that you can see that isn't rooted to the ground or connected to a larger object. Make a ranged spell attack roll against a creature with 30ft of you that you can see, on a hit that creature takes bludgeoning damage equal to the dice results plus your Wisdom modifier. ### Poof *Prerequisite: 11th level Witch*
As a reaction, you can cause yourself to disappear. When a creature hits you with a melee weapon or spell attack you can expend 2 Jinx dice and disappear in a puff of dense smoke into the fey wild. At the end of that creature's turn you reappear in an unoccupied space of your choice within 15 feet of the space you vanished from. If no unoccupied space is available, you appear in the nearest unoccupied space. ### Babble *Prerequisite: 11th level Witch*
As an action, you can attempt to cause a creature to lose complete control of their tongue. You can expend 1 Jinx die to force 1 creature within 30ft of you to make a Wisdom saving throw against your spell save DC. On a failed save, for the next minute any time that creature attempts to speak all that comes out is incoherent babbling. Creatures under this Jinx cannot cast spells that require verbal components for the duration of this Jinx. Each creature may remake this save at the end of each of their turns. ### Overcharge *Prerequisite: 11th level Witch*
As a bonus action, you can overcharge the magical power of your spell. Expend and roll up to 3 Jinx die, The next time you cast a Witch spell before the end of your next turn that deals damage you can add the result of the die to the damage of that spell. The damage is of the same type as the spells damage type, if the spell deals more than one type of damage you may choose one of the damage types. \pagebreakNum # Witch Spell List
##### Cantrips (0 Level) - Blade Ward - Control flames - Create bonfire - Dancing Lights - Gust - Infestation - Message - Minor Illusion - Mold earth - Produce flame - Sapping sting - Shape water - Spare the dying ##### 1st Level - Absorb Elements - Animal Friendship (R) - Bane - Beast bond - Bless - Ceremony (R) - Charm Person - Command - Create or destroy water - Detect Magic (R) - Goodberry - Healing Word - Hex - Identify (R) - Speak with Animals (R) - Tenser's Floating Disk (R) - Unseen Servant (R) - Witch Bolt ##### 2nd Level - Alter Self - Augury (R) - Beast Sense (R) - Darkvision - Knock - Lesser Restoration - Locate Animals or Plants (R) - Locate Object - Magic Mouth (R) - Protection from Poison - See Invisibility - Silence (R) - Skywrite (R) - Warding Bond - Warding Wind - Web - Wristpocket (R) \columnbreak ##### 3rd Level - Bestow Curse - Conjure Animals - Create Food and Water - Dispel Magic - Enemies Abound - Feign Death (R) - Fly - Gaseous Form - Leomund's Tiny Hut (R) - Meld into Stone (R) - Phantom Steed (R) - Revivify - Slow - Speak with Plants - Water Breathing (R) - Water Walk (R) ##### 4th Level - Banishment - Compulsion - Conjure Minor Elementals - Conjure Woodland Beings - Death Ward - Dimension Door - Divination (R) - Grasping Vines - Polymorph - Summon Aberration - Summon Construct - Summon Elemental - Summon Greater Demon ##### 5th Level - Awaken - Commune (R) - Commune with Nature (R) - Conjure Elemental - Contact Other Plane (R) - Dawn - Dream - Geas - Greater Restoration - Legend Lore - Modify Memory - Planar Binding - Rary's Telepathic Bond (R) - Scrying - Teleportation Circle \columnbreak ##### 6th Level - Conjure Fey - Contingency - Create Homunculus - Drawmij's Instant Summons(R) - Forbiddance (R) - Globe of Invulnerability - Heal - Summon Fiend - True Seeing ##### 7th Level - Conjure Celestial - Create Magen - Dream of the Blue Veil - Etherealness - Forcecage - Plane Shift - Resurrection ##### 8th Level - Animal Shapes - Antipathy/Sympathy - Control Weather - Demiplane - Glibness - Maze - Telepathy \columnbreak ##### 9th Level - Astral Projection - Mass Heal - Mass Polymorph - True Polymorph - Wish
\pagebreak # Credits ### Art Credits * **Title** - @huangdanlan - https://twitter.com/huangdanlan/status/1419281188049489923?s=20 * **Page 1** - Jooyoung Park - https://www.artstation.com/artwork/ybOEQn | Andreas RochaPRO - https://www.artstation.com/artwork/v2akkv * **Page 2** - Mathias Zamęcki - https://www.artstation.com/mathiaszamecki * **Page 3** - Lyn S - https://www.artstation.com/artwork/N5xPNg * **Page 4** - @srro_yo - https://twitter.com/srro_yo * **Coven of the Open Sky** yueko - https://kr.noxinfluencer.com/youtube/channel/UCeZsdcN25H3YmjXAKARorQA?tab=videos * **Coven of the Caravan** Sean Andrew Murray - https://www.reddit.com/r/ImaginaryDwellings/comments/i169fb/gateway_mobile_wizard_tower_by_sean_andrew_murray/?utm_source=ifttt * **Coven of the Fairy Garden** - donglongdong - https://www.zcool.com.cn/work/ZMzM2ODAyODg=.html * **Coven of Winter** u/quardri - https://www.reddit.com/r/characterdrawing/comments/dd941y/rf_ice_conjuration_wizard_moon_elf_gardener/?utm_medium=android_app&utm_source=share Alyn Spiller - https://www.artstation.com/alynspiller * **Coven of the Jinxblade** u/mangamie - https://www.reddit.com/r/DnD/comments/hyoczi/art_alea_the_elf_adventurer/ * **Coven of Twin Spirits** Andrea Rosaline - https://www.artstation.com/artwork/GXJlaz * **Coven of Night** Artem Chebokha - https://www.artstation.com/artwork/LwKQv @Lingcod_dayu - https://twitter.com/lingcod_dayu/status/1240550554570375169 * **Coven of Cinders** gliulian - https://www.artstation.com/gliulian | @MON_2501 - https://twitter.com/mon_2501/status/1379015636764872707?s=12 * **Coven of the Dragon Priest** @Aerysky - https://mobile.twitter.com/Aerysky/status/1097046595927822337 ### Special Thanks A very special thanks to RedWitch for all his help with with fine tuning this class and his contributions to the Coven of the Open Sky and and feedback for all my classes.