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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. ### 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 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:----:|:--:|:---------------------------------|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Witch's Familiar | — | 4 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Jinx (1d6) | 1 | 4 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Witches Coven | 2 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Jinx die Improvement (1d8) | 3 | 5 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Coven Feature, Improved Familiar | 3 | 5 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 4 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Jinx die Improvement (1d10) | 5 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Enchanted Body | 5 | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Jinx die Improvement (1d12) | 7 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Coven Feature | 7 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 8 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 8 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Coven Archwitch | 9 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Coven Feature | 9 | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 10 | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Noita | 10 | 6 | 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 \columnbreak
#### 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 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.
You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Wisdom modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *witch bolt*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent in trance and communion with your familiar: at least 1 minute per spell level for each spell on your list. ##### 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 you know 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 may choose a beast that is CR 1/2 or lower.
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 d6'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 (d8), 9th level (d10), and 13th level (d12). ### 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. ### Improved Familiar At 6th level, your bond with your familiar spirit has grown deeper as you have gained more control over magic. You gain the following boons; * Your familiar gains addition hit points equal to your witch level plus your Wisdom modifier. * When you use your action to cast a witch spell your familair can make an attack using your bonus action. \pagebreakNum
### 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. ### Coven Archwitch At 17th level, your mastery of witchcraft has reached its pinnacle, allowing you to establish a powerful coven. This coven is bound together by arcane rituals, enhancing their magical abilities and unleashing devastating power upon their foes.
As an action, you can attempt to induct a willing creature into your coven. The creature must be within 5 feet of you, and both of you must spend 1 hour performing an intricate ritual. At the end of the ritual, the creature becomes a member of your coven.
The maximum number of creatures you can induct into your coven is equal to your proficiency bonus plus your Wisdom modifier (minimum of 1).
While a creature is a member of your coven, they gain the following benefits:
**Coven Bond.** The magical connection between you and your coven members allows you to be aware of where your coven are. As long as you are on the same plane of existence as your coven members, you always know the direction and approximate distance to them. Additionally, you can mentally track their movements if it is within 1 mile of you.
**Coven's Resilience.** When a coven member within 60 feet of you makes saving throw against a spell or magical effect, you can use your reaction to grant them advantage on that saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
**Coven's Wrath.** Once per long rest, you can activate the collective power of your coven. As an action, all coven members within 60 feet of you can unleash a torrent of arcane energy. Each coven member chooses a creature they can see within 60 feet of them and makes a spell attack roll using your spell attack bonus. On a hit, the target takes 2d10 force damage. Each coven member can only target a creature once with this feature. After using this feature, you cannot use it again until you finish a long rest.
If a coven member dies or willingly leaves your coven, they lose the benefits provided by this feature. ### Noita 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. \pagebreakNum
## 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. \columnbreak
#### 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. #### Witch Token: Vortex Bottle Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Winds of Adventure**. As an action, a creature holding the Token can expend it, destroying it and forcing all creatures within 30 feet of them to make a Strength saving throw against your spell save DC as wild as powerful gusts knock them back. On a failed save, creatures are pushed up to 15 feet and knocked prone.
Only 1 Witch Token can exist at a time. \pagebreakNum
#### Jinx: Lighter than Air At 6th level, you gain an additional option to use with your jinx feature. As a bonus action, can expend as many jinx dice as you wish to enchant that many willing creatures within 60 feet of you with the blessing of the wind. Affected creatures gain a flying speed of 30 feet until the end of their next turn, a creature who is midair when this effect ends floats safely to the ground. #### 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
## Coven of the Cornucopia ### Witches of the Cornucopia are blessings made flesh. They are called the Bread-Mothers, the Grain-Sisters, the Harvest-Guardians. When famine threatens, it is their scarecrows who rise to stand sentinel, ensuring that no village goes hungry and no hearth goes cold. #### 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. ##### Cornucopia Spells | Witch Level | Spell | |:------------:|:-------------------| | 3rd | *goodberry* | | 5th | *spike growth* | | 7th | *create food and water* | | 9th | *summon spirit tree* | | 11th | *tree stride* | | 13th | *heroes' feast* | #### Bonus proficiencies At 3rd level, you learn the *shillelagh* 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 nature skill, if you already have this skill you may choose a different skill instead. \columnbreak
#### Scarecrow Familiar Additionally, Your familiar takes the form of a scarecrow construct, animated by straw, wood, and uncanny spirit. Its creature type becomes construct aswell as its other creature type and as a bonus action, you can command your scarecrow to either:
**Blessing of the Field**. Creatures of your choice within 10 ft of it gain temporary hit points equal to your proficiency bonus.
**Harvest Fear**. One creature of your choice within 10 ft must make a Wisdom saving throw or be frightened until the end of its next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses after a long rest. #### Witch Token: Corn Charm Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Harvest**. As an action, a creature holding the Token can expend it, destroying it releasing a burst of abundance restoring hit points equal to your witch level and forcing any hostile creature within 10ft to make a strength saving throw or be restrianed by plants until the end of their next turn.
Only 1 Witch Token can exist at a time. \pagebreakNum
\columnbreak #### Jinx: Nourish At 6th level, you gain an additional option to use with your jinx feature. As a bonus action, can expend and roll as many jinx dice as you wish to restore hit points equal to the result to a willing creature you can see within 30ft. of you. If you expend at least 3 jinx dice you can end 1 condition on them and if you expend at least 5 they have advantage on their next saving throw before the end of their next turn. #### Field of Plenty At 14th level, as an action, you may sanctify the land around you for 1 minute transforming the area within 30 ft of your familiar becomes a harvest field in bloom. Granting the following benefits within the area; * At the start of each of your turns, allies of your choice in the area regain hit points equal to your Wisdom modifier. * An ally can use their bonus action to eat from the feild to regain hit points equal to your Wisdom modifier. * Your familiar cannot be reduced below 1 hit point.
You can use this feature once, regaining all uses after a long rest. #### Myth of the Harvest Upon reaching 18th level, As an action, you invoke the timeless story of the harvest goddess. For the next 4 turns, you undergo a transformation, each turn embodying a different chapter in the cycle of bounty.
You radiate an aura in a 30-foot radius, which changes with each stage. You cannot be killed while the myth persists — if you are reduced to 0 hit points, you remain at concious at 0 hit points until the end of the cycle. Once the 4th stage ends, the transformation ends and you cannot use it again until you finish a long rest. 1. **Sowing**. The earth awakens as you plant the seeds of plenty. You and allies in your aura gain temporary hit points equal to your Wisdom modifier + your Witch level while hostil creatures in the aura must succeed on a Strength saving throw or be restrained by spectral roots until the start of your next turn. 2. **Growth**. The world bursts with life as crops spring skyward. At the start of each ally’s turn within your aura, they regain 2d10 hit points and hostile creatures that begin their turn in the aura take 5d10 radiant damage as grasping vines and bursting seeds overwhelm them. 3. **Harvest**. The bounty is gathered, and the scythe cuts down what stands against it. Hostile creatures take 2d6 additional necrotic damage when hit with weapon attacks and allies have their movement speed doubled. 4. **Feast**. The goddess shares her table, abundance flows, and famine flees. You and all allies in the aura regain hit points equal to half their maximum hit points, gain advantage on all attack rolls and saving throws until the start of your next turn, and hostile creatures of your choice with less than 50 hit points are instantly killed. \pagebreakNum
## 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. \columnbreak
#### 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. The familiar uses the Wagon Familiar statblock documented at the end of this class.
The outside is constructed from either 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. #### Witch Token: Caravan Key At 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Inn Coupon**. As an action, a creature holding the Token can expend it, destroying it and teleporting into your Wagon/Home as long as they are on the same plane of existence.
Only 1 Witch Token can exist at a time. \pagebreakNum
#### Jinx: Magical Cannons Also 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. #### 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. ___ > ## Wagon Familiar >*Large Construct* > ___ > - **Armor Class** 15 > - **Hit Points** 10 times your Witch level > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|12 (+1)|10 (+0)|14 (+2)|8 (-1)| >___ > - **Saving Throws** Strength +3, Dexterity +1 > - **Skills** perception +4, > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious > - **Senses** blindsight 30ft., passive perception 14 > ___ > **Setting up Shop**. You can touch the Wagon Familiar to have transform into a home of your choosing, such as a cottage over the course of a minute. > > **Bigger on the Inside**. The interior size of the Wagon/Home is equal to (10 x 10) x your Witch level feet. You can divide the Wagon/Home into rooms at your discretion. \pagebreakNum
\columnbreak ## 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 | *faerie fire* | | 5th | *misty step* | | 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 for it to be a Cait Sith but it will always be a 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 a fey familiar active to benefit from this. #### Witch Token: Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you. \pagebreakNum
**Drink Me**. As an action, a creature holding the Token can expend it, destroying it shrinking them down to tiny in size and doubling their speed until the end of their next turn.
Only 1 Witch Token can exist at a time. #### 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 available space to that spot. #### 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. \columnbreak ___ > ## Cait Sith >*tiny, neutral fey* > ___ > - **Armor Class** 13 > - **Hit Points** 12 > - **Speed** 40 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|12 (+1)|10 (+0)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Dex +3 + PB, Wis +2 + PB > - **Skills** Stealth +5 + PB, Perception +2 + PB, Persuasion +3 + PB > - **Senses** Darkvision 120 ft., passive Perception 12 + PB > - **Languages** Sylvan and common. > ___ > > ### Actions > ***Claw of the Cat.*** *Melee Weapon Attack:* +3 + PB to hit, reach 5 ft., one target. *Hit*: 1d6 + 3 + PB slashing damage. > > ***Mischif Step*** (recharge 5-6). As a bonus action, the Cait Sith teleports up to 30 ft. to an unoccupied space it can see, leaving behind faelight. Enemies within 5 ft. of where it departed must succeed on a Dexterity saving throw or must spend their action fruitlessly attacking illusions. > > ***Fairy Glamour***. The Cait Sith can cast an illusion to assume the form of its master. a creature must pass a DC12 + PB investigation skill check in order to see through the illusion after which they are immune to this feature for 24 hours. \pagebreakNum
## 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. \pagebreakNum
\columnbreak #### Witch Token: Winter Jewel Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Snap Freeze**. As a reaction to being hot with a weapon attack, a creature holding the Token can expend it, destroying it and freezeing the attack in ice, incapacitating it until the start of the creatures next turn.
Only 1 Witch Token can exist at a time. #### 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. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. 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
## 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, martial weapons nad when you summon your familiar, you may choose its creature type to instead be humanoid and wield simple weapons using your proficiency bonus. \columnbreak
#### 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. #### Witch Token: Bewitched Blade Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Jinx Strike**. As an action, a creature holding the Token can expend it, destroying it and make a spell attack roll against a creature within 30 feet using your spell attack modifier. On a hit, the creature takes radiant damage equal to a number of your Jinx Dice equal to your Wisdom modifier.
Only 1 Witch Token can exist at a time. \pagebreakNum
#### 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. #### 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
## Coven of the Ditch ### Witches of the Ditch are the earthen hedge-mages of the battlefield, the farmers who turn furrow to fortress, the muddy folk who dig trenches to hold the flood. They are down-to-earth protectors who mire their enemies while sustaining their kin, drawing power from ditches, floodwaters, and the patient resilience of soil. #### 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. ##### Ditch Spells | Witch Level | Spell | |:------------:|:-------------------| | 3rd | *create or destroy water* | | 5th | *spike growth* | | 7th | *acid bath* | | 9th | *mudslide* | | 11th | *wall of stone* | | 13th | *move earth* | #### Familiar of Mud and Mire At 3rd level, when you summon your familiar, you may choose for it to manifest as a creature of clay, mud, or swampy form. It counts as an elemental in addition to its other types, and gains the following trait:
**Mirebody**. The familiar can move through nonmagical earth, mud, or stone as if it were difficult terrain, though it cannot end its movement inside. Additionally, when your familiar delivers a spell or hits a creature with an attack, the target has its movement reduced by 10 feet until the start of your next turn. \columnbreak
#### Flood and Furrow Also at 3rd level, as an action, you can cause the ground within 10 feet of you to collapse and churn into a muddy trench. The trench is a 20-foot long, 5-foot wide line centered on a point you can see within 30 feet. The trench lasts for 1 minute, or until you create another trench.
While the trench exists, you can use a bonus action on your turn to cause a surge of muddy water to fill it. Creatures of your choice inside the trench take 1d8 bludgeoning damage and are pushed 5 feet out of the trench to the nearest unoccupied space. The damage increases to 2d8 at 10th level, 3d8 at 14th level, and 4d8 at 18th level.
Once you create a trench, you must finish a short or long rest before you can create one again, unless you expend a spell slot of 2nd level or higher to do so. #### Witch Token: Clay Charm Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Shove and Shovel**. As a reaction when a creature holding this token is hit by an attack, they can expend it, destroying it and creating a sudden ditch of mud and water around them. The attacker must reroll the attack with a 1d4 penalty. If this results in the attack missing the ditch then collapses, and all hostile creatures within 10 feet of the bearer must make a Dexterity saving throw or be knocked prone.
Only 1 Witch Token can exist at a time. \pagebreakNum
\columnbreak #### Jinx: Dirt and Depth At 6th level, you gain an additional option to use with your jinx feature. As a bonus action, expand and roll a jinx die and choose a creature standing on earth or stone within 60 ft. The target must make a Dexterity saving throw or be swallowed by the earth up to their neck, taking bludgeoning damage equal to the result and being restrained for 1 minute or until they pass a Strength saving throw they can make at the end of each of their turns digging themself out. #### Stone and Soil At 14th level, while you are concentrating on a Witch spell, you gain the following benefits: * You cannot be forcibly moved or knocked prone unless you choose to. * The ground within 10 feet of you and your familiar becomes difficult terrain for hostile creatures. * Whenever you succeed on a Constitution saving throw to maintain concentration, you can cause fissures to open briefly beneath a hostile creature within 30 ft. They must succeed on a Dexterity saving throw or take bludgeoning damage equal to your Witch level. #### Ditch and Deluge Upon reaching 18th level, as an action, you may call forth the apocalyptic trench, a battlefield of mud and water, for 1 minute. For the duration, a 30-foot-radius area centered on you is transformed into a flooded ditch grating the following benefits; * The area is difficult terrain for hostile creatures. * When a hostile creature starts its turn in the area, it must succeed on a Strength saving throw or be knocked prone and restrained by roots until the start of its next turn. A creature can use their bonus action to remake this saving throw. * Creatures who end their turn prone within the area must make a Constitution saving throw or it suffers one level of exhaustion. Any levels of exhaustion caused by this feature go away when the duration ends. * Once per turn when you cast a Witch spell, earthen tendrils surge from the muck, dealing bludgeoning damage equal to your Charisma modifier to a number of creatures of your choice in the area equal to your proficiency bonus.
Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum
## Coven of Myriad 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 Myriad 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 Myriad 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. ##### Myriad Spirits Spells | Witch Level | Spell | |:------------:|:-----------| | 3rd | *animal friendship* | | 5th | *warding bond* | | 7th | *tiny servant* | | 9th | *charm monster* | | 11th | *hold monster* | | 13th | *mass suggestion* | #### Myriad 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 a number of familiars equal to your Proficiency Bonus at once. \columnbreak
#### Triangle Magic Additionally, at 3rd level, while you have at least 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 while it is within 30ft. of 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 reduced by 1 minute for each familiar you have active. #### Witch Token: Rabbits Foot Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Rabbits Foot**. As an action, a creature holding the Token can expend it, destroying it and casting the *find familiar* spell. The summoned Familiar has 1 Luck point and can expend this Luck point as a reaction when either you or the familiar roll a 1 on a D20, you must use the new result.
Only 1 Witch Token can exist at a time. \pagebreakNum
\columnbreak #### Jinx: Mystic Armaments At 6th level, as a bonus action, you can expend and roll up to 2 Jinx Dice to grant your familiars enchanted armaments. For the next minute the enchanted familiars attacks count as magical for the purpose of overcoming resistances and can make an attack action if you cast a witch spell or make an attack using your action, using their reaction. #### Enchanted Familiars At 14th level, your familiars benefit from your Enchanted Body feature. Additionally, your familiars deal addition damage when they take the attack action equal to a roll of your Jinx Die. #### Familiar Love At 18th level, your bond with the spirits has reached its peak. When you cast the *find familiar* spell you can expend a Jinx Die to reduce the casting time to 1 action. \pagebreakNum
## Coven of the Dragons Nest ### #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Night Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Night Spells | Witch Level | Spell | |:------------:|:------------------------| | 3rd | *detect magic* | | 5th | *dragon's breath* | | 7th | *fear* | | 9th | *dominate beast* | | 11th | *geas* | | 13th | *Tenser's transformation* | #### Dragon Keeper Starting from 3rd level, you know the *resistance* 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, when you summon your familiar, you may choose its creature type to instead be dragon. #### Dragonling At 3rd level, as the caretaker of dragons you have gained some draconic traits. You gain resistance to one of the following damage types; fire, cold, acid, poison, force, thunder, radiant or lightning.
Additionally, Whenever you finish a long rest, you can choose what Draconic Line you draw power through: Chromatic, Metallic, or Gem. While in the chosen line, you can utilise its power as listed below;
**Chromatic.** When you cast a Witch spell that deals the same damage type you chose in this feature, you deal additional damage equal to a roll of your Jinx Die.
**Metallic.** As a bonus action, you can touch a non-hostile creature and restore hit points equal to a roll of your Jinx Die. You can do this a number of times equal to your Wisdom modifier and regain all uses upon finishing a long rest.
**Gem.** As a bonus action, you can teleport up to half your movement speed to an unoccupied space you can see provided you have not moved this turn. \pagebreakNum
#### Witch Token: Dragon Scale Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Dragon Mold**. As a bonus action, a creature holding the Token can expend it, destroying it and be polymorphed into a dragon wyrmling of their choice until the end of their next turn.
Only 1 Witch Token can exist at a time. #### Jinx: Dragon Flight At 6th level, you gain an additional option to use with your jinx feature. You can expend and roll a Jinx Die to grant yourself dragon wings and a flight speed equal to your walking speed. for a number of rounds equal to the result. #### True Dragon Familiar At 14th level, when you summon your familiar you can choose for it to take the form of a young dragon. The type of young dragon you can summon must conform with your current Draconic Line from your Dragonling feature. \columnbreak #### Lair of the Great Wyrm At 18th level, you can magically project a dragons lair into reality.
As an action, you can expand a domain of influence in a 30ft. radius sphere centered on you for 1 minute. While within your lair you gain the following benefits; * As a reaction, you can command nature to attack a creature within your lair dealing force damage equal to your Jinx die. * As an action, you can force a creature in your lair to make a Wisdom saving throw or become Frightened until the start of your next turn. * Provided you are within your lair, on initiative count 0 you can make one of the following actions; Cast a cantrip with a casting time of 1 action, move up to your movement speed, or make a weapon attack.
You can use this feature once and regain all uses upon finishing a long rest. \pagebreakNum
## Coven of the Norn ### In the deepest corners of the world, where the threads of fate are spun and woven, there exists a secretive sisterhood known as the Coven of the Norn. These enigmatic witches are the followers of the ancient Norns, the weavers of destiny, who hold sway over the very fabric of reality. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Norn Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Norn Spells | Witch Level | Spell | |:------------:|:-----------| | 3rd | *divine favor* | | 5th | *augury* | | 7th | *clairvoyance* | | 9th | *divination* | | 11th | *legend lore* | | 13th | *true seeing* | #### Braided Fate Beginning at 3rd level, you learn the guidance cantrip if you don’t already have it known. If you do, choose another cantrip from the Witch Spell List.
Additionally, your hair is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike. \columnbreak
#### Strings of Fate Also at 3rd level, as a follower of the ancient Norns, the weavers of destiny, you have learned to harness the threads of fate to influence the outcomes of events. You gain the ability to manipulate the invisible threads that connect all beings, altering their destinies and the course of events. As a reaction, you can alter fate in the following ways;
**Favorable Fate**. When a creature has disadvantage on an attack roll, saving throw, or ability check. You can increase the result of that roll by a roll of you Jinx Die before you know if it was a success of failure.
**Unraveling Thread**. When a creature has advantage on an attack roll, saving throw, or ability check. You can reduce the result of that roll by a roll of you Jinx Die before you know if it was a success of failure.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Witch Token: Connected String At 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Red Hair**. As an action, a creature holding the Token can expend it, destroying it and establishing a telepathic link with you spanning any distance for 1 minute.
Only 1 Witch Token can exist at a time. \pagebreakNum
#### Jinx: Red String At 6th level, you gain an additional option to use with your jinx feature. As an action, you can expend a number of Jinx Dice of your choice to connect a tether of fate between yourself and another creature within 30 feet of you. Targeted creatures must make a Wisdom saving throw, on a failure a red string connects you to them. You know the current hit points of affected creatures, can cast spells with a range of touch on affected creature at any range while tethered, and when a creature affected attacks another creature with a melee weapon or spell attack the targeted creature must roll a Wisdom saving throw or they will also be tethered by this feature. The tether lasts for 1 minute, or until an affect creature dies or is 100 feet away from you. #### Weave Weaving At 14th level, you channel the excess magic through your body to enhance its power. While you are concentrating on a witch spell your unarmed strikes made with your hair gain a range of 15 feet, are magical for the purpose of overcoming resistance, and deal additional damage equal to a roll of your Jinx Die. #### Fate Severing At 18th level, as an action, you cut the cord of fate from a creature within 30 feet of you that you can see, the targeted creature must make a Wisdom saving throw. On a failed save, if the creature has less than 100 hit points they die instantly, otherwise they take 10d10 necrotic damage or half as much on a successful save regardless of their current hit points. In either case any attack roll, saving throw, or ability check the creature rolls before the end of their next turn have disadvantage as they are abandoned by fate.
You can use this feature once and regain all uses upon finishing a long rest. \pagebreakNum
## Coven of the Diamond Horn ### #### 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. ##### Diamond Horn Spells | Witch Level | Spell | |:------------:|:-------------------| | 3rd | ** | | 5th | ** | | 7th | ** | | 9th | ** | | 11th | ** | | 13th | ** | #### Bonus proficiencies At 3rd level, #### Spirited Additionally, \columnbreak
#### Witch Token: Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Winds of Adventure**.
Only 1 Witch Token can exist at a time. #### Jinx: At 6th level, #### Wild and Free At 14th level, #### And my Heart will Soar Upon reaching 18th level, \pagebreakNum
\pagebreakNum
\columnbreak ## Coven of the Midnight Oil ###
#### 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 | ** | | 5th | ** | | 7th | ** | | 9th | ** | | 11th | ** | | 13th | ** | #### Bonus proficiencies At 3rd level, #### Spirited Additionally, #### Witch Token: Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Winds of Adventure**.
Only 1 Witch Token can exist at a time. #### Jinx: At 6th level, #### Wild and Free At 14th level, #### And my Heart will Soar Upon reaching 18th level, \pagebreakNum
\pagebreakNum
## Coven of Night ### Deep in the shadowfell, byond the reach of the sun's radiance lies home to a Coven of black cladded witches. Drawing their power from the dark and ruling over the creatures that call it home this Coven is often feared and respected as spys, information brokers and assassins. ####
Expanded Spell List
Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Night Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Night Spells | Witch Level | Spell | |:------------:|:------------------------| |
3rd |
*fog cloud* | | 5th | *darkness* | |
7th |
*vampiric touch* | | 9th | *shadow of moil* | |
11th |
*negative energy flood* | | 13th | *create undead* | ####
Things that Crawl
At 3rd level, you learn the *toll the dead* cantrip, it counts as a Witch spell for you and does not count against the number of spells known. Additionally, you can see normally in nonmagical darkness, to a distance of 120 feet and when you summon your familiar it can take the form of a swarm. ####
Lights Out
At 3rd level, while in darkness or dim light you can as an action, cause the darkness or dim light within a 15ft. sphere to darken to magical darkness centered on you. You can used this feature a number of times equal to your Wisdom modifier and regain all uses upon finishing a long rest.
Additionally, you can take the Hide action as a bonus action. ####
Witch Token:
Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**???**.
Only 1 Witch Token can exist at a time. \pagebreakNum
####
Jinx: Things in the Dark
At 6th level, you can enchant the very shadows to rise and aid you. As an action, you can expend and roll 1 Jinx Die. Creatures of your choice within 60ft. of you that are in dim light or darkness are forced to make a Dexterity saving throw with a penalty equal to the jinx dies result. On a failed save, the creature is restrained by the shadows until the end of your next turn. ####
Night Walker
At 14th level, when you end your turn in darkness or dim light you turn invisible.
Additionally, as a reaction, you can step through the inky black of the dark around you. When a creature hits you with a weapon attack you can instead take no damage and teleport to an unoccupied space within 30ft of you. ####
Wulpergusnaught
At 18th level, as an action, you produce an aura of magical darkness that emanates from you in a 60-foot radius. Creatures of your choice within the aura have disadvantage on saving throws against your witch spells. This aura of darkness lasts for 1 minute, or until you are incapacitated or choose to end it as an action on your turn.
Additionally, when you use your Things that Crawl jinx you can make the roll of the Jinx Die its maximum. You can use each of these features once per long rest. \columnbreak ___ > ##
Monster Name >
*Size, Alignment* > ___ > - **Armor Class** AC > - **Hit Points** Hitpoints > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str (Mod)|Dex (Mod)|Con (Mod)|Int (Mod)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** saving_throws > - **Skills** skills > - **Damage Vulnerabilities** damage_vulnerabilities > - **Damage Resistances** Resistances > - **Damage Immunities** Damage_Immunities > - **Condition Immunities** condition_Immunities > - **Senses** Senses > - **Languages** Languages > - **Challenge** Challenge and Xp > ___ > > ###
Actions > >
***Multiattack.*** The Creature Name makes Number and type of attacks > > ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** General Attack Description \pagebreakNum
##
Coven of Cinders ###
Born from the flames meant to end them, the witches of Cinders endure where others would perish. When the pyres were lit and the hunts began, these witches drew close to the fire, not away from it. ####
Expanded Spell List
Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Cinders Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Cinders Spells | Witch Level | Spell | |:------------:|:-----------------------| |
3rd |
*burning hands* | | 5th | *heat metal* | |
7th |
*fireball* | | 9th | *fire shield* | |
11th |
*flame strike* | | 13th | *embodiment of fire* | ####
Ashen Defiance
Starting from 3rd level, you learn the *firebolt* cantrip, it counts as a witch spell for you and does not count against the number of spells known. Additionally, Your bond with fire shields you from harm granting you resistance to fire damage. ####
Phoenix Familiar
At 3rd level, when you summon your familiar you can choose for it to take the form of a phoenix chick. It will always be an elemental. When your phoenix chick familiar is reduced to 0 hit points, it bursts in a harmless flare and reforms at the end of your next turn within 5 ft of you. Each time it returns, it grows in form: fledgling, juvenile, adult, eternal. After the 4th form is reached, the phoenix remains in its eternal form whenever summoned again. Your familiar returns to its fledgling state after 1 hour. ####
Witch Token: Phoenix Down
Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Vermilion Feather**. When making a weapon or spell attack as a reaction, a creature holding the Token can expend it, destroying it and reducing your familiars hit points to 0 dealing additinal fire damage equal to half the familiars remaining hit points (rounded down).
Only 1 Witch Token can exist at a time. \pagebreakNum
####
Jinx: Reduce to Cinders
At 6th level, you gain an additional option to use with your jinx feature. As an action, you can expend a number of Jinx Dice up to your proficiency bonus and force a creature within 60ft. of you to make a Charisma saving throw. On a failed save, the creature is overwhelmed by the flames of your curse. Their body appears to reduce to smoldering ash, leaving behind only a cinder-form. While in this state, the creature is incapacitated, immune to damage, and cannot regain hit points. This condition lasts for a number of rounds equal to the number of Jinx Dice expended. On a successful save, the target resists, taking fire damage equal to the result on your Jinx Dice. ####
Blaze of Renewal
At 14th level, when you or your phoenix familiar are reduced to 0 hit points, as a reaction, you may instead burst into flame and return to 1 hit point, forcing all creatures of your choice within 30ft. must make a Dexterity saving throw or take fire damage equal to 2d10 + your Witch level.
You can use this feature once and regain all uses when finsihing a long rest. ####
The Eternal Flame
Upon reaching 18th level, your phoenix familiar has become eternal, never again reverting and now has legendary resistance once per long rest. Whenever it dies, it instantly resurrects at full HP at the start of your next turn. \columnbreak
___ > ## Phoenix Chick >*Tiny elemental, neutral good* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 5 (2d4) > - **Speed** 20 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|16 (+3)|10 (+0)|6 (-2)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Dex + PB > - **Skills** Perception +3 > - **Damage Resistances** fire; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** Fire (Eternal) > - **Condition Immunities** charmed, frightened (adult) > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** understands Common and Primordial > ___ > > > ***Firey Aura***. (Juvenile) Hostile creatures within 15ft. of the Phoenix Chick take 1d4 fire damage at the start of their turns. > > ***Death Burst*** (Adult+). When the phoenix chick drops to 0 hit points, it explodes in a flare. Each creature of your choice within 10 ft. makes a Dexterity saving throw or take fire damage equal to half the phoenix’s maximum hit points on a failed save, or half as much on a success. > > ***Rebirth Cycle***. Each time the phoenix familiar dies and reforms, it evolves: Chick. Tiny, HP 5, Ember Spark 1d4. > * **Fledgling**. The starting form. > * **Juvenile**. Small, HP 15, Ember Spark 1d8. > * **Adult (6th level)**. Medium, HP 25, Ember Spark 1d10, fly speed 60 ft., aura 1d6 > * **Eternal (14th level)**. large, HP 40, AC 15, Ember Spark 2d6, sheds bright light in 20 ft. radius. aura 1d10. > > ### Actions > ***Multiattack.*** (adult) The Phoenix Chick makes 2 and Ember Spark attacks. > > ***Ember Spark.*** *Ranged Spell attack:* +3 to hit, range 30 ft., one target. *Hit:* 1d4 fire damage \pagebreakNum
## Coven of Ash ###
When the funeral bells toll and the pyres cool into ash, the witches of Ash walk among the graves. Neither living nor dead, they drift like skeletal shades, with tendrils of ectoplasm trailing from their hands. Where they pass, mourners feel their grief softened, and restless spirits are lulled into silence. #### 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. ##### Ash Spells | Witch Level | Spell | |:------------:|:-----------------------| |
3rd |
*cemetery path* | | 5th | *gentle repose* | |
7th |
*animate dead* | | 9th | *phantasmal killer* | |
11th |
*antilife shell* | | 13th | *circle of death* | #### Familiar of Ash and Bone At 3rd level, you can have your familiar manifests as a skeletal or ghostly creature that appears partially incorporeal, when you do this your familiar is an Undead. It can move through creatures as if they were difficult terrain. \columnbreak
#### Soul-Touched Tendrils Additionally at 3rd level, when you cast a Witch spell as an action, ghostly tendrils lash outward from your body. These tendrils ignore walls, doors, and physical barriers, extending in straight lines up to 10 ft from you. As a bonus action, you can choose a creature within your tendrils range and force them to make a Constitution saving throw or be chilled by the grave until the start of your next turn. While *chilled*, the creature’s speed is reduced by 10 feet, and they take an additional 1d8 necrotic damage when damage by a spell. Any other creature whose space the tendrils pass through to make this attack takes necrotic damage equal to your Wisdom modifier (minimum 1).
Your tendrils increase in size to 15ft. at 6th level, you grow an additional tendril at 14th level, and they grow in size again to 20ft. at 18th level #### Witch Token: Funeral Charm Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Ecotoplasmic Insence**. As a bonus action, a creature holding the Token can expend it, destroying it and releasing a deluge of trendrils from your Soul-Touched Tendrils feature targeting up to your proficiency bonus creatures of the casters choice.
Only 1 Witch Token can exist at a time. \pagebreakNum
\columnbreak #### Jinx: Tombstone Grasp At 6th level, you gain an additional option to use with your jinx feature. As an action, you summon a phantom tombstone of ash and stone that crushes your target. Choose one creature within 60 ft. and expend a Jinx die, It must succeed on a Strength saving throw or be pinned by the tombstone until the end of your next turn. While pinned a creatures movement speed becomes 0, they gain the *chilled* condition for 1 minute. #### Sepulchral Vigil At 14th level, when you maintain a spell you guide the residual magic so the spirits of the dead gather around you as extensions of your will. While you are maintaining concentration on a spell, the following benefits apply: * You become under the effects of the *levitate* spell. * Hostile creatures that start their turn within 10 ft of you and are under the Chilled condition have disadvantage on saving throws made to break out of restraints, grapples, or the fear condition. * If you take damage while concentrating on a spell, you may expend a Jinx die and roll it, reducing the damage by the result before making your concentration check. #### Procession of Ashes Upon reaching 18th level, you can invoke the full rite of a funeral, creating a spectral procession of mourners and pallbearers for 1 minute. Granting the following benefits for the duration; * While the rite is active, hostile creatures within the aura cannot regain hit points by any means. * The battlefield becomes suffused with the toll of distant bells and drifting ash. At the start of each of their turns creatures within 60ft. that can hear the bells must make a Constitution saving throw or become *chilled* for the duration. * When you cast a Witch spell as an action, you extend a number of tendrils equal to the spells level. * Any creature reduced to 0 hit points within the rite rise as a zombie under your control for the duration.
You can use this feature once and regain all uses when finsihing a long rest. \pagebreakNum
## Coven of the Lamb ### The boundary between life and death is made a mockery of by those witches who belong to this coven. Their familiars, no longer stalwart companions but means to an end, a creature made to suffer the pain of death again and again to punish those who trespass against their master. #### Expanded Spell List Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Lamb Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know. ##### Lamb Spells | Witch Level | Spell | |:------------:|:-------------------| |
3rd |
*inflict wounds* | | 5th | *hold person* | |
7th |
*bestow curse* | | 9th | *black tentacles* | |
11th |
*fardark calling* | | 13th | *befoul nature* | #### Eldertongue Starting at 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or cursed can understand it perfectly. \columnbreak
#### Sacrificial Lamb Additionally at 3rd level, to gain one must first lose. As a bonus action, you can reduce your familiar to 0 hit points.
Additionally, when your familiar is reduced to 0 hit points you can have their spirit haunt the closest hostile creature to them. That creature takes necrotic damage equal to your Witch level and suffers from one of the effects of the *bestow curse* spell until the end of your next turn. #### Witch Token: Black Wool Also at 6th level, you gain a Witch Token, a mystical charm infused with arcane power. The token is a small object, such as a carved figurine, a pendant, or a marked coin. You can create the token during a long rest or by expending a spell slot of 1st level or higher.
**Tracking Awareness**. You have an uncanny sense of the token's location. As long as you are on the same plane of existence as the Witch Token, you always know the direction and approximate distance to it. Additionally, you can mentally track the token's movements if it is within 1 mile of you.
**Effigy of Hate**. As a bonus action, a creature holding the Token can expend it, destroying it and reducing your familiars hit points to 0 regaining any hit points the familiar had.
Only 1 Witch Token can exist at a time. \pagebreak
#### Jinx: Return from Evil At 6th level, when your familiar is reduced to 0 hit points as a reaction, you can expend and roll a Jinx Die, your familiar is resurrected regaining hit Points equal to the result. #### Dark Relief At 14th level, to suffer is to be alive, such a reality is cruel, relieve it. As an action, you can transfer any conditions or spell effects from hostile creatures effecting you and your allies within 30 feet of you, then immediately reduce your familiars Hit Points to 0. Every creature that benefited from this feature regains hit points equal to your witch level.
You can use this feature once and cannot use it again until you finish a long rest. #### Angra Mainyu Upon reaching 18th level, if the damage from your Sacrificial Lamb feature reduces a creatures hit points to 0, you familiar is resurrected with all of its hit points. Additionally, when resurrected by this feature your familiar gains 1 action from the slain creatures statblock determined by your DM. Your familiar retains this action until it is reduced to 0 hit points or until you finish a long rest. \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. ### Pep You can grant someone the courage to press on. As a bonus action, you can expend and roll any number of Jinx Dice (minimum 1) and grant a creature within 30ft. of you that you can see temporary hit points equal to the total result of the rolls. ### 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. \columnbreak
### 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. ### 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. \pagebreakNum ### 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 - Mage Hand - 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 - Animate Dead - 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 - Sending - 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 - Enervation - 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) - Eyebite - 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