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# Witch
The witch class receives new features and subclasses in this document. > ##### Which Witch Is This? > The Witch class this document expands on is made by Walrock Homebrew, and is currently available as a pay-what-you-want product on [DMsguild](https://www.dmsguild.com/product/248189/WH-The-Witch-a-character-class-of-natural-arcana-and-the-old-ways-of-magic). ## Optional Class Features You gain class features in the Witch document when you reach certain levels in your class. This section offers additional features that you can gain as a witch. Unlike the features in the Witch document, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them. ### Additional Witch Spells *1st-level witch feature*
The spells in the following list expand the witch spell list. The list is organized by spell level, not character level. Each spell is in *Tasha's Cauldron of Everything*.
##### 1st Level Tasha's caustic brew ##### 2nd Level ___ - summon beast - Tasha's mind whip ##### 3rd Level ___ - spirit shroud - summon fey - summon shadowspawn ##### 4th Level ___ - summon elemental ##### 6th Level ___ - summon fiend - Tasha's otherworldly guise
### Jinx Options *2nd-level witch feature*
When you choose your jinxes, you have access to these additional options. ***Chilling (Requires 18th Level).*** The creature must make a Wisdom saving throw against your spell save DC. If it fails, it is frightened of you until the end of its next turn. ***Sharpened Pain (Requires 18th Level).*** The next time the creature takes damage, it takes an additional 2d6 damage. ### Occult Versatility *4th-level witch feature*
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies: * Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the witch spell list. * Replace one of the jinxes you know with a different jinx option you meet the prerequisites for. ## Witch's Covens At 2nd level, a witch gains the Witch's Coven feature, which offers you the choice of a subclass. The following option is available to you when making that choice: the Coven of the Blood Moon. ### Coven of the Blood Moon Of the forbidden magics most witches dare not delve into, diabolism is the most well-known. However, there are some who probe the secrets of life and death instead, learning to manipulate the very essence of life to their own ends. These crimson witches are often considered together with red witches, and revere the same auspice of the lunar eclipse, but the Coven of the Blood Moon knows this celestial phenomenon by a different name. These witches may use their knowledge of life and death for good or evil, but have little respect for the unwritten laws which forbid them from seeking these powerful abilities. #### Blood Moon Spells *2nd-level Coven of the Blood Moon feature*
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know. ##### Blood Moon Spells | Witch Level | Features | |:---:|:---| | 2nd | *cure wounds, inflict wounds* | | 3rd | *ray of enfeeblement, warding bond* | | 5th | *life transference, vampiric touch* | | 7th | *blight, death ward* | | 9th | *antilife shell, enervation* | #### Life Siphon *2nd-level Coven of the Blood Moon feature*
You are trained in manipulating the essence of life itself, able to siphon vitality from creatures to restore your own. When you deal damage to a creature within 10 feet of you, you can restore hit points equal to 1/3 the hit points lost by the target to yourself or your familiar (no action required, minimum of 0 hit points). \pagebreakNum #### Vitality Shift *6th-level Coven of the Blood Moon feature*
You can transfer life from one willing creature to another. As an action, you can touch up to two willing creatures and transfer hit points from one to the other, causing one creature to lose a certain number of hit points and restoring that same number to the other. This number of hit points can be any number you choose up to four times your witch level. Once you use this ability, you cannot do so again until you finish a short or long rest. #### Life Reversal *10th-level Coven of the Blood Moon feature*
Magics that restore and decay are two sides of the same coin. When you cast a spell that restores hit points, you can choose for it to deal the same amount of necrotic damage instead, and when you cast a spell that deals necrotic damage, you can choose for it to restore the same number of hit points instead. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you gain a level of exhaustion. #### Blood Moon Rising *14th-level Coven of the Blood Moon feature*
You can use your action to create a spectral orb that pulses with an unnatural red light and greatly enhances your abilities to manipulate life. The area within 30 feet of the orb is dim light, regardless of its usual light level. The orb grants you the following benefits while you are within 30 feet of it: * You can use your Life Siphon feature to restore hit points when you deal damage to a creature within 30 feet of the orb, whether or not it is within 10 feet of you. * You can use your Vitality Shift feature on any two creatures within 30 feet of the orb, whether or not you touch them. You can also use your Vitality Shift on an unwilling creature. When you do so, it must make a Constitution saving throw against your witch spell save DC, losing the full amount of hit points you chose on a failed save or half as much on a success. The number of hit points you restore is equal to the number of hit points the target lost. ___ The orb lasts for 1 hour, or until you dismiss it as an action. While the orb lasts, you can use a bonus action to move it up to 30 feet in a direction of your choice. Once you use this ability to create the orb, you cannot do so again until you finish a long rest.
> ##### Credits > /u/Mozared, for the Necromancer class (in particular the Siphoner subclass) which Life Siphon and Vitality Shift are adapted from > > All other parts of this subclass by /u/MobiusFlip