My Documents
Become a Patron!
# Witch
##### A D&D5e Class By Lexi Abbey
\pagebreakNum # The Witch A tiefling in the red robes of an Asmodeus cult cackles as she mixes together strange materials, brewing a powerful curse to unleash upon her enemies. A dark-haired human in formal attire wanders the halls of the campus library late at night, their only companion the raven familiar on their shoulder. They reach the restricted section and smile, as they begin pulling tomes of occult lore from the shelves. An elderly half-elf looks up as the door to his cottage opens. His trusty owl companion had already told him of the crippled human’s approach, and the ointment his customer sought was almost prepared. A spotty dwarven teen sweats through the day in a carpenter's workshop, grinning as they put the finishing touches on their new wooden staff. Their cat lightly leaps to the top of the rod and turns to wood, its eyes still glowing with fire. Witches are arcane spellcasters who conduct eldritch rituals and wield quick-fire magics to bless their allies or curse their enemies. Some believe their powers come from pacts with strange entities who teach them the secrets of magic, while others see them as backwater dropouts who lacked the talent for real wizardry. ### Close Communities and Dark Origins The old myths do have a grain of truth to them; in ages past, a "cousin" or "ancestor" of those who call themselves warlocks would sign their names to devils, demons, fey, and stranger beings still. In return for this service, they were taught arcane secrets that allowed them to alter the web of magic with special rituals. Nowadays, witches gather together in covens to teach each other the secrets they have uncovered, and many are more than happy to initiate a fledgling witch without all the Dark Baptism business. ### Seekers of Lore Witches do not gain new rituals from passive study, and must instead set out into the world to find teachers or magic repositories from which they can expand their grimoires. Alternativey, they might take to the adventuring life on other special missions for their covens, or on the hunt for new arcane materials.
##### The Witch | Level | Proficiency Bonus | Features | Pocket Omens | Minor Arcana | Moderate Arcana | Major Arcana | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Witch's Familiar, Pocket Omens | d4 | — | — | — | | 2nd | +2 | Elder Magic (Minor), Written Destiny | d4 | 3 | — | — | | 3rd | +2 | Coven | d4 | 3 | ─ | ─ | | 4th | +2 | Ability Score Improvement | d4 | 3 | ─ | ─ | | 5th | +3 | Elder Magic (Moderate) | d6 | 3 | 2 | ─ | | 6th | +3 | Soul Bond | d6 | 3 | 2 | ─ | | 7th | +3 | Coven feature | d6 | 3 | 2 | ─ | | 8th | +3 | Ability Score Improvement | d6 | 3 | 2 | ─ | | 9th | +4 | Elder Magic (Major) | d8 | 4 | 2 | 1 | | 10th | +4 | Collective Casting | d8 | 4 | 2 | 1 | | 11th | +4 | Coven feature | d8 | 4 | 2 | 1 | | 12th | +4 | Ability Score Improvement | d8 | 4 | 2 | 1 | | 13th | +5 | Elder Lifespan | d10 | 4 | 3 | 1 | | 14th | +5 | Life Cycle | d10 | 4 | 3 | 1 | | 15th | +5 | Coven feature | d10 | 4 | 3 | 1 | | 16th | +5 | Ability Score Improvement | d10 | 4 | 3 | 1 | | 17th | +6 | ─ | d12 | 5 | 3 | 2 | | 18th | +6 | Soul Bond improvement | d12 | 5 | 3 | 2 | | 19th | +6 | Ability Score Improvement | d12 | 5 | 3 | 2 | | 20th | +6 | Dark Arts Ascended | d12 | 5 | 3 | 2 |
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Creating a Witch The most important question to consider when creating your witch is their attitude to magic. One who loves to experiment, or share their powers for benefit will likely seek out adventure for new horizons, while those seeking the power to subjugate others may in turn serve higher beings as a means to gain it. #### Quick Build You can make a witch quickly by following these suggestions. Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. #### Multiclassing To multiclass as a witch, you must have an Intelligence score of at least 13. You gain proficiency in simple weapons and the herbalism kit. Because most witches do not have spell slots, treat them like a nonmagical class when multiclassing. If you later join the Dark Episcopacy coven, use the multiclassing rules for the Eldritch Knight fighter archetype. ## Class Features As a witch, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per witch level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per witch level after 1st. #### Proficiencies ___ - **Armor:** none - **Weapons:** Simple weapons - **Tools:** Herbalism kit ___ - **Saving Throws:** Intelligence, Charisma - **Skills:** Choose three from Animal Handling, Arcana, Deception, History, Insight, Intimidation, Medicine, Persuasion, Religion, Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* two daggers or *(b)* a blowgun and 20 pieces of ammunition - *(a)* a quarterstaff or *(b)* any simple weapon - *(a)* an Explorer's Pack or *(b)* a Priest's Pack - *(a)* a component pouch or *(b)* an arcane focus - An herbalism kit Alternatively, you can start with 5d4gp and purchase your own starting equipment. ### Spellcasting As a witch, you manipulate the weave of arcane magic through esoteric rituals. See the witch spell list below to see the rituals you can prepare, and chapter 10 of the *PHB* for the general rules of spellcasting. \columnbreak #### Spellcasting Ability Your magic comes from a study and understanding of esoteric rituals. Intelligence is your spellcasting ability, and you use it for calculating the attack rolls and saving throws of your spells and class features.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Grimoire At 1st level, you have a special book as a sign of your status and commitment to the teachings of witchcraft. At 1st level, it contains four 1st-level spells of your choice from the witch spell list. A witch has a mystical bond with their Grimoire. If the book is lost or destroyed, you may conduct an hour-long ritual to re-summon it. This destroys your old Grimoire, and the new one’s contents are identical to its previous incarnation. #### Ritual Casting You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell in your Grimoire. Unlike other classes, witches do not have spell slots unless they get them through a subclass or multiclassing feature, and thus can only cast their spells as rituals. If you gain spell slots from a subclass or multiclass feature, you may then cast your grimoire spells using those slots. #### Spell Focus You may use an arcane focus (see Chapter 5 of the *PHB*) as a spellcasting focus for your witch spells. #### Learning New Spells To learn new witch spells, you must copy rituals into your Grimoire once you find a spellbook or scroll containing that spell. Copying a spell requires 2 hours and 50gp per level of the spell, representing material components to experiment with the spell and to prepare the necessary inks for adding it to your Grimoire. The time and gold costs are halved if you are copying from another witch’s Grimoire, and the time (only) is halved again if that witch is with you and willing to explain the process. In order to understand the complexities of the ritual, the spell level can be no higher than half your witch level (rounded up) for you to copy it.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Witch's Familiar From 1st level, you have bound a powerful spirit into your service as your familiar; this could be a master/servant relationship, or a partnership of mutual benefit. Your Grimoire contains the Find Familiar spell, which counts as a witch spell for you but does not count against the four initial rituals you know. This version of the spell has the following alterations: * The familiar has Intelligence, Wisdom, and Charisma scores of 10 if those of its current form are not already higher. * You may communicate telepathically with the familiar, and see through its senses, with no distance limitation, as long as you are both on the same plane of existence. * The familiar is not prohibited from taking harmful actions in combat. * The familiar can communicate verbally, and is able to understand and speak one language that you know. Consider giving your familiar a personality trait and a flaw to embellish them as a character. An example might be: * Trait: “I loudly muse on the skills and shortcomings of my witch’s companions, with the goal of setting them up on the perfect dates.” * Flaw: “I like to shout profanity or nonsense words while my witch is spellcasting.” A familiar’s bond is always something along the lines of “I live to serve and protect my witch, and to further their goals.” ### Pocket Omens From 1st level, you have a collection of omens infused with minor witchcraft, which can help you escape from sticky situations. This collection might take the form of rune sticks, tarot cards, knuckle bones, or some other method of divination. When you finish a long rest, you can prepare four Pocket Omens from the list at the end of this class description, assigning them each a number from 1 to 4. As a bonus action on your turn, you can roll 1d4 to randomly invoke one of your prepared omens; this does not remove the omen from the list of prepared omens. The number of omens you can prepare, and consequently the size of die you roll, increases as shown in the Pocket Omens column of the Witch table. \columnbreak ### Elder Magic From 2nd level, you begin delving into spell-like effects that you can use to bestow your favour, or inflict misfortune. At 2nd level, you know three Minor Arcana from the Elder Magic list below which appear inscribed in your Grimoire, and you gain additional Minor, Moderate, and Major Arcana when you reach new levels in this class as shown in the relevant columns of the Witch table. Whenever you gain a level in this class you may choose to erase a single Arcana that you know and replace it with a different one of the same power level. All forms of Elder Magic require verbal components to cast. You may cast your Minor Arcana in any combination a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a short or long rest. You may cast your Moderate Arcana in any combination a maximum of twice. You may cast one Major Arcana. You regain all expended uses of your Moderate and Major when you finish a long rest. With regards to anti-magic effects such as Counterspell, Minor Arcana count as 1st-level spells, Moderate as 4th-level, and Major as 6th-level. ### Written Destiny At 2nd level, you gain a measure of control over your fate. When you use your Pocket Omens, you may choose the omen you draw rather than rolling to determine it randomly. Once you have used this feature, you must complete a short rest before doing so again. ### Coven At 3rd level, you pledge your allegiance to one of the many philosophies and fraternal organisations that witches use to govern themselves. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th levels. ### Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th levels, 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 cannot increase an ability score above 20 with this feature. ### Soul Bond At 6th level, your Witch’s Familiar grows more powerful, granting the following effects: * While you are within 100 feet of your familiar, you have advantage on saving throws against magical effects. * While you are within 100 feet of your familiar and not wearing armour, your armour class is equal to 10 + your Dexterity modifier + your Intelligence modifier. * Your familiar can assist in your ritual casting, halving the time required to cast a spell as a ritual. At 18th level, you gain resistance to bludgeoning, piercing, and slashing damage while within 100 feet of your familiar.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Collective Casting At 10th level, you learn to draw in a pool of ambient magic, which you can then use to empower your allies’ spellcasting. You gain a pool of points equal to your Intelligence modifier, and you regain expended points on a long rest. When a creature you can see or hear casts a spell of 1st level or higher, you may use your reaction to expend one or more points to increase the level of the spell. The spell’s effects are increased by 1 spell level per point spent, but it cannot exceed half your witch level rounded up (or 9, if that is lower). ### Elder Lifespan From 13th level, you begin to age at only a tenth of your normal rate, as your magic and rituals extend your lifespan beyond anything natural. ### Life Cycle From 14th level, when you reduce a creature to 0 hit points, you regain your choice of one expended use of your Moderate Arcana, or up to two expended Minor Arcana uses. You may also use this feature if a creature is reduced to 0 hit points within 100 feet of you, while it was under the effects of one of your Elder Magic features. ### Dark Arts Ascended At 20th level, your mastery of witchcraft allows you to tap into an expanded well of power. The number of times you may cast your Elder Magic options per rest are doubled.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Witch Spell List
##### 1st Level - Alarm - Ceremony - Comprehend Languages - Detect Magic - Identify - Illusory Script - Purify Food and Drink - Speak with Animals - Tenser's Floating Disk - Unseen Servant ##### 2nd Level - Animal Messenger - Augury - Beast Sense - Gentle Repose - Locate Animals or Plants - Magic Mouth - Silence - Skywrite - Wristpocket ##### 3rd Level - Feign Death - Leomund's Tiny Hut - Meld into Stone - Phantom Steed - Water Breathing - Water Walk ##### 4th Level - Divination ##### 5th Level - Commune - Commune with Nature - Contact Other Plane - Rary's Telepathic Bond \columnbreak ##### 6th Level - Drawmij's Instant Summons - Forbiddance
##### Learning More Spells These are all the current official ritual spells in D&D 5e. If new ritual spells are added or you use homebrew spells, assume (with the GM’s permission) that any spell with the ritual tag can be added to the witch spell list.
## Pocket Omens Pocket omens are minor divinatory effects that witches can call on as a bonus action, akin to cantrips, though much more random. * **Bloody Frenzy.** Choose a creature you can see within 60 feet of you. The creature may immediately choose to use its reaction to make a weapon attack against a creature of its choice. * **Chance Encounter.** Choose two creatures you can see within 60 feet of you that are within 10 feet of each other. The chosen creatures immediately swap places. * **Death's Mark.** Choose a creature you can see within 60 feet of you. The next time the creature takes damage before the start of your next turn, that damage is increased by an amount equal to your Pocket Omens die. * **Dragon's Scale.** Choose a creature you can see within 60 feet of you. The creature gains resistance to one damage type of your choice until the start of your next turn. * **Fatal Distraction.** Choose a creature you can see within 60 feet of you. The creature cannot take reactions until the start of your next turn. * **Fate's Lure.** Choose a creature you can see within 60 feet of you. That creature is immediately moved 5 feet in a direction of your choice. * **Foul Weather.** Choose a 5-foot cube you can see within 60 feet of you. That area becomes lightly obscured until the start of your next turn. * **Gathering Shadows.** Choose a creature you can see within 60 feet of you. The creature may immediately choose to use its reaction to Hide. * **Gods' Displeasure.** Choose a creature you can see within 60 feet of you. The creature gains disadvantage on its next attack roll or ability check. * **Gods' Favour.** Choose a creature you can see within 60 feet of you. The creature gains advantage on its next attack roll or ability check, as though you had taken the Help action. * **Journey's Crossroad.** Choose a creature you can see within 60 feet of you. You may choose whether that creature's movement speed increases or decreases by 10 feet until the start of your next turn. * **Justice's Sword.** Make a ranged spell attack against a creature you can see within 60 feet of you. On a hit, the target takes magical slashing damage equal to your Pocket Omens die + your Intelligence modifier. * **Kindly Stranger.** Choose a creature you can see within 60 feet of you that is making death saves; the creature immediately stabilises. If there are no such creatures, roll again. * **Kinship's Bond.** Choose a creature you can see within 60 feet of you. Until the end of your next turn, you and the creature can communicate telepathically with one another, so long as you share a language. * **Saint's Shield.** Choose a creature you can see within 60 feet of you. The next time that creature takes damage before the start of your next turn, that damage is reduced by an amount equal to your Pocket Omens die. * **Unlikely Accident.** Choose an unoccupied 5-foot cube you can see within 60 feet of you. The first time a creature enters that area before the start of your next turn, it takes nonmagical bludgeoning damage equal to two rolls of your Pocket Omens die. * **Watcher's Vigil.** Choose a creature you can see within 60 feet of you. Until the start of your next turn, the creature's attacks of opportunity ignore Disengage. * **Youthful Vigour.** Choose a creature you can see within 60 feet of you. The creature's jumping distance is doubled until the start of your next turn.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Elder Magic Your Elder Magic allows you to tap into the Weave to create spell-like effects without the time consumption of a ritual. Some witches use their Elder Magic exclusively to bless those in need, others to curse those who deserve it. It is more common however for an adventuring witch to walk the line between light and dark, choosing to learn a mixture of benevolent and malicious effects. ### Minor Arcana You may cast your Minor Arcana a number of times equal to your proficiency bonus per short rest. These are the simplest magics a witch will likely have few qualms expending in combat, or harmless everyday shenanigans. #### Bolster Courage As an action, you touch a friendly creature and fill it with unfounded confidence. For the next 10 minutes, that creature is immune to becoming frightened. #### Fumbletongue As an action, choose a creature you can see within 60ft of you. That creature must succeed on a Charisma saving throw or be unable to speak in coherent sentences for 1 minute. This prevents verbal spellcasting. If they are in combat, they may repeat the saving throw at the end of each of their turns to end the effect early. #### Glitter Bomb As an action, make a ranged spell attack against a humanoid creature you can see within 60 feet. On a hit, the target’s pockets, pouches, bags etc. become filled with glitter. Until they are able to completely wash themselves and their equipment in flowing water, the target has disadvantage on Dexterity (Stealth and Sleight of Hand) checks. #### Induced Hangover As an action, choose one creature you can see within 60 feet of you. The creature must succeed on a Constitution saving throw or suffer one of the following effects of your choice for one minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. **Disorientation:** The target may only take an action or bonus action on each of its turns, not both. **Nausea:** The target gains Sunlight Sensitivity, imposing disadvantage on all sight-based attack rolls and Wisdom (Perception) checks they make where they or the target is in direct sunlight. #### Invert Hinges As an action, you jinx a creature you can see within 60 feet. The target is no longer able to tell whether a door is a push or pull door for the next 24 hours, even if they just saw someone walk through it. Opening a closed (unlocked) door now takes that creature’s full action and ends their movement for the turn. \columnbreak #### Jelly Legs As an action, make a ranged spell attack against a creature you can see within 60 feet of you. On a hit, the target immediately falls prone. #### Pilfer Fortune As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you may choose to impose disadvantage on the roll. If the roll then fails, you may make your next attack roll, ability check, or saving throw within the next 10 minutes at advantage. #### Remedy Ailment As an action, choose a friendly creature you can see within 60 feet of you. The creature regains hit points equal to 1d6 + your Intelligence modifier. #### Sprightly Vigour As an action, you touch a friendly creature and imbue them with energy. For 1 minute, their base movement speed increases by 5 feet, and their jumping distances are doubled. #### Take a Nap As an action, choose a creature you can see within 60 feet of you. That creature must succeed on a Charisma saving throw or fall asleep for 1 hour, or until it takes damage or another creature uses its action to shake it awake. #### Touch of Fate As a bonus action, you may touch a friendly creature and bend the flow of circumstance around it. Once within the next 10 minutes, before or after making an attack roll, saving throw, or ability check, the creature may choose to roll 1d6 and add it to the result, and the effect ends. A creature may only benefit from one instance of this magic at any one time. #### Wounds of Lethargy Make a weapon attack against a creature as part of this action. On a hit, the target’s speed is halved until the end of their next turn, in addition to taking ordinary effects of the weapon’s attack.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Moderate Arcana You may cast up to two Moderate Arcana per long rest. These effects are of the more powerful variety that experienced witches will pull out for truly special (or dire) circumstances, carefully considering the outcome before committing. #### Clear Conscience As an action, you touch a friendly creature and end one of the following conditions that are afflicting it: blinded, charmed, paralysed, or stunned. #### Dramatic Entrance As a bonus action, you force a creature you can see within 60 feet to make a Charisma saving throw. On a failure, the target becomes unable to enter a room without first loudly announcing themselves, rendering stealth and subtlety impossible. This effect lasts for 48 hours or until dispelled. #### Itchy As an action, you force a creature you can see within 60 feet of you to make a Constitution saving throw, afflicting it with sourceless itching for 24 hours on a failed save. At the start of each of its turns in combat, the creature must make a Constitution saving throw or must waste their action trying to relieve the itch. This also imposes disadvantage on saving throws made to maintain concentration on spellcasting. #### Mimicry As an action, force a creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the target gains the ability to exceptionally mimic any sound they hear, but they can no longer formulate their own words (as per the Kenku racial traits). This effect lasts for 24 hours. #### Obsession As an action, you force a creature you can see within 60 feet to make an Intelligence saving throw. On a failure, roll 1d4, rerolling 1s; for one minute the target becomes obsessed with that number, and they can only act if their desired action corresponds with a multiple of the die roll. For instance, rolling a 2 means that they cannot attack an odd number of times on a turn, they cannot move an odd number of feet, they must cast spells of an even level or on an even number of targets, etc. #### Presence of Will As an action, you instill a friendly creature you can see within 60 feet of you with charm and confidence. Choose two Charisma-based skills; the target gains advantage on all ability checks using those skills for the next 8 hours. \columnbreak #### Rapture As an action, force a creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target becomes Charmed by a creature you designate that you can both see within 60 feet, and remains so for 24 hours. While charmed, treat the target as Blinded and Deafened to all other creatures while the object of its charm is within line of sight. The target may repeat this saving throw each time it takes damage, ending the effect on a success. #### Spell Proofing As an action, you touch a friendly creature and ward it from incoming eldritch energy. For the next minute, the creature has resistance to the damage dealt to it by spells. #### Timely Intervention When a creature you can see within 60 feet of you rolls a Dexterity saving throw to avoid taking damage, you may use your reaction to wrap it in a cocoon of raw magic. The creature instead takes no damage from the triggering effect on a successful save, or half damage on a failure. You must use this ability before the creature rolls. #### Warning Whispers As an action, choose a friendly creature within 60 feet of you; the target begins to hear whispers of warning, uttered by unseen benign entities. For the next 8 hours, the target cannot be surprised while it is conscious, and it can add its proficiency bonus to initiative rolls.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Major Arcana You may cast one Major Arcana per long rest. These are the most powerful magical effects usually available only to coven leaders, and they are never cast without careful consideration of the consequences. #### Awakening Touch As an action, you touch a creature and awaken its mind. The target gains the Awakened trait for 24 hours, or until you use your action to touch the creature again to remove it, or until it is dispelled. **Awakened**: the creature's Intelligence and Wisdom scores become 19 if they were not already higher, and it learns to speak, read, and write one language of your choice (that you also know). While it knows how to read and write, it must still have the correct appendages to do so; a creature without eyes cannot read a book unless it is written in a touch-based format, for instance. #### Curse of Confetti As an action, you make a melee spell attack against a creature and attempt to imbue its hands with dark, mischievous power. On a hit, the target gains the Curse of Confetti trait, which lasts until you use your action to touch the creature again and remove the curse, or until it is dispelled. **Curse of Confetti**: whenever the cursed creature picks up a nonmagical object (such as a sword, waterskin, or necklace), they must roll 1d20. On a roll of 1, the item explodes into colourful confetti, possibly accompanied by a cheerful if irritating noise. #### Dark Vulnerability As an action, you force a creature you can see within 60 feet of you to make a Constitution saving throw; on a failure, the target gains the Dark Vulnerability trait for 1 hour, until the curse is dispelled, or you use your action to touch the creature and remove it. You may not choose a damage type that the creature is already resistant or immune to. **Dark Vulnerability:** The creature gains vulnerability to one damage type of your choice (chosen when you inflict the curse) from the following list: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. #### Death's Gate When a creature you can see within 60 feet of you is reduced to 0 hit points, you can use your reaction to cause them to immediately return to consciousness, with a number of hit points equal to twice your witch level. #### Mortal Affliction As an action, you force a creature you can see within 60 feet to make a Constitution saving throw. On a failure, the target gains the Mortal Affliction trait, which lasts for 1 minute or until it is dispelled. **Mortal Affliction:** The creature has disadvantage on death saving throws. If the creature dies while under this effect, it cannot be resurrected by any means short of a True Resurrection or Wish spell for 1 week. \columnbreak #### Rejuvenate As an action, you channel powerful restorative energy into a friendly creature you touch. The creature immediately gains the benefits of a short rest, including ability refreshment and the chance to spend hit dice. You cannot target a creature that is on 0 hit points or otherwise incapacitated. #### Unsettling Visage As an action, you force a creature you can see within 60 feet to make a Constitution saving throw. On a failure, the target gains the Unsettling Visage trait, which lasts until you use your action to touch the creature and remove the curse, or until it is dispelled. **Unsettling Visage:** The target’s appearance does not change, yet no one can shake that uncanny valley feeling when interacting with them. While the target’s face is uncovered, they automatically fail all Charisma checks except Intimidation, which they count as proficient in if they did not already.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Covens Covens are the hidden societies of the witching world, often compared to cults or druid circles. Each coven has its own hierarchy and moral philosophy that defines its place in the world and the sorts of specialised magic its members employ. ### Dark Episcopacy Dedicating themselves to active worship of otherworldly entities, the Dark Episcopacy acts like an underground formalised religion with priests and congregations. In some circles they espouse free will and living as their hearts desire, forces of good or at least neutral chaos in the world, while others serve evil devils and archfey to spread their influence on the mortal plane. #### Gifts of the Faithful When you choose this coven at 3rd level, your Spellcasting feature is enhanced. ##### Cantrips You learn two cantrips of your choice from the cleric spell list. You learn an additional cantrip of your choice at 10th level. ##### Spell Slots The Dark Episcopacy Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell 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 Cure Wounds and have a 1st-level and a 2nd-level slot available, you can cast it using either slot. *When multiclassing, treat this subclass like the Eldritch Knight fighter archetype.* ##### Spells Known of 1st Level and Higher You know three 1st-level cleric spells of your choice, which appear in your Grimoire and count as witch spells for you. The Spells Known column of the Dark Episcopacy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you may choose to replace one of the cleric spells you know with another spell of your choice from the cleric spell list. \columnbreak
##### Dark Episcopacy Spellcasting | Witch Level | Cantrips Known | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 8 | 4 | 3 | — | — | | 12th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | | 14th | 3 | 10 | 4 | 3 | 2 | — | | 15th | 3 | 10 | 4 | 3 | 2 | — | | 16th | 3 | 11 | 4 | 3 | 3 | — | | 17th | 3 | 11 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 4 | 3 | 3 | — | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 |
#### Channel Divinity At 7th level, you gain the ability to channel your god’s powers directly; you gain the following two Channel Divinity options. You may choose an option to cast once, and you regain the ability to do so again when you complete a short or long rest. *Alternatively, at your DM's discretion, you may gain up to two Channel Divinity options, in place of the options described below, from the Divine Domains associated with your coven's deity.* **Dark One’s Ire:** As a bonus action, you utter a curse and psychically mark a creature within 60 feet as an enemy of your coven. For 1 hour or until you use this Channel Divinity option again, you and any creatures you designate when you cast the ability each deal an additional 1d6 damage to the target once per turn when they damage it with an attack or spell. This damage is of the same type as the attack or spell. **Mark of Ill Fate:** As a bonus action, you utter a curse and shroud a creature of your choice within 30 feet of you with foul energy. For the next minute, your Elder Magic attacks have advantage against the target, and it makes its saving throws against your Elder Magic at disadvantage. #### Arcane Bond From 11th level, when you cast your Dark Episcopacy spells, you may choose whether the spell originates from you or your familiar for calculating the range and projectile travel paths.
Page 8 | Design by Lexi Abbey
\pagebreakNum #### Blessed are the Faithful From 15th level, your power inspires those of the faith. When you boost a spell’s level using your Collective Casting feature, the creature casting the spell gains temporary hit points equal to 1d8 + your Intelligence modifier. ### Fellowship of Demonological Studies The most recently formed coven, the Fellowship is comprised of scholarly witches who prefer universities and libraries to underground temples or woodland cabins, presenting a more “cultured” (or others might say "snobby") face of witchcraft. While they enjoy waxing literature and philosophy, their true interest lies in spirits and extraplanar entities, with whom they entreat for knowledge or aid. #### High Society Proficiencies Members of the Fellowship are expected to maintain a certain air of sophistication. You gain proficiency in one skill of your choice from Arcana, History, Nature, or Religion. You also gain proficiency with hand crossbows and rapiers. #### Guardian Spirit When you choose this coven at 3rd level, you learn to channel magical energy into your familiar, enhancing its combat potential. As an action, you transform your Witch’s Familiar into an ethereal guardian spirit for one minute; it retains its personality and alignment, as well as the features unique to the Find Familiar spell, and your Witch’s Familiar and Soul Bond class features, but otherwise assumes the form and statistics of the guardian spirit stat block. You choose the form of the spirit, which appears as a translucent entity in an unoccupied space within 30 feet of you. In combat, the guardian spirit shares your initiative count, but takes its turn immediately after yours. The only action is takes on its turn is the Dodge action, unless you take a bonus action to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The transformation lasts for 1 hour, until the spirit is reduced to 0 hit points, or until you choose to end it as a bonus action on your turn, whereupon it returns to its original familiar form at the hit points it had before transforming. If the transformation ends as a result of the spirit being reduced to 0 hit points, the familiar suffers any excess damage. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. ___ > ## Guardian Spirit >*Medium Celestial/Fey/Fiend, Your familiar's alignment* > ___ > - **Armor Class** 13 (Natural armour) > - **Hit Points** equal to the guardian spirit’s constitution modifier + your Intelligence modifier + five times your level in this class > - **Speed** 20ft, fly 30ft (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|14 (+2)|15 (+2)|13 (+1)|11 (+0)| >___ > - **Saving Throws** Dex PB+2, Con PB+2, Int PB+2 > - **Skills** Arcana PB+2 > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, frightened, poisoned, prone > - **Senses** Darkvision 60ft, passive Perception 11 > - **Languages** The language you chose in your WItch's Familiar feature > ___ > - ***Proficiency Bonus (PB).*** Equals your proficiency bonus. > ### Actions (Requires Your Bonus Action) > ***Entropic Touch.*** *Melee Weapon Attack:* PB+2 to hit, reach 5ft., one target. *Hit:* 1d6+PB+2 necrotic damage. > > ***Eldritch Armour (Once per short or long rest).*** The spirit reshapes itself into a suit of ethereal armour surrounding a willing creature within 5 feet of it. The guardian spirit vanishes from the battlefield, and the target gains 1d10+PB+2 temporary hit points until the start of your next turn. The guardian spirit reappears in an unoccupied space within 5ft. of the target creature when the temporary hit points are lost. The guardian spirit suffers any damage taken by the temporary hit points during that time.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Esoteric Studies From 7th level, your studies of demonology have yielded useful developments. You have advantage on Intelligence checks to recall information about Celestials, Fey, Fiends, and Undead. In addition, choose one of these creature types. You gain a +2 bonus to weapon damage rolls against creatures of that type, and your Guardian Spirit gains a +2 bonus to the damage of its Entropic Touch against those creatures. You may change your chosen creature type whenever you gain a level in this class. #### Dark Servant At 7th level, you gain the allegiance of a minor undead shade, and you can call it to you in times of need. When a creature you can see within 30 feet of you is reduced to 0 hit points, you may use your reaction to magically conjure a **shadow** in its place, with temporary hit points equal to your witch level + your Intelligence modifier. The shadow is friendly towards you and your allies, and hostile towards your enemies. It acts on its own initiative, but otherwise does not directly obey your commands (but it does understand you and may heed your commands favourably, at the DM’s discretion). It lasts for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, or until you dismiss it as an action. You may use this feature once, and you regain the ability to do so on a long rest. #### Reinforced Spirit From 11th level, your Guardian Spirit may use its Eldritch Armour action twice between rests, and it no longer suffers the damage inflicted upon the temporary hit points during the action. #### Knowledge is Power Beginning at 15th level, whenever you complete a long rest, you may choose to gain a number of temporary hit points equal to twice the number of witch spells in your grimoire. ### Free Thinkers' Union The Free Thinkers are “modern” witches who use their magic to create useful items and gadgets to stay relevant in these advancing times. Many of its members were hobbyist artificers who found the coven a more preferable path to the mad science and long hours of magical-mechanical study. Their signature tool is the witch’s staff, which they imbue with versatile properties over their careers. #### Arts and Crafts When you choose this coven at 3rd level, you gain proficiency in weaver’s tools and woodcarver’s tools. Additionally, when you use either of these tools as part of the fabrication of a magical item, you may create the item at half the time and material cost. \columnbreak #### Witch's Staff A witch’s staff is a powerful magical artefact, growing in strength alongside its wielder. From 3rd level, you may create one such staff as part of an hour-long ritual that consumes 10gp-worth of incense, which you must spend in contact with the wood, metal, gemstones, and/or whatever other materials you desire to make your staff unique to you. If you conduct this ritual again, your previous staff instantly burns to ash. A witch’s staff is a common magical item (staff). It does not require attunement, however its properties may only be used by the witch who created it. The staff has the following properties: **Weapon.** The staff counts as a magical quarterstaff with the Finesse property. **Figurehead.** While your Witch’s Familiar is within 5 feet of the staff, you may use a bonus action to cause it to solidify and affix itself to the head of the staff. While in this state the familiar is considered petrified, taking on an appearance in keeping with the rest of the staff, it regains 1 hit point every minute, and magic cannot reveal its presence nor its location. If the staff is destroyed, or you use your bonus action to un-petrify it, the familiar reappears in an unoccupied space within 5 feet of the staff. **Recall.** As long as the staff is not destroyed and is on the same plane of existence as you, you may teleport it into your hand as an action. You must have a free hand to make use of this property. **Spellcasting.** The staff is imbued with two cantrips and one 1st-level spell of your choice from the Wizard spell list, and has a number of charges equal to your proficiency bonus. You choose these spells when you create the staff, and Intelligence is your spellcasting ability for them. While holding the staff, you may cast the cantrips at will, and you may cast the spell by expending 1 charge, without requiring verbal or material components. You may expend multiple charges when you cast the spell, increasing the level at which it is cast by 1 per charge. The staff regains all expended charges daily at dawn. #### Gadgets on the Go From 7th level, you add the *tiny servant* spell to your grimoire. You may cast this spell at 3rd level once per long rest without requiring a spell slot or material components. At 15th level, you add the *animate objects* spell to your grimoire, which you may cast at 5th level once per long rest, in the same fashion. #### Eyes Unseen From 7th level, you may use your action to go blind and deaf to your own senses in order to perceive through those of your Witch’s Familiar, and you may speak through it if you so choose, even while it is petrified as per your Witch’s Staff’s Figurehead property.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Beating Stick At 11th level, your witch’s staff gains a +2 bonus to attack and damage rolls when you use it as a weapon. While you are holding the staff, you may use it to parry incoming attacks. As a reaction, you may increase your armour class by 2 against a single weapon attack that would otherwise hit you. #### Well of Magic From 11th level, the maximum number of magical items you may attune to at once increases to 4. #### Ascendant's Staff At 15th level, you may choose one of the following properties to add to your witch’s staff. You may select a different property each time you undertake the ritual to recreate the staff. **Greater Spellcasting.** You may choose one 2nd-level spell and one 3rd-level spell to imbue into the staff, which you may cast as per its Spellcasting property. You must expend at least two charges to cast a 2nd-level spell, and at least three charges for a 3rd-level spell; spending more charges increases the spell’s level as normal. **Flying Staff.** The staff functions as a Broom of Flying, in addition to its other properties. ### Sisterhood of Herbal Remedies This coven is the most warmly regarded by the common folk, as its members openly share their more benign spellcraft while exploring the mysteries of alchemy to brew potions and poisons. Many a creepy woodland herbalist has belonged to this coven, practicing their arts and helping their neighbours rid themselves of vermin and infections. Despite the name, the modern Sisterhood is not picky about the gender of its members. #### Alchemical Training When you choose this coven at 3rd level, you gain proficiency in alchemist’s supplies and cook’s utensils. Additionally, when you use alchemists’ supplies or an herbalism kit to create a magic item (potion), such as a *potion of healing*, or any other alchemical substance, you may do so at half the time and cost. #### Witching Brew From 3rd level, you love to experiment with new combinations of reagents. When you finish a long rest, you may magically fill a container, such as a cauldron or waterskin, with a Witching Brew; this is a magical potion which confers positive and negative effects when drunk, chosen randomly when you create it as shown on the following table. A Witching Brew goes inert if it is not drunk before your next long rest. This feature produces enough of the Witching Brew for a number of uses equal to your proficiency bonus. A single use affects a creature for 1 hour (they can attempt a constitution saving throw against your spell save DC to resist the effects if they wish). | d6 | Witching Brew | Effect | |:---:|:--------:|:-------------:| | 1 | Brutality | Advantage on Strength checks and saving throws, and disadvantage on Wisdom checks and saving throws. | | 2 | Alacrity | Advantage on Dexterity checks and saving throws, and disadvantage on Strength checks and saving throws. | | 3 | Fortitude | Advantage on Constitution checks and saving throws, and disadvantage on Dexterity checks and saving throws. | | 4 | Sagacity | Advantage on Intelligence checks and saving throws, and disadvantage on Constitution checks and saving throws. | | 5 | Awareness | Advantage on Wisdom checks and saving throws, and disadvantage on Charisma checks and saving throws. | | 6 | Charm | Advantage on Charisma checks and saving throws, and disadvantage on Intelligence checks and saving throws. | #### Toxic Flush At 7th level, your experimentation with chemicals has rendered you resistant to poison damage, and you have advantage on saving throws against poison or poisonous effects. Additionally, you may cast the spell Lesser Restoration once with this trait, without expending a spell slot or material components, with Intelligence as your spellcasting ability. You regain the ability to cast the spell in this way when you complete a long rest. #### Envenomed Blades From 7th level, your weapon attacks count as magical if they did not already, and you may choose to deal an additional 1d8 poison damage once per turn when you hit a creature with a weapon attack. #### Dark Concoctions From 11th level, when a creature you can see drinks one of your Witching Brews, you may instantly expend a use of your Elder Magic feature to affect them with one of your Minor or Moderate Arcana, without requiring an attack roll / saving throw or any of the normal range requirements (if it made a saving throw to resist the effects of the brew and passed, it is not affected by the Elder Magic). #### Symbiotic Tinctures From 15th level, you no longer suffer the disadvantages imposed by consuming your own Witching Brews.