T
Witch
A half-elf with maroon robes closes her eyes and whispers an incantation as the south winds starts to blow softly, reinvigorating her allies.
With a grasping motion of his hand, the dragonborn with a dark mantle holds a laughter under his breath as the life force of his foe leaves his body.
While his enemies prepares to attack, a white-haired human in shaggy clothes draws a mystical symbol in the air, slowing the enemy charge.
Capable of manipulating energies in the world around them, these mystical figures use their connection to the spiritual realm along their own inner strength to bend these forces at their will.
Another World
Magic is infused in everything, permeating every living being as well as the natural elements. Those cunning enough may be able to sense it all around them, but only a few are able to use it. Through the understanding of the inner workings of how the spiritual realm connects with the physical world, they are able to perform various feats of wonder and magic.
Every witch has its own way to tap into this font, usually tied to how they came across such knowledge. Most witches draws their power from nature itself, through the forces of wind and fire, but others decide to follow a darker path - or no path at all. More often than not, witches have a mentor who taught them the basics of witchcraft, but it is not uncommon to have some simply born with such a gift or had it bestowed upon them, be it a blessing or a curse.
Such obscure knowledge comes with a price. Being always aware of what lies beneath everything, most witches live secluded lives far from civilization, left to their own devices or expend their days walking the earth, eager to hoard more knowledge and power.
By Force of Will
Witches hold freedom as a supreme virtue and think that powers are supposed to be used, with the belief that as long as you aren't harming anyone, you can do as you wish. They usually have no moral obligations, often indulging in their desires and needs. Although witches do not seek to bring harm upon others, they might punish those that crosses them - an eye for an eye.
Witches often have some obscure purpose that drives them to adventure. Some seek ways to erase a past mistake, or the key to a deep and forbidden desire. Others just want to help people they encounter, believing their gift should be shared.
Witch
| Level | Proficiency Bonus |
Features | Spirit Points |
Spells Known |
Slot Level |
Magical Signs |
Rituals Known |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Spirit Magic, Magical Signs | 4 | 3 | 1 | 1 | — |
| 2nd | +2 | Cerimonials, Occult Arts | 6 | 4 | 1 | 1 | 1 |
| 3rd | +2 | Bottled Spell | 9 | 5 | 2 | 1 | 2 |
| 4th | +2 | Ability Score Increase | 12 | 6 | 2 | 1 | 3 |
| 5th | +3 | — | 17 | 7 | 3 | 2 | 4 |
| 6th | +3 | Occult Arts Feature | 22 | 8 | 3 | 2 | 5 |
| 7th | +3 | — | 28 | 9 | 4 | 2 | 6 |
| 8th | +3 | Ability Score Increase | 34 | 10 | 4 | 2 | 7 |
| 9th | +4 | — | 41 | 11 | 5 | 2 | 8 |
| 10th | +4 | Secret Cerimonials | 41 | 12 | 5 | 2 | 8 |
| 11th | +4 | Occult Arts Feature | 47 | 13 | 5 | 2 | 9 |
| 12th | +4 | Ability Score Increase | 47 | 14 | 5 | 2 | 9 |
| 13th | +5 | Witch's Rune | 54 | 15 | 5 | 3 | 10 |
| 14th | +5 | Kindred Spirit | 54 | 16 | 5 | 3 | 10 |
| 15th | +5 | Occult Arts Feature | 63 | 17 | 5 | 3 | 11 |
| 16th | +5 | Ability Score Increase | 63 | 18 | 5 | 3 | 11 |
| 17th | +6 | Wish in a Bottle | 72 | 19 | 5 | 3 | 12 |
| 18th | +6 | Timeless Body | 72 | 20 | 5 | 3 | 12 |
| 19th | +6 | Ability Score Increase | 72 | 21 | 5 | 3 | 13 |
| 20th | +6 | Spiritual Attunement | 72 | 22 | 5 | 3 | 13 |
Creating a Witch
As you make your witch character, think about how you came across such magic and your relationship with it. Were you born with it or was it learned? Perhaps you discovered an ancient book forgotten in a library or an old crook took you in to teach you the arts? Are you fascinated by the spiritual realm or scared by it? Did you want this powers or do you dread them?
Consider why and how you started adventuring. Are you seeking more knowledge? Running away from your old life or hiding from your fate? Are you in a quest for your mentor? Did you leave willingly?
Quick Build
You can make a witch quickly by following this suggestions. First, put your highest ability score in Wisdom, followed by Charisma. Second, choose the hermit background and the Harmony Magical Sign.
Class Features
As a witch, you gain the following class features.
Hit Points
Hit Dice: 1d8 per witch leveI
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch leveI after the first.
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Intuition, Medicine, Nature, Persuasion and Religion.
Multiclass: Herbalism Kit. Requires a minimum Wisdom score of 13.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- Leather armor, a light crossbow and 20 bolts
- A blank book for annotations
Spirit Magic
You form a bond to a mystical creature that shows you how to better understand the spiritual veil. This magical being serves as a conduit to this powers. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the table at the end for the witch spell list.
Cauldron's Companion
Through your connection to the spiritual realm, a familiar spirit has appeared to you. Work with your DM to determine the details of this bond and how you came across such creature.
You learn the Find Familiar spell and add it to your list of prepared spells. You always have the spell prepared, and it doesn't count against the number of spells you can prepare each day. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon and Sprite. In addition, your familiar has a bonus to it's hit points equal to your witch level.
At 1st level, your familiar teaches you four 1st-level witch spells of your choice. Your familiar is the repository of the witch spells you know and serves as a spellcasting focus for your witch spells.
Spirit Points
As you learn how to channel this magic, you gain a pool of spirit points that you expend to cast your spells and to fuel class features.
The Witch table shows how many spirit points you have to cast spells of 1st through 5th level. The table also shows the maximum spell level that you can cast.
Preparing and Casting Spells
To cast a spell, you expend a number of spirit points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spirit points total to less than 0, and you regain all expended spirit points when you finish a long rest.
Each spell has a point cost based on its level. The Spirit Point Cost table summarizes the cost in spirit points of slots from 1st to 5th level.
Spirit Point Cost
| Spell Level | Spirit Point Cost |
|---|---|
| 1 | 2 |
| 2 | 3 |
| 3 | 5 |
| 4 | 6 |
| 5 | 7 |
Your Familiar Spirit
The spells that your familiar teaches you as you gain levels reflect the progress of your understanding of the spiritual realm that you acquire, as well as your own incantations that you discover.
Bound by spirit. Your familiar shares a connection with you. Your bond is unique and represents a compromise between your motivations as well as the reason why you remain connected. Perhaps it appeared to you after you showed magical prowess, or after you saved it's life - or it saved yours!
Replacing your familiar. While adventuring, your familiar spirit may temporarily die or the bond you share may be broken. While you do not have your familiar, you can't change the list of prepared spells and you can't learn new spells, but retain your prepared spells and can cast them as normal. If your familiar dies, it can be summoned again through the Find Familiar spell. If your familiar leaves you, usually for breaking the bond you had, you can form a new bond and summon a new familiar through the Find Familiar spell. The new familiar automatically learns your list of prepared spells, but it won't know any of your previous known spells. At the end of a long rest, your familiar can teach you one witch spell that is of a level that you can cast, up until the maximum spells known that you can have for your level as shown in The Witch table.
Optional: Variant. At the DM's discretion, your Familiar Spirit can be any Tiny creature that has a CR 1 or lower.
You prepare the list of witch spells that are available for you to cast. To do so, choose a number of witch spells from your familiar equal to your Wisdom modifier + half your witch leveI, rounded down (minimum of one spell). The spells must be of a level that which you can cast.
For example, if you're a 3rd-level witch, you can cast spells of up to 2nd level. With a Wisdom of 16, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen with your familiar. If you prepare the 1st-level spell Magic Missiles, you can cast it at 1st or 2nd level. 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 communing with your familiar and understanding the correct incantations and gestures you must make to cast the spell: 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 you use your spells through your connection to the spiritual realm. 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
Spell attack modifier
Learning Spells of 1st Level or Higher
Each time you gain a witch level, your familiar teaches you one witch spell of your choice. Each of these spells must be of a level that you can cast, as shown on the Witch table.
Magical Signs
At first level, your familiar unveils to you the power of runes: words of power. They can be any kind of object imbued with magic, like carved tokens or pouches containing magical ingredients. You start with one Magical Sign of your choice and can create one Magical Sign during a short or long rest.
The number of maximum Magical Signs you can have increases when you gain certain witch levels, as shown in the Witch Table. Your Magical Signs options are detailed at the end of the class description.
Cerimonials
At 2nd level, you create a ritual spellbook where you record your magical discoveries and incantations. Choose one 1st-level spell that have the ritual tag from any class’s spell list. You add the spell to your ritual book and can cast it only as a ritual. In addition, whenever you gain certain levels in this class, as shown in the Witch table, you can choose one spell that have the ritual tag from any class’s spell list that is of a level that you can cast. You add it to your ritual book and can cast it only as a ritual.
You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell in your ritual book. You don’t need to have the spell prepared.
Occult Arts
When you reach 2nd level, you choose to follow a witchcraft path: Wood Arts, Shadow Arts or Hedge Arts, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 11th, and 15th level.
Bottled Spell
Beginning at 3rd level, you learn to properly mix ingredients to craft magical potions. During a long rest, you may create a number of bottled spells up to your proficiency bonus. To do so, you choose a spell that you know from your familiar spirit or ritual book that have a casting time of 1 action or 1 bonus action. The spell is bottled at it's lowest level. Any spell may be bottled, at the DM's discretion, and you still need to provide any material components that has a cost. The process takes 2 hours, and you choose the appearance, smell and taste of the potions when you create it. A creature may discern the bottled spell properties with a successful Intelligence (Investigation) check against your spell save DC. An Identify spell also reveals the bottled spell properties.
Any creature may use their action to use the potion, gaining the effects of the spell as if it was cast by the user as part of the same action. If the spell has a saving throw, it uses your spell save DC. If the spell requires concentration, the user must concentrate on the spell.
Potions made with this feature retain their effects until the start of your next long rest, after wich they become inert and turns to brackish water.
Your Ritual Book
The rituals you discover as you learn to manipulate the energy around you are recorded in a spellbook that serves as a repository for your ritual spells. Replacing the Book. You can copy a ritual spell from your own ritual book into another book - for example, if you want to make a backup copy of your ritual book. You need to spend 1 hour and 10 gp for each level of the copied spell. If you lose your ritual book, your familiar may help you to restore the lost knowledge. At the end of a long rest, you can spend 2 hours communing with your familiar to re-learn one spell that have the ritual tag from any class’s spell list. The spell must be of a level that you can cast, and you can do this until you have a number of ritual spells in your ritual book equal to 1 + your witch level. You must spend time and money to inscribe the spells in your ritual book. For this reason, many witches keep backup ritual books in a safe place.
The Book's Appearance. Your ritual book is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your mentor, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Secret Cerimonials
Starting at 10th level, when casting a spell as a ritual you can choose one of the following options:
- The spell's range is increased by 30 feet.
- The spell's duration is increased by half it's normal duration time.
- If the spell has a range of self or touch, you can target one additional creature or object.
- The spell no longer requires concentration.
Witch's Rune
When you reach 13th level, you unlock the true power of runes and sigils. You gain one Witch's Rune, a unique symbol created to represent your own power. Your Witch's Rune could be inscribed in a token, in a personal scroll or even tattooed in your own body. Choose four spells from the Witch's Rune Expanded Spells table: two 6th-level spells and two 7th-level spells, chosen between the Witch's Rune Spells or your chosen subclass's Rune Spells. You can't change this choice later.
As an action, you can activate your Witch's Rune to cast any of your chosen spells spending 1 spirit point. You still must provide any material components with a cost. You can use this feature three times, and you regain one expended use after a long rest.
Witch's Rune Expanded Spells
| Spell Level | Witch's Rune Spells |
|---|---|
| 6th | Find the Path, Mental Prison, Magic Jar, Mass Suggestion |
| 7th | Tether Essence, Etherealness, Sequester, Symbol |
| Spell Level | Wood Rune Spells |
|---|---|
| 6th | Heal, Wall of Thorns |
| 7th | Regenerate, Ressurrection |
| Spell Level | Shadow Rune Spells |
|---|---|
| 6th | Eyebite, Soul Cage |
| 7th | Finger of Death, Power Word: Pain |
| Spell Level | Hedge Rune Spells |
|---|---|
| 6th | Forbiddance, Scatter |
| 7th | Divine Word, Force Cage |
Kindred Spirit
At 14th level, your bond with your Familiar Spirit deepens. Your familiar can maintain concentration on a second spell for you, using the same concentration rules, and you can cast spells and Magical Signs as though you were in your familiar's space. When you do so, your familiar must immediately use it's reaction to cast the spell or use the magical sign's effect.
Wish in a Bottle
Starting at 17th level, your spirit magic becomes unbound when properly manipulated. During a long rest when you create your bottled spells, one of your bottled spells can be one spell that you choose from any class's spell list, of any level, and is bottled at the spell level of your choice.
Timeless Body
Beginning at 18th level, your spirit strengthens and affects your body, causing you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Spiritual Attunement
When you reach 20th level, you can transcend the material world. When you roll initiative or with a bonus action on your turn, you can spend 8 spirit points to attune into the spiritual world for up to 10 minutes. During this time, you gain the following benefits:
Awareness. You gain a +5 bonus to Wisdom (Perception) checks, and whenever you need to make a saving throw against magical effects you may choose to make a Wisdom saving throw instead.
Mysticism. You have advantage in any Intelligence (Arcana), Intelligence (Religion) and Wisdom (Insight) checks you make, and you can sense otherworldly presences around you as if affected by the Detect Evil and Good spell.
Occultism. You ignore any material components, and any spells that you cast are treated as if they were cast one level higher.
The effects of this feature may end early if you dismiss it with a bonus action or you become unconscious. You must finish a long rest before you can use this feature again.
Occult Arts
Although their powers comes from the same source, witches are naturally drawn to some type of magic over others. It is very common for a witch to spend their life studying one aspect of such magic, learning it's properties, quirks, flaws and strengths. These aspects are called occult arts, mystical knowledge hidden between earth, blood and dream.
Wood Arts
Drawn to the wind in the trees and the leaves on the ground, wood witches gather the energies from the earth to aid allies, calling forth a natural strength.
Expanded Spell List
Starting when you choose this subclass at 2nd level, your familiar spirit teaches you how to converge energy from all natural things. This knowledge allows you to access to certain spells at 2nd, 3rd, 5th, 7th and 9th level. Once you gain access to an arts spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. All arts spells are witch spells for you.
Wood Arts Expanded Spells
| Witch Level | Arts Spells |
|---|---|
| 2 | Entangle, Healing Word |
| 3 | Spike Growth, Healing Spirit |
| 5 | Plant Growth, Conjure Animals |
| 7 | Grasping Vine, Giant Insect |
| 9 | Awaken, Skill Empowerment |
Earth's Respite
When you choose this subclass at 2nd level, you can inspire allies to draw out their natural calling. Whenever you target an ally with a magical sign, a class feature or a spell, the target creature receives advantage on the next ability check they make.
Land's Stride
When you reach 6th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spikes, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
Living Armor
Beginning at 11th level, you can use your action to spend any number of spirit points and summon a layer of vines that curls around a creature that you can see for up to 60 feet. Choose Nourish or Perish. If you chose Nourish, the vines restore hit points to the target creature equal to three times the spirit points spent. If you chose Perish, the vines deal bludgeoning damage to the target creature equal to twice the spirit points spent.
South Wind
Starting at 15th level, you can use your bonus action to spend 7 spirit points and call forth a reinvigorating breeze. You choose any number of creatures in a 60 feet radius centered on yourself. The breeze restores hit points to the chosen creatures equal to your witch level and removes one condition of your choice between blinded, deafened, incapacitated, paralyzed, poisoned or stunned. You can choose to remove a different condition for each target creature.
Shadow Arts
Shadow witches are drawn to the obscure aspects of the soul, believing in power at all costs and that one must embrace it's darker side or they shall never have dominion over themselves.
Expanded Spell List
Starting when you choose this subclass at 2nd level, your familiar spirit shows you how to manipulate negative energy. This knowledge grants you access to certain spells at 2nd, 3rd, 5th, 7th and 9th level. Once you gain access to an arts spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. All arts spells are witch spells for you.
Shadow Arts Expanded Spells
| Witch Level | Arts Spells |
|---|---|
| 2 | Command, Bane |
| 3 | Phantasmal Force, Blindness/Deafness |
| 5 | Fear, Animate Dead |
| 7 | Evard's Black Tentacles, Summon Greater Demon |
| 9 | Dominate Person, Contagion |
Vampirism
At 2nd level when you choose this subclass, you can steal the life-force of a vulnerable target. As a bonus action, you may spend 1 spirit point and choose a creature that you can see for up to 60 feet that is blinded, deafened, frightened, paralyzed, poisoned, restrained, or under negative magical effects such as the spells Hex or Bane. The target creature takes 1d8 necrotic damage and you receive temporary hit points equal to half the amount (minimum of 1).
The damage increases by 1d8 for every additional spirit point that you spend, up until a maximum of spirit points spent equal to half your witch level (rounded down).
Piercing Darkness
Starting at 6th level, you may spend hit points instead of spirit points. For every spirit point that you would spend, you can choose to take 2 necrotic damage instead.
Affliction
When you reach 11th level, your mastery of negative energy allows you to spread ailments. As a bonus action, you can spend 3 spirit points and target a creature that you can see for up to 60 feet that is under one or more negative conditions. The conditions can be blinded, deafened, frightened, paralyzed, poisoned, restrained or stunned. Any number of creatures of your choice that are in a 30 feet radius around the target creature must succeed a Wisdom saving throw or suffer the same conditions affecting the target creature, for the same duration.
Cruel Edict
Beginning at 15th level, your gaze can debilitate enemies. Using your action, you may spend 7 spirit points to impose a curse to a creature that you can see for up to 60 feet that is able to see you. The target creature must make a Constitution saving throw. On a success, they take 5d10 necrotic damage. On a failure, their maximum hit points is reduced by 5d10 until they finish a long rest, and for up to 1 minute all attack rolls and ability checks are made with disadvantage.
A creature can't be targeted by this feature again until the next dawn. The curse ends early if the target creature dies or when a Remove Curse or Greater Restoration spell is cast upon the target.
Hedge Arts
Choosing to follow themselves, hedge witches prefers protective magic as they believe it is not worth to meddle with either side of the multiverse.
Expanded Spell List
Starting when you choose this subclass at 2nd level, your familiar spirit teaches you the inner workings of the universe. This knowledge allows you to access certain spells at 2nd, 3rd, 5th, 7th and 9th level. Once you gain access to an arts spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. All arts spells are witch spells for you.
Hedge Arts Expanded Spells
| Witch Level | Arts Spells |
|---|---|
| 2 | Protection from Evil and Good, Shield |
| 3 | Warding Bond, Zone of Truth |
| 5 | Leomund's Tiny Hut, Counterspell |
| 7 | Otiluke's Resilient Sphere, Locate Creature |
| 9 | Dispel Evil and Good, Legend Lore |
Soul Flare
When you choose this subclass at 2nd level, you learn to direct raw spiritual energy outwards. When a creature that you can see for up to 90 feet makes an attack roll or is targeted by an attack, as a reaction you may spend 1 spirit point to intervene. If the creature is an ally, they receive 1d4 temporary hit points. If the creature is an enemy, make a ranged spell attack. If it hits, the target creature takes 1d4 force damage.
The temporary hit points and damage increases by 1d4 for every additional spirit point that you spend, up until a maximum of additional spirit points spent equal to your Wisdom modifier.
Smoke Visions
At 6th level, your knowledge allows you to read auras. As an action, you can expend 4 spirit points to meditate for 1 minute upon an object or humanoid that is up to 30 feet from you. If the target is an object, make a Wisdom (Insight) check. Based on the result, the DM might reveal information about the target, such as the object's past owner or where it came from. If the target is an humanoid, they must make a Wisdom saving throw against your spell save DC. On a failure, you discover one of the target's deepest fears or desires, at the DM's discretion. You must finish a short or long rest before you can use this feature again.
Still Mirror
Beginning at 11th level, when a magical effect forces a creature that you can see for up to 60 feet to make a saving throw, you can use your reaction to try and reflect it. You spend any number of available spirit points and roll 1d4 for each spirit points spent. If the roll is equal or higher than the effect's saving throw DC, the effect doesn't occur to the target creature that triggered the reaction. As part of the same reaction, you may choose a creature that you can see for up to 60 feet. The target creature must make the same saving throw, using your spell save DC, suffering the same effects of the reflected magical effect. If the effect targets an area, such as a Fireball spell, only the targeted creature is affected.
Ivory Mark
When you reach 15th level, you can use your action to spend 7 spirit points and mark a target creature that you can see for up to 90 feet. If you mark an ally, until the end of your next turn all attacks against them are made with disadvantage and all attacks made by the target ally are made with advantage. If you mark an enemy, they must succeed a Wisdom saving throw or take 8d4 force damage and become incapacitated until the end of your next turn.
Magical Signs
To create a magical sign, you must spend 30 minutes crafting the sign as you assemble all it's material components and bind the runes or glyphs. All magical signs has a cost in gold that represents it's material components as well as the handwork needed to craft the magical sign. Instead of spending gold, you may spend 30 minutes during a short or long rest to gather ingredients in your surroundings in order to provide the material components needed to craft your magical signs. Make an Herbalism check. You gather an amount worth of gold in material components equal to the result. Ingredients gathered in this way may be used only to create Magical Signs. You may still choose to spend any gold you have to buy the material components.
You can't have more Magical Signs than the maximum you can have for your level. If you already have the maximum active Magical Signs for your level, you must first destroy one of your previous Magical Signs before you create a new one.
If a magical sign has prerequisites, you must meet them to craft it. You become able to craft the magical sign at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Balefyre
Prerequisite: 5th level
Components: a piece of firewood and a bundle of sage worth at least 20gp
While this sign is active, you add the Continual Flame spell to your list of your prepared spells. It doesn't count against the number of maximum spells you can have prepared.
As an action, choose a flame that you can see for up to 10 feet. The flame can be a bonfire, a torch, a candle, or other similar fire source. The chosen fire source becomes violet flames for up to 8 hours, until the flame goes out or you dismiss it with an action. For the duration, you and your allies have advantage on saving throws against charmed, frightened and possessed while in the flame's bright or dim light. Any celestial, fey, fiend and undead in the flame's bright or dim light have disadvantage on the first attack roll they make each turn. Once you use this magical sign, it is destroyed.
Constraint
Components: nails and a piece of silk cloth worth at least 10gp
As an action, you attempt to bind a creature that you can see for up to 60 feet. The target creature must succeed a Wisdom saving throw or become restrained until the start of your next turn.
Fettering
Components: a bundle of heather and a gold wire worth at least 10gp
As an action, you try to control the weapon of a creature that you can see for up to 30 feet. Until the start of your next turn, if the target creature takes the attack action they must first succeed a Strength saving throw or become incapacitated until the start of your next turn.
Favor
Prerequisite: 9th level
Components: a piece of oak wood and a peridot worh at least 30gp
While you have this magical sign active, if you take damage equal or higher than half your maximum hit points that damage is reduced by a number equal to two times your witch level, and then this magical sign is destroyed.
As an action, you can add or subtract 1d4 to the next attack roll, damage roll, saving throw or ability check made by you or by a creature that you can see for up to 60 feet.
Potential
Components: honey and herbs worth at least 10gp
As an action, you touch a willing creature to grant them one skill, tool, language, weapon or equipment proficiency of your choice for up to 10 minutes. If you use this effect again to grant another proficiency while already having one proficiency granted, this effect ends on the previous target proficiency before affecting the new target proficiency.
Hinder
Components: tree sap and a small gem worth at least 5gp
As an action, you cast a magical trap on the ground in a 20-foot square area centered on yourself. The affected area becomes difficult terrain until the end of your next turn, and any creatures inside the area can't take the Dash action. When you use this magical sign, you can choose creatures to not be affected by the magical trap.
Harmony
Prerequisite: 5th level
Components: a piece of birch bark, amaranth and jade dust worth at least 15gp
While this sign is active, you add the Calm Emotions spell to your list of your prepared spells. It doesn't count against the number of maximum spells you can have prepared.
As an action, you can touch a willing creature to grant them intuition. For up to 1 minute, the target creature becomes proficient in one skill of your choice between Deception, Insight, Intimidation or Persuasion. If the target creature is already proficient in the chosen skill, they can add double their proficiency bonus.
Hemorrhage
Prerequisite: 5th level
Components: needles, a drop of blood and a silver wire worth at least 20gp
As an action, you attempt to cause internal bleeding to a creature that you can see for up to 90 feet. The target creature must succeed a Constitution saving throw or until the end of your next turn, each time the target creature takes damage they also take an extra 1d4 piercing damage. This magical sign has no effect on undead and constructs.
Resilience
Prerequisites: 9th level
Components: sea salt, a bundle of thyme and a straight piece of iron worth at least 25gp
While this sign is active, you add the Sanctuary spell to your list of your prepared spells. It doesn't count against the number of maximum spells you can have prepared.
As an action, you choose a creature that you can see for up to 90 feet. For up to 1 minute, the target creature has resistance to bludgeoning, slashing and piercing damage, and becomes proficient in all saving throws. This effect ends early if the target creature moves or is forced to move by any way.
Need
Components: a piece of black string, pepper and garlic oil worth at least 10gp
As an action, you can attempt to negate a proficiency of a creature that you can see for up to 30 feet. The target creature must succeed a Intelligence saving throw or lose one skill, tool, language, weapon or equipment proficiency of your choice until they finish a short or long rest. It has no effect if you choose a proficiency that the target doesn't have.
You can only have one proficiency removed in this way at a time. If you use this effect again to negate another proficiency while already having one proficiency negated, this effect ends on the previous target proficiency before affecting the new target proficiency.
Ride
Components: a handful of comfrey, a small yellow candle and a tiger's eye crystal worth at least 5gp
While this magical sign is active, any number of creatures of your choice in a 60 feet radius around you can travel at a fast pace without suffering a penalty to their passive perception.
As an action, you touch a creature to grant them an extra 15 feet of movement for up to 10 minutes. Once you use this magical sign, you can't do so again until the next dawn.
Vision
Prerequisite: 5th level
Components: wormwood, salt and an azurite worth at least 25gp
While this magical sign is active, you add the See Invisibility spell to your list of your prepared spells. It doesn't count against the number of maximum spells you can have prepared.
As an action, you attempt to force spirits to materialize. Any invisible creatures in a 60 feet radius centered on yourself must succeed a Charisma saving throw or for up to 1 minute they become visible and loses their resistances to non-magical bludgeoning, piercing and slashing damage. If the creature is incorporeal, it also becomes corporeal for the duration. Once this magical sign is used, it is destroyed.
Syncopate
Components: a small glass jar worth at least 5gp
As an action, you diminish any number of chosen creatures in a 30 feet radius centered on yourself. The target creatures become unable to take any reactions until the end of your next turn.
Ulcer
Prerequisites: 9th level
Components: vinegar, a black candle and silver a arrowhead worth at least 30gp
While this magical sign is active, you add the Hellish Rebuke spell to your list of your prepared spells. It doesn't count against the number of maximum spells you can have prepared.
As an action, you can hex a creature that you can see for up to 90 feet. The target creature must succeed a Constitution saving throw or become vulnerable to a damage type of your choice until they finish a short or long rest. If the target is resistant to the chosen damage type, they lose their resistance. If the target is immune to the chosen damage type, they become resistant to it instead.
When a creature fails the saving throw against this effect, this magical sign is destroyed.
Healing
Components: lavender, consecrated water and 10gp worth of incense
While this magical sign is active, you add the Goodberry spell to your list of your prepared spells. It doesn't count against the number of maximum spells you can have prepared.
As an action, you touch a creature to restore a number of hit points equal to your Wisdom modifier.
Protection
Prerequisite: 9th level
Components: sea salt, spearmint and a gold wire worth at least 25gp
As an action, you choose a number of creatures equal to your Wisdom modifier in a 30 feet radius centered on yourself. For 1 minute, each chosen creature receives a +1 bonus to their AC, attack rolls and saving throws. Once you use this magical sign, you can't do so again until the next dawn.
Witch Spells
1st Level
Absorb Elements
Bless
Cause Fear
Charm Person
Cure Wounds
Decay
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Etherstep
Faerie Fire
Feather Fall
Fog Cloud
Grease
Guiding Bolt
Hex
Inflict Wounds
Longstrider
Magic Missiles
Ray of Sickness
Sleep
Thunderwave
Witch Bolt
2nd Level
Augury
Curse of Silence
Darkvision
Detect Thoughts
Enhance Ability
Gentle Repose
Heat Metal
Hold Person
Invisibility
Lesser Restoration
Levitate
Locate Object
Mind Spike
Mirror Image
Moonbeam
Shatter
See Invisibility
Silence
Spiritual Weapon
Suggestion
Ray of Enfeeblement
Web
Witch's Effigy
3rd Level
Bestow Curse
Blood Puppet
Clairvoyance
Dispel Magic
Fly
Glyph of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Nondetection
Remove Curse
Revivify
Sending
Slow
Speak with Dead
Spirit Guardians
String of Fate
Tongues
4th Level
Arcane Eye
Banishment
Blight
Charm Monster
Confusion
Death Ward
Divination
Elemental Bane
Freedom of Movement
Guardian of Faith
Mordenkainen's Private Sanctum
Polymorph
Sickening Radiance
5th Level
Animate Objects
Cloudkill
Dream
Geas
Greater Restoration
Hallow
Hold Monster
Infernal Calling
Insect Plague
Modify Memory
Planar Binding
Raise Dead
Scrying
Seeming
Synaptic Static
Telekineses
Custom Witch Spells
Blood Puppet
3rd-level Transmutation
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (a small doll and a handful of needles)
- Duration: Instant
You try to control the blood of a creature that you can see within range. The target creature must succeed a Constitution saving throw or you choose one Action, Bonus Action or Movement they take on their next turn. The target creature must take the action you chose before their other actions they can take on their turn.
At Higher Levels: When you cast this spell using a spell slot of 4th-level or higher, you can control one more action the creature can take on their turn for each slot level above 3rd.
Curse of Silence
2nd-level Illusion
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, M
- Duration: Concentration, up to 1 minute
You hex a creature that you can see within range with a terrible illusion. The target creature must make a Wisdom saving throw. On a failure, the target creature believes that their teeth are painfully falling out of their mouth. For the duration, they take 1d6 psychic damage at the start of each of their turns, they become frightened of you and is unable to speak.
A creature affected by this spell can repeat it's saving throw at the end of each of it's turns.
At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, the psychic damage increases by 1d6 for each slot level above 2nd.
Decay
1st-level Necromancy
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Instant
- Classes: Druid, Warlock, Witch, Wizard
You rot a creature that you can see within range. The target creature must make a Constitution saving throw. On a failure, they take 2d8 necrotic damage and receive a -2 penalty to their AC until the end of your next turn. On a success, they take half damage and no other effects occur.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above the 1st.
Etherstep
1st-level Transmutation
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: Instant
You briefly step into the spiritual realm, making you translucent. Until the start of your next turn, you gain an additional 10 foot of movement and any attacks against you are made with disadvantage.
Force Anchor
4th-level Transmutation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M
- Duration: Concentration, up to 1 minute
You try to pull the spirit of a creature that you can see. The target creature must make a Charisma saving throw. On a success, the spell has no effect. On a failure, a part of the target creature's spirit is pulled and appears on an unoccupied space of your choice up to 30 feet from you. It has 5d10 temporary hit points, is stunned and has the same AC and saving throws of the target creature. It also has resistance to all damage and is immune to charmed, petrified, poisoned and grappled.
The manifested spirit can be targeted by attacks and spells, and the target creature takes the same damage caused to the spirit manifestation as well as the same conditions and effects. The spell ends if the spirit manifestation reaches 0 temporary hit points or is dispelled.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of temporary hit points increases by 2d10 per spell slot after the 4th.
String of Fate
3rd-level Divination (Ritual)
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (A wooden spindle and some personal item of the target, like a worn cloth or a lock of hair)
- Duration: 8 hours
Describe or name a creature that is familiar to you that is up to 1,000 feet from you. You may alter your choice of a saving throw or ability check made by the target creature. Instead, you may choose to specify an effect, such as the saving throw caused by the Scrying spell. The target creature must make a Charisma saving throw and you choose Spin or Sever. A creature may choose to fail their saving throw. On a failed save, if you chose Spin, the target creature takes a 20 in the d20 of the chosen roll. If you chose Sever, the target creature takes a 1 in the d20 of the chosen roll.
At Higher Levels: When you cast this spell using a spell slot of 4th-level or higher, the range increases by 1 mile for each slot level above 3rd
Witch's Effigy
2nd-level Abjuration (Ritual)
- Casting Time: 1 hour
- Range: 60 feet
- Components: V, S, M (a small rag doll made with at least 50gp worth of fine silk)
- Duration: 8 hours
You link a small doll to a creature that you can see. You can't link more than one doll to the same creature. The next time the target creature fails a saving throw against a spell or magical effect, it has no effect and the doll is destroyed.
Thank
You
For Reading!
I would like to express my gratitude to the various sources that inspired and guided me to craft this homebrew class!
To the Occultism, Shamanism and Wicca cultures and philosophies;
To the recent Witch class from Pathfinder 2e;
To the Witch class from Dungeons & Dragons 3.5e;
To the homebrewed Witch class from Zarieth;
To the homebrewed Witch class from u/Oramac1968;
To the Matt Mercer's Blood Hunter class;
To Path of Exile, Diablo III and League of Legends, for inspiration to some spells and features.
I hope you had a pleasant journey and that you found the class true to the occult, shamanic, nordic and wiccan roots that inspired it.
Thank You!
To my dearest friends that made this possible:
Bruno Schubert
Rodrigo Coelho
Paulo Victor da Silva
Credits to the various artworks and images used in this homebrew:
Cover art: "Magic Circle" by LEX NAU