The Witch v4

by DMHavuhk

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The Witch

Standing alone in the swamp, knee deep in water, a half-orc woman places her hand upon the trunk of a very large tree. She mutters a question under her breath, and her vision moves through the vines that run throughout the swamp, as the swamp itself shows her the answer she seeks.

Within a small purple tent in the market district of a large city, a tiefling sits hunched over a crystal ball, as he peers through reality to predict the future of the young boy who is paying him.

Standing amidst a sea of corpses, the elven woman turns her gaze to one of the few remaining soldiers, as he cowers and begs for his life. She begins to cackle maniacally, as pain begins to wash throughout the soldier's entire body.

Witches are the outcasts of society, powerful spellcasters who study magics frowned upon by most people. Usually preferring to stay away from cities and towns, witches seclude themselves to forests and swamps, away from the prying eyes of others, where they can practice their arcane arts in peace.

Scholars of the Dark Arts

Similarly to their wizardly brethren, witches use their knowledge of the arcane to perform their magic, studying spells and rituals. However, unlike wizards, witches are not bound by silly things like laws and morals. Free to study the secrets of the arcane in peace, witches are able to study magics that others would not dare look into; Powerful spells that rip the life from others, rituals that bring forth horrible fiends, and potent curses that cripple their targets.

Witches are not inherently evil. While there are many who pursue this path as a way to gain power, most simply wish to pursue their studies without the restrictions of magic institutions and colleges. Others are simply born into the life of a witch, never knowing the rules or morals of standard mages, simply studying what catches their interest. A rare few are born with a gift for the dark arts, abandoning society to further improve their natural talents.

Familiar Magic

While witches come in many shapes and forms, almost all of them carry a familiar with them. While many mages keep familiars with them, witches tend to have a special bond with their familiars, often becoming very attached to the creatures. Their familiars act as both companion and protector, acting as scouts and conduits for the witch's magic.

As a witch grows in power, their familiar reflects this as well, becoming more capable of delivering a witch's magic. Powerful witches are known to carry familiars that are able to hold their own against seasoned warriors. The most powerful witches have familiars that are able to share the burden of their magic, performing feats of spellcasting far outside the limits of any normal wizard.

Creating a Witch

While creating your witch character, one of the first things you should decide is why they follow the path of a witch. Were you once a member of a prestigious magic academy, but left due to the limitations of what you could learn? Perhaps you found an old tome that directed you in the ways of old magic. Or perhaps you were simply born into the life of a witch, never knowing any different.

The Witch v4 | Page 1 | Class Description

The Witch
Level Proficiency Bonus Features Curses Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Curses, Witch's Familiar 2 3 2
2nd +2 Witch's Coven 2 3 3
3rd +2 2 3 4 2
4th +2 Ability Score Improvement 3 4 4 3
5th +3 Metamorphic Familiar 3 4 4 3 2
6th +3 Coven Feature, Additional Curse 3 4 4 3 3
7th +3 4 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 4 3 3 2
9th +4 5 4 4 3 3 3 1
10th +4 Coven Feature, Greater Familiar, Additional Curse 5 5 4 3 3 3 2
11th +4 5 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 5 4 3 3 3 2 1
13th +5 6 5 4 3 3 3 2 1 1
14th +5 Coven Feature, Additional Curse 6 5 4 3 3 3 2 1 1
15th +5 7 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 7 5 4 3 3 3 2 1 1 1
17th +6 7 5 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature, Additional Curse 8 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 8 5 4 3 3 3 3 2 1 1 1
20th +6 Split Mind 8 5 4 3 3 3 3 2 2 1 1

What kind of life did your character live before their adventuring career began? Did you isolate yourself from the world, hiding away in forests and caves where you could practice you magic in peace? Did you try to integrate yourself with society, hiding away your magical prowess? Maybe you were well known as the witch that lived at the edge of town, interacting with the townsfolk only when they came by. Were you a part of a coven of witches? How large is it? Where is it based? Do you all live together, or do you simply meet every so often to perform your rituals?

What led you to go out into the world and begin adventuring? Was it a craving for more power? An opportunity to test the skills and spells that you have learned over your years of study? Perhaps your coven sent you out on a quest or a journey to hone your skills. Or maybe your coven was raided by the nearby law enforcement, and now you're on the run.

Quick Build

You can make a witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Constitution. Second, choose the Sage or Hermit background.

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: None
  • Saving Throws: Intelligence, Wisdom
The Witch v4 | Page 2 | Class Description

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) any simple weapon
  • (a) an arcane focus or (b) a component pouch
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • Two daggers

Starting Wealth

Alternatively, you can ignore the equipment listed above and in your background, and buy 4d4 x 10gp worth of equipment from chapter 5 of the Player’s Handbook.

Multiclassing

The prerequisite for multiclassing into a witch is an Intelligence of 13. You do not gain any additional proficiencies for multiclassing into witch.

Spellcasting

Drawing upon your arcane knowledge, you can cast spells to influence those around you. See chapter 10 of the PHB for the general rules of spellcasting, and the end of this document for the witch spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the witch spell list. You gain additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Preparing and Casting Spells

The Witch table shows how many spell slots you have to cast your witch spells of 1st Level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Intelligence modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level witch, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent recalling the rituals and incantations for the spells: at least 1 minute per spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells, as your power comes from your study of the dark arts. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see chapter 5 of the PHB "Equipment") as a spellcasting focus for your witch spells.

Curses

Starting at 1st level, you gain the ability to use curses, words of power that can cripple or charm your foes. You learn two curses of your choice, which are detailed at the end of this class description. You gain one additional curse at 6th, 10th, 14th, and 18th level. Additionally, when you gain a level in this class, you may choose one curse and replace it with another one.

As a bonus action on your turn, you can attempt to curse a creature within 60ft of you. You may only have one curse active at a time, and the curse automatically ends if the creature moves more than 60ft away from you. You can use your curses twice at 1st level, and gain additional uses of your curses as you level up, as shown in the Curses column of the Witch table. You regain all expended uses of your curses when you finish a long rest.

Witch's Familiar

Also at 1st level, you gain a familiar, a fey creature who is able to transform itself into other animals. You learn the find familiar spell. You always have the spell prepared, and it does not count towards the number of spells you can prepare. When you gain this feature, choose one of the forms that a familiar can take. This becomes your familiar's base form. When you summon your familiar in this form, the gold in materials you must spend to summon it is halved.

Optional Rule: Intelligent Familiar

Some players may like their familiar to be sentient, capable of speaking and giving advice. In such a situation, increase the familiar's intelligence to 10, and give them the ability to speak any language that the witch speaks.

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Witch's Coven

At 2nd level, you join a coven, which will shape the kind of witch you will become. Choose one of the following archetypes: Coven of Seers, Coven of the Wyld, Coven of Spirits, Coven of Spite, or Coven of Crones.

Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.

Coven Spells

Each coven has a list of spells -it's coven spells- that you gain at witch levels noted in the domain description. Once you gain a Coven Spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a coven spell that does not appear on the witch spell list, the spell is nonetheless a witch spell for you.

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.

Metamorphic Familiar

At 5th level, you've grown accustomed to summoning and changing the form of your familiar, opening up new possibilities. When you summon your familiar in its base form, you can choose to give it one of the following traits. You can change your familiar's trait during a long rest. At 15th level, you can choose to give your familiar two traits, and you can change one or both of them during a long rest.

Flight. Your familiar gains a a flying speed of 30 feet if it didn't already have it. Additionally, your familiar doesn't provoke attacks of opportunity when it flies out of an opponents reach.

Aquatic Adaptation. Your familiar gains a swim speed of 30 feet if it didn't already have it, and it is able to breathe underwater.

Invisibility. As an action, your familiar can magically turn invisible until it attacks, you cast a spell through it, or its concentration ends (As if concentrating on a spell).

Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects. Your familiar shares this trait with you if you are within 10 feet of your familiar.

Telepathy. You are able to telepathically communicate with a creature, as long as your familiar is touching them, and you are both on the same plane of existence.

Greater Familiar

At 10th level, your familiar becomes even more powerful, enabling it to better serve you. Your familiar gains the following features:

  • Your familar's hit point maximum is equal to twice your witch level
  • You can cast any spell through your familiar, regardless of the spells range.

Split Mind

At 20th level, you and your familiar share an unbreakable bond, allowing them to carry the burden of your spells for you. When you are concentrating on a spell, you can use a bonus action to share the spell with your familiar, allowing them to concentrate on it for you. While your familiar is concentrating on a spell, you cannot cast other spells through your familiar, however you are free to concentrate on a different spell. Your familiar makes concentration checks in the same way that you do, but does not benefit from features that affect concentration checks, such as the War Caster feat.

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Witch's Coven

Witches often band together in groups called covens, sharing information and magical secrets. The witches in these covens often specialize in a certain form of magic, such as summoning or augury. While joining one of these covens is the easiest way to learn these secrets, some witches prefer to keep to themselves, and instead learn the coven's secrets in other ways.

Coven of Seers

Witches of the Coven of Seers are those gifted with foresight, the ability to glance through time to predict the future. They are able to use their magic to see through time, learning long lost secrets of the past, uncovering forgotten knowledge, peering into someone's mind, or glimpsing into the future. Seers are the most commonly known witches, and though they are generally untrusted, there are many who would risk bargaining with a witch to gain insight into their future.

Coven of Seers Spells
Witch Level Spells
2nd Detect Magic, Identify
3rd Augury, Detect Thoughts
5th Clairvoyance, Sending
7th Arcane Eye, Divination
9th Legend Lore, Scrying

Prediction

Starting at 2nd level, you can peer into the near future, and attempt to force the future you see to come to pass. When a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d4, adding or subtracting the result to the creature's roll.

You can do this after the creature rolls but before the outcome of the roll is determined.

You can use this ability a number of times equal to your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Mind's Eye

At 6th level, you become able to sense the presence of others around you, even when you cannot see or hear them. You can use a bonus action to grant yourself blindsight out to a range of 30 feet for 1 minute. When you do so, you become blinded if you aren't already. You can end this effect early as a bonus action.

Pierce the Veil

At 10th level, you can extend your senses to discover is you are being watched from afar. You can use an action to determine if you are being watched via magic, such as the scrying or clairvoyance spells, or the scar curse. You do not know who is watching you or how, simply that you are being observed.

Between the lines

At 14th level, you recognize that fate holds more than one outcome, and that your prediction is only one of many possibilities. When you use your 'Prediction' ability, you roll twice instead of once, and take the higher number.

Prophecy

At 18th level, you have learned how to predict everything that will happen in the near future, giving you the ability to prevent it. As an action, you can choose to begin predicting the future. Until the start of your next turn, allies that can hear you within 60ft have advantage on all attack rolls, ability checks, and saving throws, and enemies have disadvantage on attack rolls against those allies.

Once you use this ability, you cannot do so again until you finish a long rest.

The Witch v4 | Page 5 | Coven of Seers

Coven of Spite

For many, the path of the witch is one of freedom. While many witches are stigmatized as dark magicians and demon summoners, most choose this path as a way to be free of the restrictions of other mages. However, a select few choose to become witches not to be free to study magic in any way they see fit, but as a way to cause pain and suffering. Witches of the Coven of Spite see the potential in magic to torture and inflict pain, taking influence from demons, vampires, and other creatures of such ilk.

Coven of Spite Spells
Witch Level Spells
2nd Cause Fear (XGtE), Hex
3rd Darkness, Ray of Enfeeblement
5th Bestow Curse, Fear
7th Blight, Phantasmal Killer
9th Enervation (XGtE), Negative Energy Flood (XGtE)

Curse of Spite

Starting at 2nd level, you've begun delving into the darker side of magic. The magic is simple to learn, as it only has one purpose; to cause pain. You have a pool of d6s called curse die. The number of dice is equal to your witch level.

When you cast a spell of 1st level or higher that targets another creature, you can choose to expend a number of curse die, dealing necrotic damage equal to the number rolled on the dice. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die).

Your pool regains all expended dice when you finish a long rest.



Hexmaster

At 6th level, your proficiency with magic allows you to cut through a target's defenses. Your spells and abilities ignore resistance to necrotic damage.

Image of Fear

At 10th level, your visage strikes fear into the hearts of those around you, giving hostile creatures within 10ft of you disadvantage on saving throws against spells and abilities that cause the 'Frightened' condition.

Vampiric Curse

At 14th level, you've taken inspiration from vampires and other creatures that drain the life force of others. When you deal damage with your curse die, you reduce the target's hit point maximum by an equal amount. Additionally, you regain hit points equal to half the damage dealt by your curse die.

Cackle

At 18th level, your voice alone is enough to cause pain to those around you. As an action, you can begin cackling manically. For the next minute, creatures you choose within 60ft of you that can hear you must make a Wisdom saving throw at the start of their turn. On a failure, the creature is frightened of you. While frightened in this way, the creature has disadvantage on saving throws against your spells. The creature may repeat the saving throw at the start of their turn, taking 2d10 psychic damage on a failure, and ending the effect on a success.

Once you use this ability, you cannot use it again until you finish a long rest.

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Coven of the Wyld

Wyld Witches have a connection to nature, allowing them to exert their will on the wildlife around them. They also have an affinity for alchemy, allowing them to brew potions and other concoctions. These are the kinds of witches people mention in fairy tails, the green skinned hags living alone in the woods, leaning over a cauldron filled with a viscous purple liquid. While they may be untrustworthy, a Wyld Witch's potion may be the only thing that can save you from your demise.

Coven of the Wyld Spells
Witch Level Spells
2nd Entangle, Goodberry
3rd Locate Animals or Plants, Spike Growth
5th Plant Growth, Speak with Plants
7th Blight, Giant Insect
9th Commune with Nature, Insect Plague

Bonus Proficiency

When you choose this coven at 2nd level, you gain proficiency with the Nature skill, and you learn the druidcraft cantrip.

Potion Brewing

Starting at 2nd level, you learn to spend your spare time brewing potions. You learn to create two potions, which are detailed below. You learn to create an additional potion type at 6th, 10th, 14th, and 18th level.

During a long rest, you can choose to spend some of that time brewing potions. At the end of a long rest, you create one potion. When creating potions that have multiple options, such as 'Elixir of Resistance', you must choose one of the options while creating the potion. The potions do not require any herbs or material components, as they are primarily magical. Because of this, you are only able to create a maximum of 3 potions. If you create a 4th potion, one of your other potions loses its magical properties (Your choice).

One With Nature

At 6th level, you can disguise yourself as a part of your environment. As an action, you can transform into a plant, such as a small tree or a bush. While in this form, you have vulnerability to fire damage. A creature can make an intelligence (investigation) check against your Spell Save DC to see through your disguise.

This disguise lasts for 10 minutes, until you are reduced to 0 hit points, or until you end it early (no action required). You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses at the end of a long rest.

Alchemical Knowledge

At 10th level, you have become very accustomed to creating potions, and have a deep understanding of how they function. You have advantage on checks based on identifying potions and poisons. In addition, the maximum number of potions you can have at once is increased from 3 to 4.

Budding Defense

At 14th level, you can conjure a large flower bud to protect yourself from harm. When you take damage, you can use your reaction to encase yourself in a large flower bud. The bud has a number of hit points equal to 5 times your witch level, and takes as much of the triggering damage as possible. While you are in the bud, your speed is reduced to 0, you are incapacitated, and you cannot be targeted by any spells or effects.

You remain inside of the bud until the start of your next turn, or until the bud is reduced to 0 hit points.

Once you use this feature, you cannot do so again until you finish a long rest.

Dual-Mix

At 18th level, when you create a potion, you can choose to infuse it with two effects, instead of one. For example, you could create a potion that has the effects of an Elixir of Healing and an Elixir of Life. However, these potions count as two instead of one for the sake of your maximum number of potions.

When creating a potion with two effects, both effects must be of the same type. For example, you cannot create a potion that has an elixir effect and a poison effect.

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Potion Options

Potions created by the Wyld Witch come in one of three forms: Elixirs, which can be consumed to provide beneficial effects, Poisons, which cause harmful effects to those who ingest or contact them, and Oils, which can be applied to weapons or armor.

If a potion calls for a creature to make a saving throw, the saving throw is against your Spell Save DC.

Elixirs

Elixir of Healing A creature can drink this elixir to regain 2d6 hit points. The healing increases to 4d6 at 6th level, 6d6 at 10th level, and 8d6 at 14th level.

Elixir of Resistance When you create this elixir, choose a damage type: Acid, Fire, Cold, Lightning, Poison, Radiant, or Necrotic. A creature that drinks this elixir gains resistance to that damage type for 10 minutes. At 10th level, the duration increases to 1 hour.

Elixir of Vitality A creature that drinks this elixir is instantly cured of any disease or poison afflicting them.

Silver Tongue Elixir A creature that drinks this elixir has advantage on Charisma checks for 10 minutes. At 10th level, the duration increases to 1 hour.

Elixir of Potential When you create this elixir, choose an ability score: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. A creature that drinks this elixir has the chosen ability score increased by +2 for 1 minute. This bonus cannot increase an ability score past 20. At 10th level, the duration increases to 1 hour, and at 14th level, the bonus increases to +4. This effect cannot stack.

Elixir of Life A creature that drinks this elixir gains 5 temporary hit points at the start of its turn for 1 minute. The amount of temporary hit points gained increases to 7 at 6th level, 10 at 10th level, and 12 at 14th level.

Elixir of Speed A creature that drinks this elixir has their speed increased by 10 feet for 1 hour. This bonus increases to 20 feet at 10th level.

Poisons

Pure Poison A creature that is subjected to this poison must make a Constitution saving throw, suffering 3d4 poison damage on a fail, or half as much on a success. This damage is doubled if the creature ingests the poison.

The damage of this poison increases to 4d4 at 6th level, 5d4 at 10th level, and 6d4 at 14th level.

Paralysis Poison A creature that is subjected to this poison must make a Constitution saving throw, or be poisoned until the end of their next turn. The poisoned creature is paralyzed.

Once a creature has been affected by this poison, they become immune to its effects for 24 hours.

Drow Poison A creature that is subjected to this poison must make a Constitution saving throw, or be poisoned for 1 hour. If the creature fails the saving throw by 5 or more, the creature is also unconscious while poisoned in this way. The creature has disadvantage on the saving throw if they ingest the poison, and wakes up if it takes damage or if another creature takes an action to shake it awake.

Weakening Poison A creature that is subjected to this poison must make a Constitution saving throw. On a failure, any weapon attack they make deals 1d4 less damage for 1 minute. The creature can repeat the saving throw at the end of their turn, ending the effect on a success.

Once a creature has been affected by this poison, they become immune to its effects for 24 hours.

Oils

Oil of Sharpness A creature can spend 1 minute applying this oil to a non-magical weapon or 10 pieces of ammo. For the next hour, the weapon or ammo has a +1 bonus to attack rolls. This bonus increases to +2 at 10t level, and +3 at 14th level.

Elemental Oil A creature can spend 1 minute applying this oil to a non-magical weapon. For the next hour, the weapon deals an additional 1d4 fire, cold, or lightning damage. The damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.

Armour Polish Oil A creature can spend 1 minute applying this oil to a piece of non-magical armor or shield. For the next hour, the armor grants an additional +1 bonus to the creature's AC. This bonus increases to +2 at 10t level, and +3 at 14th level. This effect cannot stack.

Iron Skin Oil A creature can spend 1 minute applying this oil to their skin. For the next hour, the creature's AC cannot be lower than 13, regardless of what kind of armour it is wearing. The AC increases to 15 at 10th level, and 17 at 14th level.

Rules for using Potions

Drinking Elixirs: Drinking an elixir costs an action. Your DM can choose to make this cost a bonus action instead.
Applying Poison: Each vial of poison carries 3 charges. Applying poison to a weapon costs an action and 1 charge. The poison on the weapon wears off after 1 minute or after the first hit. This applies to both melee and ranged weapons.
Applying Oils. Applying an oil takes 1 minute. The effect of the oil lasts for 1 hour.

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Coven of Spirits

Witches of the Coven of Spirits have a connection to The Ethereal Plane, the home of ghosts and spirits. This connection allows them to take on a more ethereal form, phasing in and out of the Ethereal Plane. This allows the witch to avoid blows, making them proficient fighters. Over time, the witch begins to exhibit ghost-like qualities, with some being able to separate their spirit from their body in times of peril.

Coven of Spirits Spells
Witch Level Spells
2nd False Life, Ice Knife (XGtE)
3rd Blur, Invisibility
5th Blink, Spirit Guardians
7th Banishment, Greater Invisibility
9th Cone of Cold, Steel Wind Strike (XGtE)

Bonus Proficiencies

When you choose this coven at 2nd level, you gain proficiency with Shields and Martial Weapons.

Ethereal Form

Starting at 2nd level, your connection to the Ethereal Plane allows you to partially phase in and out. As a bonus action on your turn, you can transform for 1 minute. While in your Ethereal Form, you gain the following benefits:

  • While not wearing armour, your AC equals 13 + Your Intelligence Modifier. You can use a shield and still gain this benefit.
  • You gain a fly speed equal to your movement speed. You fall if you end your turn in the air and nothing else is holding you aloft. At 14th level, you no longer fall if you end your turn in the air.
  • Creatures have disadvantage on attacks of opportunity against you.
  • You can choose to have your attacks deal force damage instead of their normal damage types.

You have two uses of this feature. The number of uses of this feature increases to three at 6th level, four at 10th level, five at 14th level, and six at 18th level. You regain all expended uses when you finish a long rest.

Swift Strike

At 6th level, when you cast a spell that has a range of self or touch, you can make one attack as a bonus action.

Spirit Caller

At 10th level, your connection to the Ethereal Plane allows you to call on the spirit of a creature that you know is dead.

You can perform a 1 hour ritual to cast the speak with dead spell on a creature without expending a spell slot. When you cast the spell using this feature, you do not need the creature's corpse to be within range. However, you need to know the name of the creature that died.

Once you use this ability, you cannot do so again until you finish a long rest.

Death Walker

At 14th level, your attunement to the ethereal plane has strengthened your spirit, allowing it to exist separately from your body. When you are reduced to 0 hit points and not killed outright, you can choose to separate your spirit from your body, allowing you to continue fighting. While in your spirit form, you continue making death saving throws as normal, but you also gain the following benefits:

  • Your spirit is immune to all damage, as well as the exhaustion, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned, and unconscious conditions.
  • Your spirit is able to move freely, and has a fly speed of 30ft, however it must remain within 60ft of your body.
  • You are able to attack, cast spells, and use curses as normal, however you cannot target or affect your own body.

Your spirit remains until you are stabilized, regain any hit points, or you die. Once you use this feature, you cannot do so again until you finish a long rest.

Emergency Shift

By 18th level, your body has grown used to partially shifting in and out of the Ethereal Plane. Now, you've gained the ability to quickly shunt yourself into the Ethereal Plane to avoid harm. When you are hit with an attack, targeted by a spell or ability that would deal damage, or caught within an area of affect that would deal damage, you can use your reaction to quickly shift into the Ethereal Plane, avoiding all of the damage. You remain in the Ethereal Plane until the start of your next turn.

Once you use this ability, you cannot do so again until you finish a long rest.

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Coven of Crones

It is often said that the first witches were inspired by hags, learning how to channel magic in strange and uncontrolled ways from the fey creatures. Witches of the Coven of Crones take this a step further, learning spells and rituals that allow them to emulate the magic of hags, forming covens and making pacts with others. Many of these witches learn their magic directly from hags, making deals with the fey in exchange for knowledge, which they soon come to regret.

Coven of Crones Spells
Witch Level Spells
2nd Disguise Self, Ray of Sickness
3rd Alter Self, Invisibility
5th Bestow Curse, Remove Curse
7th Polymorph, Witch's Broom*
9th Geas, Scrying

Covenant of Three

Starting at 2nd level, your study of hags has granted you the ability to perform a ritual to form a coven. You can perform a 10 minute ritual with 2 other willing humanoids, forming a coven with them. This coven lasts until you finish a long rest, one of the members of the coven falls to 0 hit points, or one of the coven members chooses to end the coven (No action required). A creature can only be in one coven at a time.

When you create the coven, choose up to two spells. These must be spells that you have prepared and they must be of 5th level or lower. While the coven is active, you can use your reaction on one of the coven member's turns to allow them to cast one of these spells. The spell is cast using your spellcasting ability, and thus uses your spell attack bonus and spell save DC, and casting the spell consumes one of your spell slots. The number of spells you can choose to share increases to three at 6th level, four at 10th level, five at 14th level, and six at 18th level.

After one of your coven members casts a spell using this feature, you cannot cast spells other than cantrips until the end of your next turn. Additionally, if one of your coven members uses this feature to cast a concentration spell, you lose concentration on any spells you are concentrating on, and vice versa.

Fey Protection

At 6th level, working with the fey has granted your protection against some of their magic. You have advantage on saving throws against being charmed or frightened.

Hag's Eye

At 10th level, you have learned how to create a Hag's Eye, an amulet that allows you and your coven members to observe the world around it. By performing a 1 hour ritual with your coven members, you can create a Hag's Eye. The eye has an AC of 10 and hit points equal to your witch level. As an action, a coven member can see through the eye, seeing whatever the eye does, as long as the eye is on the same plane of existence. While looking through the eye, a creature is blind and deaf.


If the coven is broken, then the eye becomes inert until the coven is reformed. If the eye is destroyed, then members of the coven have disadvantage on attack rolls and perceptions checks that rely on sight until they finish a long rest.

Bond of Magic

At 14th level, the magical bond you share with the members of your coven allows you to share your magical protection. You and your coven members share your resistances and immunities.

Additionally, when a member of the coven is affected by a spell, you can choose for the spell to affect all members of the coven. Once you use this ability, you cannot do so again until you finish a long rest.

Protection of the Covenant

At 18th level, the members of your coven are able to use your magical bond to protect each other. You gain a second reaction that can only be used for your 'Covenant of Three' or 'Protection of the Covenant' features.

Additionally, when one of the coven members is attacked or forced to make a saving throw, another coven member can use their reaction to grant the target their AC or saving throw modifier. For example, if the witch is being attacked, a fighter in the coven can use their reaction to grant the witch their AC. Similarly, if the fighter is forced to make an Intelligence saving throw, the witch can allow the fighter to use their Intelligence saving throw Modifier instead of the fighter's. You must choose to use this feature before any rolls are made.

The Witch v4 | Page 10 | Coven of Crones

Coven of the Moon

Witches of the Coven of the Moon are often the most reclusive in nature. Witches of this coven are those that seek to hide away from and deceive the world, casting illusions and enchantments to mislead others. As the name implies, these witches draw their power from the moon, often preferring to work at night while bathed in moonlight. Many of these witches idolize the moon in an almost religious fashion, seeing it as more than a source of power, and speaking of it almost like how one would praise a deity.

Coven of the Moon Spells
Witch Level Spells
2nd Charm Person, Silent Image
3rd Enthrall, Moonbeam
5th Enemies Abound, Major Image
7th Confusion, Greater Invisibility
9th Modify Memory, Seeming

Mantle of Moonlight

Starting at 2nd level, you are able to shroud yourself in moonlight, granting you a brief moment of invisibility and deceiving your foes. As a bonus action on your turn, you can turn invisible. When you do so, you leave behind an illusiory duplicate of yourself. This effect lasts until the start of your next turn, at which point you become visible and the illusiory duplicate disappears.

You have two uses of this feature. You regain all expended uses when you finish a long rest.

Eye for Illusions

At 6th level, your knowledge of illusions makes it easier for you to identify magical deceptions. You have advantage on checks made to discover and see through illusions.

Blessing of the Moon

At 10th level, you've learned how to hide your spellcasting, making it nearly impossible to tell when your weaving lies. You no longer require verbal or somatic components to cast your illusion spells.

Shattered Reality

At 14th level, the illusions that you create are near perfect, to the point where breaking the illusion is enough to shatter a person's mind. Whenever a creature targets one of your illusions with an attack, spell, or effect, you can use your reaction to cause the illusion to disappear. When you do so, the creature that targeted the illusion must make an Intelligence saving throw. On a failure, they suffer 2d8 psychic damage, and are incapacitated until the start of their next turn. On a success, they take half damage and are not incapacitated.

Mass Invisibility

At 18th level, you can weave an illusory dome that veils you and your allies from your enemies sight. As an action, you can create a 30-foot radius at a point within 60 feet of you. While inside of this radius, you and any amount of creatures (which you choose when you create this radius) are invisible. You can use a bonus action on subsequent turns to move the radius up to 30 feet. The radius lasts for 1 minute, or until you dismiss it early as a bonus action.

Once you use this feature, you cannot do so again until you finish a long rest.

The Witch v4 | Page 11 | Coven of the Moon

Curses

Curses are words of power, simple words or phrases that carry enough malicious intent to bring their meaning to life. Many witches often find themselves uttering a curse by accident, simply through force of habit or a slip of the tongue.

Most curses only last for a short period of time, and can be resisted by the target if they have a strong enough body or mind. The 'Remove Curse' spell instantly ends any curse.

Agony

The target is wracked with pain, making every minor cut feel like a fatal injury. The creature must make a Constitution saving throw. On a failure, for the next minute, whenever any creature deals damage to the cursed creature, they may reroll a 1 on the damage die and use the new roll.

Bind

You attempt to charm the creature's legs, preventing them from moving. The creature must make a Strength saving throw. On a failure, for the next minute, the creature's speed is 0. The creature can repeat the saving throw at the end of their turn, ending the curse on a success.

Bleed

You curse a creature, causing blood to pour from any open wounds. The creature must make a Constitution saving throw. On a failure, for the next minute, they cannot regain hit points, and suffer an additional 1d4 damage whenever they are hit by a weapon attack. This curse does not work on creatures that do not have blood.

Doubt

You force feelings of doubt into a creature's heart, making them hesitate. The creature must make a Wisdom saving throw. On a failure, for the next minute, whenever they try to attack a creature, they must make an additional Wisdom saving throw. If they fail, they must use their action for something other than attacking. This curse does not stop them from harming creatures with area effects, such as a Dragon's Breath Attack. The cursed creature may repeat the saving throw at the end of their turn or whenever they take damage, ending the curse on a success.

Empathy

You form a bond with the target, forcing them to feel your pain. The creature must make a Wisdom saving throw. On a failure, for the next minute, whenever you take damage, you can use your reaction to cause the target to take psychic damage equal to your witch level. At the end of the cursed creatures turn, or whenever they take damage from this curse, they can repeat the saving throw, ending the curse on a success.

Karma

You twist the supernatural forces of luck, preventing them from benefiting the target. The creature must make a Charisma saving throw. On a failure, they are unable to gain advantage on ability checks and attack rolls for 1 minute. The cursed creature may repeat the saving throw at the end of their turn, ending the curse on a success.

Mark

The target has a magical mark placed on them, guiding others spells and weapons. The creature must make a Wisdom saving throw, On a failure, for the next minute, creatures other than you have advantage on attack rolls against the cursed creature. Once the cursed target has been hit with an attack, the mark disappears, reappearing at the start of your next turn.

Rage

You force feelings of rage into a creature's heart, causing them to lash out at everyone around them. The creature must make a Wisdom saving throw. On a failure, on the creature's next turn, the cursed creature must spend their action attacking the nearest creature. If they have multi-attack, they must use it.

Scar

You place an invisible mark on a creature, allowing you to monitor them, no matter how far away they are. The creature must make a Wisdom saving throw. On a failure, they are marked until you end the effect. While the target is marked, you sense the direction to the creature's location, and know how far away they are. A creature that succeeds on their saving throw is immune to this curse for 24 hours.

Unlike other curses, Scar does not end if the target creature moves more than 60ft away.

Silence

You attempt to charm the creatures tongue, forcing them to be silent. The creature must make a Charisma saving throw. On a failure, they are unable to speak or use verbal components until the end of their next turn.

Terror

You force feeling of fear into a creature's heart, shaking them to their core. The creature must make a Wisdom saving throw. On a failure, choose an creature or object that you can see. For the next minute, the cursed creature is considered 'frightened' of the creature or object you chose. The cursed creature may repeat the saving throw at the end of their turn, ending the curse on a success.

Truth

You attempt to charm the creature's tongue, preventing them from lying. The creature must make a Charisma saving throw. If they fail, they are unable to tell a deliberate lie for 1 minute. A creature that succeeds on their saving throw is immune to this curse for 24 hours.

Wither

You cause the creature to rapidly age, slowing them down. The creature must make a Wisdom saving throw. On a failure, for the next minute, they lose the ability to take reactions, and on their turn, they can use an Action or a Bonus Action, not both. At the end of the creature's turn, they can repeat the saving throw, ending the effect on a success.

The Witch v4 | Page 12 | Curses

Witch Spell List

Cantrips (0 Level)
  • Animate Hair*
  • Blade Ward
  • Chill Touch
  • Friends
  • Frostbite
  • Light
  • Mage Hand
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Shocking Grasp
  • Toll The Dead
1st Level
  • Absorb Elements
  • Alarm
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Feather Fall
  • Hellish Rebuke
  • Hex
  • Identify
  • Inflict Wounds
  • Mage Armor
  • Protection From Good and Evil
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Witch Bolt
2nd Level
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Ray of Enfeeblement
  • Shadow Blade
  • Silence
  • Suggestion
3rd Level
  • Animate Dead
  • Bestow Curse
  • Bubbling Cauldron*
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Poppet*
  • Psychic Leash*
  • Remove Curse
  • Sending
  • Speak with Dead
  • Slow
  • Summon Lesser Demon
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Greater Invisibility
  • Hallucinatory Terrain
  • Phantasmal Killer
  • Polymorph
  • Rain of Toads*
  • Shadow of Moil
  • Sickening Radiance
  • Summon Greater Demon
  • Witch's Broom*
5th Level
  • Animate Objects
  • Awaken
  • Burning Stake*
  • Cloudkill
  • Contagion
  • Danse Macabre
  • Dispel Evil and Good
  • Dominate Person
  • Enervation
  • Dream
  • Geas
  • Hallow
  • Hold Monster
  • Infernal Calling
  • Modify Memory
  • Negative Energy Flood
  • Planar Binding
  • Scrying
  • Seeming
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Bones of the Earth
  • Circle of Death
  • Create Undead
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Planar Ally
  • Programed Illusion
  • Ritual of Nightmares*
  • Soul Cage
7th Level
  • Baba Yaga's Moving Hut*
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Project Image
  • Ritual of Summoning*
  • Sequester
  • Symbol
  • Teleport
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antipathy/Sympathy
  • Clone
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Power Word Stun
  • Ritual of the Eclipse*
  • Ritual of Summoning*
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Mass Polymorph
  • Power Word Kill
  • Psychic Scream
  • Ritual of Infusion*
  • Shapechange
  • True Polymorph
  • Weird
The Witch v4 | Page 13 | Spell List

Witch Specific Spells

Animate Hair

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

Your hair extends and comes to life, before lashing out at your foes. When you cast this spell, choose a creature within 5 feet of you to target, and choose one of the following effects:

  • Your hair attempts to grapple the target. Make a grapple check against a creature within 5 feet of you, using your Spell Attack Bonus instead of Athletics. On a success, the target is grappled by your hair.
  • Your hair hardens and attempts to stab the creature. Make a melee spell attack against the target. On a hit, you deal 1d8 piercing damage.

Bubbling Cauldron

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A miniature iron cauldron)
  • Duration: Concentration, Up to 1 minute

Your conjure a cauldron filled with bubbling acid, attempting to trap a creature inside. Choose a large or smaller creature within range. The creature must make a Dexterity saving throw. On a failure, the creature takes 2d8 acid damage, and is trapped inside the cauldron. The creature is blinded and restrained, and has total cover against all attacks and effects outside of the cauldron. Additionally, the creature takes 2d8 acid damage at the start of it's turn.

A creature can use an action to make a Strength check against your Spell Save DC. On a success, they remove the lid from the cauldron, and the spell ends.

Baba Yaga's Moving Hut

7th-level conjuration


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (A mundane broom)
  • Duration: 24 hours

You cause a house to appear on ground you can see within range. The hut must fit within an unoccupied cube of space, up to 60 feet on each side. The hut remains until the spell ends. If you cast this spell again before the duration ends, you can refresh the duration of the hut.

You make all decisions about the hut's appearance, as well as any furnishing inside the hut. The interior is enclosed by a floor, walls, and a roof. You decide how many doors and windows there are when you cast the spell.

You and any creature you designate can enter the hut without issue. If a creature you have not designated attempts to enter the hut, you instantly know, and can choose to make the door or window they attempt to enter through grows a large mouth, and attempt to bite the creature. Make a melee spell attack against the creature. On a hit, the hut deals 4d8 piercing damage, and the creature is grappled if it is large or smaller. The hut can remake the attack against a grappled target at advantage until the grapple ends.

The hut has an AC of 15, and 200 hit points. It has resistance to bludgeoning, piercing, and slashing damage from non-magical weapons, and is immune to necrotic, poison, and psychic damage. The house is considered a construct, however it is able to be healed with spells such as cure wounds. If the hut is reduced to 0 hit points, the spell ends, and the hut disappears, along with any objects and furnishings created with this spell.

As an action, you can cause the hut to grow a pair of legs. You decide the appearance of these legs. When you do so, the house gains a movement speed of 60 feet. You can mentally command the hut to move to a point you can see (no action required). Alternatively, you can state a destination, and the house will begin moving towards that destination without you needing to constantly tell it where to move, as long as you know where the destination is. Additionally, you can use an action to call the house to you, as long as it is on the same plane of existence as you. The house immediately sprouts legs if it hasn't already, and begins move directly towards you as quickly as it can. The house takes the most direct route possible, but will not move through areas that will harm it, such as running off a cliff or through lava, unless you command it to.

Finally, you can choose to cast this spell on a house instead of creating a house, as long as the house is no larger than the hut could be. The house must have a door, four walls, one floor, and a roof to be considered a house. When you do so, the house gains the same properties as the hut for the duration of this spell. If you cast this spell on the same house for a year, or cast the spell on a hut created by this spell for a year, the effect becomes permanent.

The Witch v4 | Page 14 | Witch Spells

Burning Stake

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A wooden stake)
  • Duration: Concentration, Up to 1 minute

You cause a large wooden stake to sprout from the ground at a point you can see within range. Ropes magically spring from the stake, attempting to restrain any nearby enemies. Choose any number of creatures within 10 feet of the stake. The chosen creatures must make a Strength saving throw. On a failure, the creatures are pulled within 5 feet of the stake, and are restrained. You can use a bonus action on subsequent turns to force a creature within 10 feet of the stake to make the saving throw again.

As a bonus action, you can cause the stake to ignite. Any creature restrained by this spell immediately take 6d6 fire damage, and take an additional 4d6 fire damage if they end their turn while still restrained.

A creature can use an action to remake the saving throw or to attempt to free another creature restrained by this spell, ending the effect on a success.

Poppet

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (A straw poppet and a needle)
  • Duration: 1 minute

You attempt to bind a person's soul to your poppet. A huge or smaller humanoid you choose within range must make a Wisdom saving throw. On a failure, their soul is bound to the poppet, and the poppet transforms to resemble them.

You can use a bonus action on subsequent turns to perform one of the following actions:

Needle. You stab the poppet with a needle. The bound person must make a Constitution saving throw. They take 2d12 piercing damage on a failure, or half as much on success.

Jerk. You violently jerk the poppet. The bound person must make a Strength saving throw. On a failure, they are moved up to 20 feet in a direction of your choice.

Twist. You twist the poppets limbs behind it's back. The person must make a Strength saving throw or be restrained. The person can repeat the saving throw at the end of their turn, ending the condition on a success. This effect immediately ends if you use another effect from this spell.

The spell lasts for the duration, until you end the connection (no action required), or until the poppet is moved more than 5 feet away from you.

At Higher Levels. When you cast this spell using a slot of 4th level or higher, the damage of the needle effect increases by 1d12 for each level above 3rd. Additionally, the distance you can move a person using the Jerk effect increases by 5 feet for each level above 3rd.

Psychic Leash

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a leash of psychic energy. Choose up to 5 creatures within range. Those creatures must make an Intelligence saving throw. On a failure, they take 4d6 psychic damage, and a leash of psychic energy connects them to you.

You can use an action on subsequent turns to send a wave of psychic energy through the leashes, causing all creatures that are connected to you to make another Intelligence saving throw, taking 4d6 psychic damage on a failure, or half as much on a success.

If a creature under the effects of this spell attempts to move more than 30 feet away from you, they can remake the initial saving throw. On a failure, they take 4d6 psychic damage, and cannot move further away from you. On a success, the spell ends for them.

At Higher Levels. When you cast this spell using a slot of 4th level or higher, the initial damage and the damage from sending psychic energy through the leashes increases by 1d6 for each level above 3rd.

Rain of Toads

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A toad's tongue)
  • Duration: Concentration, Up to 1 minute

Until the spell ends, toads rain down from a cloud in a 60-foot-tall cylinder with a 20-foot radius centered on a point you choose within range. The toads explode into a spray of poisonous mist upon hitting the ground. Any creature within the spell's area must make a Constitution saving throw at the start of their turn. On a failure, they take 4d6 poison damage, and are incapacitated until the end of their next turn. On a success, they take half damage and are not incapacitated.

If you are within 60 feet of the cloud, you can use your bonus action to move it up to 30 feet.

The Witch v4 | Page 15 | Witch Spells

Ritual of the Eclipse

8th-level transmutation


  • Casting Time: 8 hours
  • Range: Self (5 mile radius)
  • Components: V, S, M (Rare chalk infused with magic worth 500gp, a black pearl, and a small clay moon, all of which the spell consumes)
  • Duration: 10 days

As you cast this spell, you draw a 10-foot-diameter circle on the ground, placing the materials at the center of the circle.

When you finish casting this spell, a field of darkness spawns in the sky, completely blocking the sun. No sunlight can appear within a 5 mile radius, and any spell that would create sunlight, such as sunbeam fails.

Additionally, a small mark depicting an eclipse appears at the point where you cast the spell. A creature can attempt to dispel the darkness by casting the dispel magic or remove curse spell at 8th level or higher on the mark. When they do so, they must make a spell check against your spell save DC. If they succeed, the spell's effects end early.

If you cast this spell on the same spot so that the effect lasts for a year, then the darkness becomes permanent, and remains until it is dispelled.

Ritual of Infusion

9th-level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (Rare chalk infused with magic worth 500gp, which the spell consumes, and a quartz statuette of the creature you are casting the spell on)
  • Duration: 10 days

As you cast this spell, you draw a 10-foot-diameter circle on the ground, placing the the quartz statuette at the center of the circle. The creature you are casting this spell on must remain within the circle for the duration of the casting.

In addition, you must also choose a spell of 5th level or lower that you can cast. The spell must have a casting time of 1 action, must be able to target another creature, and cannot deal damage. You cast this spell -called the infused spell- as a part of casting ritual of infusion, expending the spell slot for both.

When you finish casting the spell, the infused spell is cast on the target. The duration of the infused spell is increased to 10 days, and it does not require concentration if it usually would. A creature can only be infused with one spell at a time. If you cast this spell on a creature again, the infused spell immediately ends. Additionally, if the quartz statuette is destroyed, the infused spell ends.

Ritual of Nightmares

6th-level illusion


  • Casting Time: 4 hours
  • Range: Self
  • Components: V, S, M (Rare chalk infused with magic worth 500gp, a blanket made of silk, and a lock of the target's hair or a vial of their blood, all of which the spell consumes)
  • Duration: 30 days

As you cast this spell, you draw a 10-foot-diameter circle on the ground, placing the materials at the center of the circle. This spell fails if the target is on a different plane of existence to you.

When you finish casting this spell, the target is inflicted with a curse, causing them to be haunted by nightmares whenever they sleep. Whenever the creature attempts to take a long rest, they must make a Wisdom saving throw. On a failure, they take 5d8 psychic damage, and do not gain the benefits of the long rest.

This spell lasts for 30 days, or until a creature casts the remove curse spell at 6th level or higher on the cursed creature.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each level above 6th. Additionally, the level that remove curse must be cast at to end this spell increases to the same level this spell was cast at. For example, if you cast this spell at 8th level, the the remove curse spell must be cast at 8th level to end the spell's effects.

Ritual of Summoning

8th-level conjuration


  • Casting Time: 4 hours
  • Range: Self
  • Components: V, S, M (Rare chalk infused with magic worth 500gp, a rune carved stone attune to your current plane of existence, and a lock of the target's hair or a vial of their blood, all of which the spell consumes)
  • Duration: Instantaneous

As you cast this spell, you draw a 10-foot-diameter circle on the ground, placing the materials at the center of the circle. This spell fails if the target is on a different plane of existence to you.

When you finish casting this spell, the target must make a Charisma saving throw. On a failure, the target is teleported to the center of the circle.

Witch's Broom

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A mundane broom)
  • Duration: 1 hour

You enchant an ordinary broom with the power of flight. The broom has an AC of 10 and a number of hit points equal to 2 times your level. While riding the broom, you have a fly speed of 40 feet. The broom can carry up to two people, but while two people are riding it, its speed is reduced to 20 feet.

The Witch v4 | Page 16 | Witch Spells

The Witch

Master the art of forbidden magic with this homebrew class for the world's greatest roleplaying game! Use your familiar and knowledge of magic to force the world and your enemies to bend to your will.

Class created by DM_Havuhk
Created using GMBinder

Art Credits:
Lair of the Witch Doctor - ropeplay
The Hag's Eye: - Aerorwen
Tent Fortuneteller - Lady-DreamArt
Blackwitch Black Witch: - ozenne
Alchemist: - Dani-Owergoor
Spirit Mantle: - Izzy (MtG)
Hag Lair: - ©Wizards of the Coast LLC (Volo's Guide to Monsters, pg. 53)
Stabri Killinov 2: - MeMyMine
Baba Yaga's Hut: - Alyssa McCarthy
Ritual: - Circle Art
Arkham Horror: The Circle Undone: - JakeMurray andreas
Witch's cottage: - angelina andreas

If you like what you see, you can find more of my homebrew content over on my Reddit or my Tumblr page.

Reddit: u/DM_Havuhk
Tumblr: Elizabeth's Homebrew Emporium