Witch
A half elf with maroon robes whispers an incantation as her sparrow darts through the field, calling the wind to aid her allies.
With a black-striped serpent at his side, a cloaked dragonborn places a dark spell to hinder the enemies in his way.
A fox surveils the surroundings, as a white-haired human draws a mystical charm on the ground to protect against outside forces.
Witches are deeply connected to the spiritual realm that lies beneath everything. With a spiritual entity by their sides, witches seek to use the inner-workings of the spiritual world in their favor, channeling energy to exert their will.
Spirit Bonds
A witch is defined by how they perceive and use their knowledge of the spirit. Witches have the potential to change outcomes and alter odds by weaving the laws of the natural and the cosmos to influence the world around them, exerting their will upon the material. These powers allow them to see what goes unnoticed by most, to know what is hidden, and to invoke spiritual energy as a tool to their desires.
Every witch has a familiar, a minor spirit that manifests itself to help, teach or serve in their magical works. These beings have their own motivations to stay with their witches, usually through affinity or through mutual goals.
By Force of Will
Witches usually sense the calling for a path, identifying themselves with herbs and potions, protections and charms, or even with darker forces. 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.
Most witches live secluded lives far from civilization, left to their own devices or expending their days walking the earth, each defining their own purpose. Witches often have their own motivations that drives them to adventure. Some seek ways to erase a past mistake, or the key to a deep and forbidden desire; while others just want to help people they encounter, believing their gift should be shared.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Witch
| Level | Proficiency Bonus |
Features | Cantrips Known | Spirit Points | Slot Level |
|---|---|---|---|---|---|
| 1st | +2 | Spirit Magic, Familiar Spirit | 2 | 4 | 1st |
| 2nd | +2 | Witchseals, Occult Arts | 2 | 6 | 1st |
| 3rd | +2 | Cerimonials | 2 | 12 | 2nd |
| 4th | +2 | Ability Score Increase | 2 | 15 | 2nd |
| 5th | +3 | Familiar Attunement | 3 | 25 | 3rd |
| 6th | +3 | Occult Arts Feature | 3 | 30 | 3rd |
| 7th | +3 | ─ | 3 | 36 | 4th |
| 8th | +3 | Ability Score Increase | 3 | 42 | 4th |
| 9th | +4 | ─ | 3 | 49 | 5th |
| 10th | +4 | Occult Arts Feature | 3 | 56 | 5th |
| 11th | +4 | Mysticism | 3 | 65 | 6th |
| 12th | +4 | Ability Score Increase | 3 | 65 | 6th |
| 13th | +5 | ─ | 4 | 75 | 7th |
| 14th | +5 | Occult Arts Feature | 4 | 75 | 7th |
| 15th | +5 | ─ | 4 | 86 | 8th |
| 16th | +5 | Ability Score Increase | 4 | 86 | 8th |
| 17th | +6 | ─ | 4 | 99 | 9th |
| 18th | +6 | Timeless Body | 4 | 99 | 9th |
| 19th | +6 | Ability Score Increase | 4 | 99 | 9th |
| 20th | +6 | Spiritual Attunement | 4 | 99 | 9th |
Creating a Witch
As you make your witch character, think about how you came across witchcraft and your relationship with it. Were you born with it or was it learned? Perhaps you discovered a forgotten book 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 Constraint Witchseal.
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 level after the first.
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Deception, Insight, Medicine, Nature, Perception, Persuasion and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- a component pouch and a dagger
Spirit Magic
Through a connection to the spiritual realm, you are able to manipulate energy and create magic. 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.
Cantrips
You know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, learning a 3rd cantrip at 5th level and a 4th at 13th level.
Spells Known of 1st-level and higher
At 1st level, you know three 1st-level witch spells of your choice.
Each time you gain a witch level, you learn 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.
Spirit Points
You have 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 9th 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. Spells of 6th level and higher are particularly taxing to cast. You can use spirit points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest. 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 spirit point cost based on its level. The Spirit Point Cost table summarizes the cost in spirit points of slots from 1st to 9th level.
Spirit Point Cost
| Spell Level | Spirit Point Cost |
|---|---|
| 1 | 2 |
| 2 | 3 |
| 3 | 5 |
| 4 | 6 |
| 5 | 7 |
| 6 | 9 |
| 7 | 10 |
| 8 | 11 |
| 9 | 13 |
You prepare the list of witch spells that are available for you to cast. To do so, choose a number of witch spells from the list of spells you know equal to your Wisdom modifier + your witch level. 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 from the list of spells you know. 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 attuning with the spiritual realm 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
Ritual Casting
You can cast a witch spell as a ritual if that spell has the ritual tag and you know the spell. You don't need to have the spell prepared.
Familiar Spirit
As a witch, you start with a familiar spirit: a minor elemental that manifests itself in the material plane and assists you in your magic. You and your familiar spirit shares a unique bond that represents a compromise between yours and your familiar spirit's motivations. Work with your DM to determine the details of your bond and how it affects your character, as well as how you found your familiar spirit. It might have appeared to you when you first showed magical prowess, or you might have called upon a grove's entities (see "Your Familiar Spirit").
The familiar spirit assumes the form of any tiny creature of your choice, but has it's own statistics. See the Familiar Spirit stat block, which uses your proficiency bonus (PB) in several places. You choose an element attuned to your familiar spirit: fire, earth, air or water. Your choice determines certain traits in its stat block and grants you one elemental boon, listed below.
Flame's Kiss (fire). While you are maintaining concentration on a spell, whenever you damage a creature it takes additional fire damage equal to your Wisdom modifier.
Earth's Shield (earth). While you are maintaining concentration on a spell, you have a +1 bonus to AC.
Wind's Breath (air). While you are maintaining concentration on a spell, you have advantage on Strength and Dexterity saving throws.
River's Touch (water). While you are maintaining concentration on a spell, you have a +1 bonus to your spell save DC.
Your familiar spirit acts independently of you, obeys your commands and you can communicate telepathically with it while it is up to 90 feet from you. In combat, the familiar spirit shares your initiative count, but it takes its turn immediately before or after yours (your choice). It can’t attack, but it can take other actions as normal. If you are incapacitated or unconscious, your familiar spirit acts on it's own.
Your familiar spirit also serves as a repository of the witch spells you know. You do not need a spellcasting focus while it is alive and up to 90 feet from you, as it acts as a conduit to your magic.
You may learn new spells independently through your familiar spirit. When you find a witch spell that is of a level that you can cast, you can prepare a special scroll of the spell in a ritual that takes 1 hour and 50 gp per level of the spell. As part of the same ritual, your familiar spirit consumes this special scroll to add the spell to your list of spells known. Alternatively, your familiar spirit may consume a spell scroll that contains a witch spell that is of a level that you can cast. You must succeed on a Wisdom (Insight) check with a DC equal to 10 + the spell's level. If the check succeeds, you learn the spell. Whether the check succeeds or fails, the spell scroll is destroyed.
Your familiar spirit.
Soulbound. The familiar spirit is an entity that helps you to understand and work your magic, acting as a companion, assistant and mentor. It has it's own reasons to remain connected to a witch, and may choose to leave if their motivations no longer align or if the witch acts against the familiar spirit's own ideals.
Summoning your familiar spirit. To summon your familiar spirit, you must spend 8 hours creating or tending to a mystical place and waiting for their spirit to approach and settle. Such places can be a small grove or a shrine that you have built, and you must offer an object worth at least 10gp that the ritual consumes to link the spirit to the physical realm. This object could be a lantern for a fire spirit, a gemstone for an earth spirit, a censor for an air spirit or a silver cup for a water spirit. When the ritual is complete, the familiar spirit appears in an unoccupied space within 10 feet from the ritual place.
Changing your familiar spirit. When you perform the ritual to summon a familiar spirit while already having a summoned familiar spirit, you may choose to alter it's appearance. It assumes a new form of any tiny creature of your choice. You may also choose to end the bond with your familiar spirit and form a new bond to another. When you do so, the new familiar spirit learns all the spells the previous familiar spirit knew, and you may choose a new element for the summoned familiar spirit.
Losing your familiar spirit. If your familiar spirit dies, you must call upon a new manifestation of it's spirit. While you do not have your familiar, you can't benefit from their elemental boons, can't change the list of prepared spells and can't learn new spells, but you retain your prepared spells and can cast them as normal. When your familiar spirit is summoned again, it retains all spells that it knew before it died. If your familiar spirit leaves you by it's own accord, a newly summoned familiar spirit does not learn the spells of the previous one.
Familiar Spirit
Tiny Elemental, shares your alignment
- Armor Class 11 + your proficiency bonus (natural armor)
- Hit Points 4 + twice your witch level (the familiar spirit has a number of hit die [d4] equal to your witch level)
STR DEX CON INT WIS CHA 6 (-3) 15 (+2) 10 (0) 11 (+0) 17 (+3) 12 (+1)
- Saving Throws Dexterity +2 plus PB, Wisdom +3 plus PB
- Skills Stealth +2 plus PB, Perception +3 plus PB
- Senses Darkvision 30ft, Passive Perception +3 plus PB
- Languages Understands and knows how to read all languages that you speak, but can't write or speak
- Proficiency Bonus (PB) equals your bonus.
- Challenge 0 (0 XP)
Physical Manifestation. Whenever you choose the familiar spirit's form, you can choose one additional speed between burrow 10 ft., climb 30 ft., fly 30 ft. or swim 40 ft.
Limited Telepathy. The familiar spirit can magically communicate simple ideas, emotions, and images telepathically with any creature within 30 ft. of it that can understand a language.
Fiery Will (fire only). The familiar spirit have advantage on saving throws against spells and other magical effects.
Rocksteady (earth only). The familiar spirit gains a bonus to it's HP equal to your proficiency bonus, and it has resistance to all damage.
Airflow (air only). The familiar spirit gains an additional 10 feet of movement and doesn't provoke Opportunity Attacks when it leaves an enemy's reach.
Stream Steps (water only). The familiar spirit has advantage on saving throws against being restrained, paralyzed, and effects that would reduce it's speed.
Actions
Kindle (fire only). The familiar spirit casts bright light in a 20-foot radius and dim light for an additional 20 feet. It may end this effect early (no action required).
Reflexion (water only). The familiar spirit magically turns invisible. Any equipment it wears or carries is invisible with it. It can turn visible again with no action required.
Witchseals
At 2nd level, you unlock the power of magical sigils that represent your inner strength. You know one Witchseal of your choice, and you learn another Witchseal of your choice each level that you would take an Ability Score Improvement.
Some effects require saving throws, with the DC equal to your witch spell save DC.
Your Witchseals options are detailed at the end of the class description. Whenever you gain a level in this class, you may choose one Witchseal you know and replace it with another.
Occult Arts
When you reach 2nd level, you choose to follow a witchcraft path: Wood Arts, Blood 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, 10th, and 14th level.
Cerimonials
At 3rd level, you can cast a witch spell that you don't know as a ritual if the spell has the ritual tag and is of a level which you can cast. You still need to provide any material componentes with a cost.
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.
Familiar Attunement
When you reach 5th level, you learn to channel power through your familiar spirit. When you cast a spell, you may choose to spend additional spirit points equal to half the spell's level (rounded up, minimum of 1) to cast it as if you were in your familiar spirit's space.
The familiar spirit must be within 60 feet from you, and you may use it's senses to cast the spell. When you do so, your familiar spirit must immediately use it's reaction to be able to channel the spell.
Mysticism
Starting at 11th level, your occult knowledge deepens and alters your magic. When you cast a spell as a ritual or using a spell slot of 1st or 2nd level, choose one of the following options:
- Instead of rolling the spell's dice, you take the maximum possible number.
- The spell has it's range increased by 30 feet.
- The spell's duration is increased by half it's normal duration time.
- The spell no longer requires concentration.
Timeless Body
Beginning at 18th level, your connection to the spiritual realm 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 have two concentration spells at the same time, as your familiar spirit concentrates on the second spell for you. It makes it's own Constitution saving throws to maintain concentration.
Multiclassing
To multiclass in this class, a character must have a minimum Wisdom score of 13. They gain the following features:
Proficiencies
Tools: Herbalism Kit.
Spirit Magic
The total number of spirit points and spell slot levels a multiclassing character can have is calculated using the total Witch levels they have.
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 inside the soul.
Wood Arts
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 certain spells at 2nd, 3rd, 5th, 7th and 9th level. Once you gain access to an arts spell, you add the spell to the list of spells known and you can prepare them as normal. All arts spells are witch spells for you.
Wood Arts Expanded Spells
| Witch Level | Arts Spells |
|---|---|
| 2 | Healing Word, Goodberry |
| 3 | Lesser Restoration, Spike Growth |
| 5 | Summon Fey TCE, Plant Growth |
| 7 | Dominate Beast, Hallucinatory Terrain |
| 9 | Commune with Nature, Awaken |
Bottled Spell
When you choose this occult art at 2nd level, you learn how to create magical potions. During a short or long rest, you may choose a spell up to 3rd-level from the witch spell list that is of a level that you can cast. You don't need to know the spell, but it must have a casting time of 1 action or 1 bonus action, and must not require an attack roll or saving throw when it is cast. The spell is bottled at it's lowest level. You must still provide any material components with a cost. You can have up to three bottled spells created in this way.
Any creature may use their action to use the bottled spell, 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.
For each spell you bottle, the process takes 1 hour and you choose the appearance, smell and taste of the potion when you create it. A creature may discern a bottled spell's properties with a successful Intelligence (Investigation) check against your spell save DC. An Identify spell also reveals the bottled spell's properties.
If you bottle another spell while having the maximum number of spells already bottled, one of the previous bottled spells of your choice loses all effects and turns to brackish water, and then the new spell is bottled.
Land's Stride
Starting at 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, spines, 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.
Strength of the Earth
When you reach 10th level, you can bottle spells of up to 5th-level and at any level of your choice up to 5th.
Additionally, when a creature uses one of your Bottled Spells, they receive a number of temporary hit points equal to 1d10 + your proficiency bonus.
Breath of the Southern Wind
Starting at 14th level, you can use your action to spend 7 spirit points to call forth a reinvigorating wind. It dissipates fog and similar effects, and you choose any number of creatures in a 60 feet radius centered on yourself. The wind 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.
Blood Arts
Blood witches wield life force as a source of power, using it to weaken the spirit and to strengthen themselves.
Expanded Spell List
Starting when you choose this subclass at 2nd level, your familiar spirit shows you how to use blood magics. 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 add the spell to the list of spells known and you can prepare them as normal. All arts spells are witch spells for you.
Blood Arts Expanded Spells
| Witch Level | Arts Spells |
|---|---|
| 2 | Ray of Sickness, Bane |
| 3 | Tasha's Mind Whip TCE, Blindness/Deafness |
| 5 | Summon Shadowspawn TCE, Fear |
| 7 | Blight, Sickening Radiance XTGE |
| 9 | Cloudkill, Contagion |
Vampirism
When you choose this occult art at 2nd level, you can drain the spirit of a creature. As a bonus action, you can spend 1 spirit point and choose a creature that is under the effect of one of your Witchseals or Spells of 1st-level or higher. The target creature takes 1d8 necrotic damage and you gain temporary hit points equal to half the amount, rounded down (minimum of 1).
The necrotic damage increases by 1d8 for every additional spirit point spent, up to a maximum of spirit points spent equal to your proficiency bonus.
This feature has no effect against constructs.
Blood Rites
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. This necrotic damage ignores resistances and immunities.
Maleficium
Beginning at 10th level, whenever a creature is affected by your Vampirism feature it must make a Constitution saving throw or suffer one level of exhaustion. A creature can have a maximum of three levels of exhaustion gained in this way.
Soul Rend
When you reach 14th level, you can point your hand to steal part of the soul of your foes. As an action, you spend 7 spirit points and choose a creature that you can see up to 60 feet. The target creature must make a Constitution saving throw. On a success, it takes 4d8 necrotic damage. On a failure, for up to 10 minutes all their ability scores is reduced by 4 and you gain a +4 bonus to all your ability scores for the duration.
A Remove Curse spell ends this effects early. Once a creature fails their saving throw against this feature, you can't use it again until you finish a long rest.
Hedge Arts
Hedge witches prefers protective magic, choosing not to meddle with either side of the cosmos.
Expanded Spell List
Starting when you choose this subclass at 2nd level, your familiar spirit teaches you the inner workings of the universe. This allows you to access certain spells at 2nd, 3rd, 5th, 7th and 9th level. Once you gain access to an arts spell, you add the spell to the list of spells known and you can prepare them as normal. All arts spells are witch spells for you.
Hedge Arts Expanded Spells
| Witch Level | Arts Spells |
|---|---|
| 2 | Shield, Protection from Evil and Good |
| 3 | Spiritual Weapon, Zone of Truth |
| 5 | Counterspell, Leomund's Tiny Hut |
| 7 | Guardian of Faith, Otiluke's Resilient Sphere |
| 9 | Circle of Power, Hallow |
Ivory Talisman
When you choose this occult art at 2nd level, you craft a magical talisman that wards against harm, such as a necklace or totem. If a creature wearing the talisman is targeted by a magical effect that forces it to make a saving throw, you may use your reaction to spend 1 spirit point to bestow advantage on the roll.
You can have a number of talismans equal to half your proficiency bonus (rounded down). If the talisman is destroyed or lost, you can craft a new one at the end of a long rest. This process takes 1 hour, and you must spend 10gp worth in silver.
Abjuror's Charm
At 6th level, whenever you successfully prevent, nullify or end a magical effect affecting a creature or object (such as using the Counterspell or Dispel Magic spells), you regain a number of spirit points equal to the nullified spell's level. If the nullified magical effect is not a spell, you regain a number of spirit points equal to your proficiency bonus instead.
One with the Cosmo
Starting at 10th level, you are always protected against outside forces. At the end of a long rest, you gain the effect of a Dispel Evil and Good spell that lasts until the end of your next long rest. The spell can end early as normal, using one of the actions granted by the spell.
Still Mirror
When you reach 14th level, you learn how to redirect energy outwards. Whenever you successfully nullify, interrupt or end a magical effect, as part of the same action or reaction you may spend 5 spirit points and choose a creature that you can see for up to 90 feet. The target creature must make a Wisdom saving throw, suffering the same effects of the nullified magical effect. If the effect targets an area, such as a Fireball spell, only the targeted creature is affected.
If you nullify more than one magical effect, you choose which one you redirect.
Witchseals
Witchseals are sigils unique to each witch that reprents their inner power, evoking magical effects. These sigils can be runes or glyphs inscribed in small stones, paper wards, tattooed on your body or magically drawn in the air.
Some effects require saving throws, with the DC equal to your witch spell save DC.
You learn another Witchseal of your choice each level that you would take an Ability Score Improvement. If a Witchseal has prerequisites, you must meet them to learn it. You can learn the Witchseal at the same time that you meet its prerequisites. Whenever you gain a level in this class, you may choose one Witchseal you know and replace it with another.
Affliction
Prerequisites: 4th level
- Casting Time: 1 action
- Range: 30 feet
- Duration: Up to 1 minute
You spend 1 spirit point and inflict a vile ailment to creature that you can see within range. The target creature must make a Constitution saving throw. On a success, the target creature becomes poisoned for the duration. On a failed save, it instead becomes incapacitated for the duration. If the creature fails it's saving throw by 5 or more, it becomes stunned for the duration.
An affected creature can repeat it's saving throws at the end of each of it's turns, ending the effects on a success.
Appall
- Casting Time: : 1 action
- Range: 30 feet
- Duration: Up to 1 minute
You spend 1 spirit point to make a chilling cold creep up the spine of a creature within range. The targeted creature must make a Constitution saving throw. On a failure, they take cold damage equal to your witch level and can't take any reactions for the duration. On a success, they take half damage with no other effects.
An affected creature can repeat it's saving throws at the end of each of it's turns, ending the effects on a success.
Constraint
- Casting Time: 1 action
- Range: 60 feet
- Duration: Up to 1 minute
You spend 1 spirit point to interdict a creature you can see within range. For the duration, whenever the target creature attempts to move it must first succeed a Strength saving throw or become restrained until the end of it's turn.
An affected creature can repeat it's saving throws at the end of each of it's turns, ending the effects on a success.
Discord
Prerequisites: 8th level
- Casting Time: 1 minute
- Range: Touch
- Duration: 8 hours
You spend 1 spirit point to place a rune on a surface, as per the Glyph of Warding spell. When the rune is activated, any creatures in a 5-foot radius centered on the rune must make a Wisdom saving throw. A creature that fails it's saving throw must use their Action to make an attack against the closest creature they can see on their next turn. If the target isn't within range, the creature must use their Movement to move towards the target, avoiding obstacles and hazards.
Disorient
Prerequisites: 4th level
- Casting Time: 1 minute
- Range: Touch
- Duration: 1 hour
You spend 1 spirit point to place a rune on a surface, as per the Glyph of Warding spell. When the rune is activated, any creatures in a 5-foot radius centered on the rune must make a Wisdom saving throw. A creature that fails it's save must move up to it's speed in a random direction if it can move and it's speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move.
Distress
- Casting Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You spend 1 spirit point to negate a proficiency of a creature that you can see within range. The target creature must succeed a Intelligence saving throw or lose one equipment, language, skill, tool, or weapon proficiency of your choice for the duration. It has no effect if you choose a proficiency that the target doesn't have.
Duress
- Casting Time: 1 bonus action
- Range: 90 feet
- Duration: Up to 1 minute
You spend 1 spirit point and a target creature that you can see within range must make a Wisdom saving throw. The target creature makes it's saving throws with disadvantage if it can see you. On a failed save, for up to 1 minute the target creature suffers a -1 penalty to ability checks and attack rolls. The target creature can repeat it's saving throw at the start of each of it's turns. On a failure, the penalty increases by 1 (until a maximum of -3). On a success, the effects end.
Empathy
- Casting Time: 1 action
- Range: Touch
- Duration: 1 minute
You spend 1 spirit point to place a charm on a willing creature. For the duration, the target creature receives advantage on every Wisdom (Insight) checks they make. In addition, they can use their action to sense simple emotions (such as fear, anger or joy) of a creature that they can see for up to 10 feet.
Glyph of Warding Spell
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
Farsight
- Casting Time: 1 minute
- Range: Self
- Duration: 1 minute
You spend 1 spirit point to meditate upon a place or object. Make a Wisdom (Insight) check. For the duration, the DM might reveal vague information about the target based on the result, such as an object's past owner and where it came from, or what happened in that place and what was it used for.
Harmony
- Casting Time: 1 bonus action
- Range: Touch
- Duration: 1 minute
You spend 1 spirit point to place a charm on a willing creature. Choose one skill between Deception, Intimidation, Insight, Perception or Persuasion. For the duration, the target creature becomes proficient in the chosen skills. If they are already proficient in a chosen skill, they can add double their proficiency bonus instead.
Hinder
- Casting Time: 1 action
- Range: Touch
- Duration: 1 hour
You spend 1 spirit point to place a rune on a surface, as per the Glyph of Warding spell. When the rune is activated, any creatures in a 5-foot radius centered on the rune must make a Wisdom saving throw. For 1 minute, a creature that failed their save have their speed halved and can't take the Dash action.
Lacerate
- Casting Time: 1 action
- Range: 90 feet
- Duration: Up to 1 minute
You spend 1 spirit point to cause an open wound to a creature you can see within range. For the duration, it takes 1d4 piercing damage at the start of each of it's turns, and any number of hit points that the target creature would regain are halved (rounded down, minimum of 1).
An affected creature can use it's action to make a Constitution saving throw, ending the effects on a success.
This Witchseal has no effect on undead and constructs.
Malady
Prerequisites: 4th level
- Casting Time: 1 minute
- Range: Touch
- Duration: 1 hour
You spend 1 spirit point to place a rune on a surface, as per the Glyph of Warding spell. While casting this Witchseal, choose one condition of your choice between Blinded, Deafened, Charmed, Incapacitated or Poisoned. When the rune is activated, the creature that triggered the Witchseal must succeed a Constitution saving throw or suffer the chosen condition for up to 1 minute.
The affected creature can repeat it's saving throw at the end of each of it's turns, ending the effects on a success.
Rupture
Prerequisites: 4th level
- Casting Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You spend 1 spirit point and attempt to weaken the malignant. Choose a number of creatures equal to your Wisdom modifier that are within range. The target creatures must succeed a Charisma saving throw or, for the duration, lose their resistances to non-magical bludgeoning, piercing and slashing damage (if it has any). If the creature is incorporeal, it also becomes corporeal for the duration.
Vineshield
- Casting Time: 1 bonus action
- Range: 30 feet
- Duration: Up to 1 minute
You spend 1 spirit point to place a protective rune on a willing creature. For the duration, the target creature has resistance to bludgeoning, slashing and piercing damage as long as it doesn't willingly move more than 5 feet each turn.
Wander
- Casting Time: 1 minute
- Range: 60 feet
- Duration: 8 Hours
You spend 1 spirit point to protect the journey of your allies. For the duration, any number of creatures of your choice within range have advantage on all Wisdom (Survival) checks they make, and they can travel at a fast pace without suffering a penalty to their passive perception.
Witch Spells
Cantrips
- Booming Blade TCE
- Friends
- Frostbite XGTE
- Guidance
- Infestation XGTE
- Message
- Mind Sliver TCE
- Minor Illusion
- Produce Flame
- Shocking Grasp
- Thaumaturgy
1st Level
- Absorb Elements EE
- Alarm (ritual)
- Bane
- Bless
- Burning Hands
- Cause Fear XGTE
- Charm Person
- Chaos Bolt XGTE
- Command
- Comprehend Languages (ritual)
- Cure Wounds
- Detect Evil and Good
- Detect Magic (ritual)
- Detect Poison and Disease (ritual)
- Disguise Self
- Dissonant Whispers
- Faerie Fire
- Feather Fall
- Fog Cloud
- Hex
- Identify (ritual)
- Illusory Script (ritual)
- Inflict Wounds
- Longstrider
- Mage Armor
- Magic Missiles
- Protection from Evil and Good
- Ray of Sickness
- Silent Image
- Silvery Barbs SCC
- Sleep
- Soul Arrow witch
- Speak with Animals (ritual)
- Tasha's Caustic Brew TCE
- Tasha's Hideous Laughter
- Witch Bolt
2nd Level
- Alter Self
- Animal Messenger (ritual)
- Augury (ritual)
- Blindness/Deafness
- Blur
- Borrowed Knowledge SCC
- Calm Emotions
- Continual Flame
- Cordon of Arrows
- Crown of Madness
- Darkvision
- Decay witch
- Detect Thoughts
- Dragon's Breath XGTE
- Heat Metal
- Hold Person
- Invisibility
- Lesser Restoration
- Levitate
- Locate Animals or Plants (ritual)
- Locate Object
- Magic Mouth (ritual)
- Mind Spike XGTE
- Moonbeam
- Nystul's Magic Aura
- Phantasmal Force
- Ray of Enfeeblement
- See Invisibility
- Shatter
- Silence (ritual)
- Suggestion
- Tasha's Mind Whip TCE
- Witch's Effigy witch
- Wither and Bloom SCC
3rd Level
- Animate Dead
- Bestow Curse
- Clairvoyance
- Dispel Magic
- Enemies Abound XGTE
- Fly
- Glyph of Warding
- Haste
- Hunger of Hadar
- Hypnotic Pattern
- Intellect Fortress TCE
- Lightning Bolt
- Magic Circle
- Major Image
- Nondetection
- Remove Curse
- Revivify
- Sending
- Slow
- Speak with Dead
- Spirit Guardians XGTE
- Spirit Shroud TCE
- String of Fate witch
- Summon Lesser Demons XGTE
- Tiny Servant XGTE
- Tongues
- Water Breathing (ritual)
- Water Walk (ritual)
4th Level
- Anchor Soul witch
- Arcane Eye
- Banishment
- Blight
- Charm Monster XGTE
- Compulsion
- Confusion
- Death Ward
- Divination (ritual)
- Greater Invisibility
- Locate Creature
- Mordenkainen's Private Sanctum
- Phantasmal Killer
- Polymorph
- Raulothim's Psychic Lance FTD
- Summon Elemental TCE
- Summon Greater Demon XGTE
5th Level
- Animate Objects
- Cloudkill
- Commune (ritual)
- Contact Other Plane (ritual)
- Contagion
- Dream
- Geas
- Greater Restoration
- Hallow
- Hold Monster
- Infernal Calling XGTE
- Insect Plague
- Legend Lore
- Mislead
- Modify Memory
- Planar Binding
- Raise Dead
- Rary's Telepathic Bond (ritual)
- Scrying
- Seeming
- Synaptic Static XGTE
- Telekinesis
6th Level
- Drawmij's Instant Summons (ritual)
- Eyebite
- Find the Path
- Forbiddance (ritual)
- Harm
- Heal
- Magic Jar
- Mass Suggestion
- Mental Prison
- Planar Ally
- Soul Cage
- Summon Fiend TCE
- Tasha's Otherwordly Guise TCE
- True Seeing
7th Level
- Divine Word
- Dream of the Blue Veil TCE
- Etherealness
- Finger of Death
- Mirage Arcane
- Power Word Pain XGTE
- Prismatic Spray
- Sequester
- Symbol
8th Level
- Abi-Dalzim's Horrid Wilting EE
- Antimagic Field
- Antipathy/Sympathy
- Control Weather
- Feeblemind
- Maddening Darkness XGTE
- Mind Blank
- Power Word Stun
- Telepathy
9th Level
- Astral Projection
- Imprisonment
- Mass Polymorph XGTE
- Power Word Kill
- Psychic Scream XGTE
- Shapechange
- True Polymorph
- Weird
- Wish
Custom Witch Spells
Anchor Soul
4th-level Transmutation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Witch, Wizard
You attempt 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, has a speed of 0, it 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, also ending any effects on the targeted creature.
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.
Decay
1st-level Necromancy
- Casting Time: : 1 action
- Range: 30 feet
- Components: S, M
- Duration: Up to 1 minute
- Classes: Druid, Sorcerer, 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 2d6 necrotic damage and takes a -2 penalty to their AC for the duration. On a success, they suffer half damage and no other effects occur.
An affected creature can repeat it's saving throw at the start of each of it's turns, ending the effect on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d6 for each slot level above 1st. If you cast this spell using a spell slot of 3rd-level or higher, the penalty to ac increases by 1. If you cast this spell using a spell slot of 5th-level or higher, the penalty to ac increases by 2.
Stepping Nail
1st-level Enchantment (Ritual)
- Casting Time: : 1 minute
- Range: Self (1 mile)
- Components: V, S, M (an iron nail worth 1 sp which the spell consumes)
- Duration: 1 hour
- Classes: Bard, Ranger, Warlock, Witch
You hammer an iron nail on the ground inside the footprint of a creature that is known to you. If target creature is up to 1 mile from you and on the same plane of existence, it must succeed a Wisdom saving throw or become affected for the duration. On a failed save, the creature immediately takes piercing damage equal to 1d4 + your Spellcasting ability modifier and has it's movement reduced to 10 feet, as pain prevents it from walking normally.
Miasma
2nd-level Conjuration
- Casting Time: 1 action
- Range: Self (30 feet)
- Components: V, S
- Duration: Up to 1 minute
- Classes: Cleric, Sorcerer, Warlock, Witch
You gather emotional dregs around you, forming four spheres of negative energy. The spheres float around you for the duration of the spell, and each sphere propels themselves to the nearest creature of your choice within 30 feet from you. A target creature must succeed a Dexterity saving throw or take 1d6 force damage from the sphere. If a target creature is under the effects of one of your spells or class features, it makes the saving throw with disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, you form one extra sphere for each slot level above the 2nd.
String of Fate
3rd-level Divination (Ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A wooden spindle and linen strings)
- Duration: 8 hours
- Classes: Bard, Cleric, Witch, Wizard
Describe or name a creature that is familiar to you that is up to 1 mile from you and in the same plane of existence. You attempt to alter the next saving throw or ability check made by the target creature (your choice). 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 next chosen roll. If you chose Sever, the target creature takes a 1 in the d20 of the next 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: 10 feet
- Components: V, S, M (a small rag doll worth at least 30gp which the spell consumes)
- Duration: 8 hours
- Classes: Bard, Witch
Using a personal item from the target, you link a small doll to a creature within range. The item used can be a lock of hair, a piece of worn cloth, or similar. You can't link more than one doll to the same creature. For the duration, the next time a linked 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 i used for guidance and inspiration:
To the Occultism, Shamanism and Wicca cultures and philosophies;
The homebrewed Witch classes from Zarieth, u/Oramac1968, and Yorviing;
The Matt Mercer's Blood Hunter class;
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.
Find me on Reddit: u/RedRisei,
or email: g.risei@hotmail.com
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
All other arts are propriety from Wizards of the Coast's Magic: The Gathering, under the Fan Content Policy.
GM Binder thumbnail art: "Vessel of Malignity" by Kieran Yanner;
"Candlegrove Witch" by Anna Christenson;
"Spirit Token (War of the Spark)" by Johann Bodin;
"Cauldron Familiar" by Milivoj Ceran;
"The Raven's Warning" by Lie Setiawan;
"Unwilling Ingredient" by David Auden Nash;
"Devoted Druid" by Kimonas Theodossiou;
"Bloodchief's Thirst" by Jason Rainville;
"Syncopate" by Tommy Arnold;
"Root Out" by Daniel Ljunggren;
"Rune of Flight" by Yeong Hao Han;
"Graven Lore" by Svetlin Velinov;
"Poet's Quill" by Anna Fehr.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.