Witch
Before a group of spirits, a young woman gathers herbs from a satchel and binds them all in a thin twine before lighting one end on fire. She while quietly chants in an ancient and esoteric tongue
as the spirits back away.
Sitting under a dead tree, a man breathes out before
parting his lips. A moment later, a serpent emerges from his mouth, slithering out before him. The two then begin to converse, speaking in a strange and magical tongue.
Under the light of a full moon, a woman prepares
several components in a cauldron for a ritual; frog tongues, the eye of a blind commoner, three drops of blood, and water drained from a drowned man's lungs. Her eyes darken as fumes from the cauldron envelop her in smoke.
Witches are keepers of the innate magical energies of the world. Through a spiritual connection to their craft, witches learn how to use their intuition and experience, as well as the words of a mystically revealed language, to understand the magic they wield. As a witch adheres to their craft, their body and mind are magically altered, reflecting their dedication and deep connection to both their unique spiritual craft and magic, allowing witches to wield powers like no other.
Witchcraft
A witch gains their power from the spiritual connection
they have to their craft; an individualized and personal approach to understanding magic, spirituality, and
the world. Through their devotion and adherence
to their craft, they receive a revelation in the form
of a unique language called Witchtongue; an occult
tongue that allows witches to alter the properties of magic.
A witch's devotion to their craft even alters their own body, reflecting the uniqueness of their spirituality and souls.
When they are pressed into battle, a witch excels at working with others and using their magic to support or hinder others. A witch can even perform a rite to create a coven where their companions can wield a fraction of their magic, and they possess a natural affinity for weird magic and rituals.
All artwork created by me, Yorviing
Witches of the World
Witches are naturally curious, and value uniqueness in objects and individuals. Peculiar trinkets such as malformed animal skulls, tomes bound in deadwood, or preserved eyes are just a few of the many things that one can find in a witch's possession. Perhaps more than any other walk of life, witches understand what it is like to be seen as strange or odd in a world that might not be kind to those who are different. As such, witches often find common ground with outcasts, the displaced, and those who are disenfranchised from society.
Driven by this curiosity, many witches generally possess an insatiable love for learning and experiencing the world in all of its wonders. They often venture out into the world to hone their craft, seeking wondrous wilds, sacred sites, or community with witch covens. Witches make for uniquely useful members of an adventuring party, as their wisdom and skills at wielding power makes them versatile and cunning.
Witches in Yvarra
Witches have existed in Yvarra since time immemorial. From the days of ancient hags to the earliest witches who first embrace the arcane spirituality of their craft, witches have played important roles throughout history.
In many cultures, witches are respected but approached with caution, their unique appearances, esoteric spiritualities, and unique magic making them invaluable allies when befriended, yet powerful and dangerous foes when offended. However, in larger nations witches are often persecuted and feared, such as in the Icilian Empire or the Soldani Republic. Such animosities are the result of an era that began over two thousand years ago when ancient witches and Witch Queens ruled over much of the northern and central lands of Yvarra for over a thousand years.
Witch Origins
Nations. Yvarran witches can be members of any race or culture. Though they can be found in any corner of Yvarra, they are most commonly found in the Northern Realms, particularly in the ancient and strange witch-land of Yorn.
Races. Yvarran witches can be members of any race, and can even be creatures such as awakened animals, dragons, fae, familiars, and even fiends.
Roles of the Witch
Witches are just as much a part of Yvarra as the mountains and seas that form the world. Their strange magic and cunning minds allow them to embrace a variety of positions and occupations. Such professions are often subject to public opinion and disposition towards witches and witchcraft, with some being persecuted while others work openly.
Some offer their unique insight and spiritual knowledge to those who seek it, both commoner and noble alike. Others strive to lead their own coven and protect it, some seek to practice their craft in relative solitude and tranquility, and others still even speak with spirits, supernatural creatures, or even gods. Though regardless of the role a witch assumes, their wisdom and natural attunement to esoteric forces grants them incredible insight into both the public and inner workings of the world.
The following roles are optional, flavor-driven choices a player can make that can influence the social aspects and personality that their Yvarran witch has. You can choose to roll randomly on the table below, choose an option, or work with your GM to create a role.
| d12 | Role | Description |
|---|---|---|
| 1 | Apothecary | A witch that makes poultices. |
| 2 | Bargainer | A witch that can offer magical services for a price. |
| 3 | Charmer | A witch that specializes in charms, both benevolent and malevolent. |
| 4 | Counselor | A witch that offers counsel and guides those who are in need. |
| 5 | Cunning Folk | A witch who serves as a wise elder, wise-person, or spiritual guide. |
| 6 | Esotericist | A witch that focuses on esoteric practices and occult doctrines. |
| 7 | Exorcist | A witch that seeks out vicious and malevolent spirits to banish. |
| 8 | Healer | A witch that uses the powers of their craft to heal the sick and injured. |
| 9 | Planar Mediary | A witch that deals with supernatural beings, often mediating between the realms of mortals and non-mortals. |
| 10 | Trickster | A witch that uses their craft to play pranks and deceptive trickery. |
| 11 | Warden | A witch that protects a certain site or a group of people from harm. |
| 12 | War Witch | A witch who wields their craft to aid them in the heat of battle. |
Elements of
Witch Characters
While it is easy to fall into typical witch tropes, not all witches are exclusively defined by them. However, there can be certain elements to witches that might assist you in creating a unique character. For instance, does your character carry a strange, unusual item with them at all times, one representing their craft? How did your character being practicing witchcraft, and why? And finally, how does your witch character view the world around them, from society to magic itself?
When trying to make your witch character more distinct, consider utilizing the following sections and their associated tables: Trinket, Origin, and Deviation.
Trinket
Witches are known for finding value in items and baubles that others would not give a second thought towards. The more obscure, the more value it has. While many witches may utilize odd items to cast spells, some keep a small trinket with them for sentimental value. What is this trinket you carry? Why do you carry it with you at all times? What does the trinket mean to you?
| d10 | Trinket |
|---|---|
| 1 | A small bag filled with fruit, leaves, seeds, or pieces of bark and twigs from a tree that grows in another plane of existence. |
| 2 | A vial of invisible ink that can only be read in the light of a full moon. |
| 3 | The perfectly preserved head of a small animal whose eyes will stare at random people within its gaze. |
| 4 | A mortar and pestle that grinds on its own when a few droplets of fresh blood are spilled into it. |
| 5 | A music box that plays a tune that changes according to the mood of the one who holds it. |
| 6 | A small leather bound tome that records your dreams in the form of drawings. |
| 7 | A bracelet with a silver moon charm that changes its shape to fit the current phase of a moon. |
| 8 | A deck of tarot cards where the images appear to move on their own. |
| 9 | A small candle that, when lit, glows purple, blue, green, or pink. |
| 10 | A tobacco pipe that blows puffs of smoke that look like flying birds. |
Origin
What draws one to practice witchcraft can vary from person to person, yet all share the same spiritual connection to their craft. When creating your character, think about how they came to practice witchcraft. Was it something you’ve always done, or began recently? Did anyone teach you? What does practicing witchcraft mean to you?
| d6 | Origin |
|---|---|
| 1 | You were taught the ways of your craft by a friend, your parents, or even a lover, who practiced themselves. |
| 2 | You found and studied an old witch’s grimoire in secret. |
| 3 | You learned how to wield magic on your own, only realizing it was known as witchcraft from others when you were older. |
| 4 | You were taught by a coven from an early age, who accepted you when no one else would, or who raised you as one of their own. |
| 5 | You were mentored by a village crone, one the locals deemed as a wise, magical woman. |
| 6 | An ancient being, such as a hag, a spirit, or otherworldly entity, showed you the esoteric magic of witches. |
Deviation
Not everything that one hears about witches is true. When you are designing your character, consider giving them something that makes them stand out against preconceptions of witches. Is this something that your witch takes pride in? Do they keep this to themselves, or do they long for the world to know about it?
| d6 | Deviation |
|---|---|
| 1 | I will use my witchcraft solely for the good of others, particularly the common folk. |
| 2 | Many assume that witches want for little in the way of material goods. I however yearn for fame, wealth, and the prestigious life of nobility. |
| 3 | I seek to be active in my homeland's political spheres so as to better public view of witches. |
| 4 | Scary items, foul smelling poultices, and the dead might be fascinating to some witches, but not me. |
| 5 | Some witches believe that one has to be a part of an ancient coven to be a proper witch, yet I get by just fine on my own. |
| 6 | I incorporate religious practices into my craft in a land or culture that doesn't often do so. |
The Witch
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Witchtongue, Witchcraft |
3 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Coven Magic | 3 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Ritualist, Witchcraft feature | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | ─ | ─ | ─ | — | — | — | — |
| 5th | +3 | Coven Magic Improvement | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Witchcraft feature | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | ─ | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | ─ | — | — | — | — |
| 9th | +4 | Coven Magic Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Bewitching Resilience | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Coven Magic Improvement | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Witchcraft feature | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | ─ | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Coven Magic Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Lasting Soul | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Witchcraft feature | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a Witch
When creating a witch, think about your character's relationship with their craft. You may have had to practice your craft in secret, or may have had the freedom to practice openly. In your time adventuring, have you always heeded the call of witchcraft, or are you new to it? Talk to your GM about the role played by witches in the campaign.
Quick Build
You can make a witch quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Charisma. Second, choose any background found in Chapter 10 of this book.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing, here's what you need to know if you choose witch as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already a witch.
Proficiencies Gained. If witch isn't your initial class, here are the proficiencies you gain when you take your first level as a witch: herbalism kit
Spell Slots. You determine your available spell slots by adding together all your levels in the witch class to the appropriate levels from other classes to determine your available spell slots.
Class Features
As a witch, you gain the following class features
Hit Points
- Hit Dice: 1d8 per witch level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons
- Tools: Choose one from alchemist supplies, herbalism kit, or poisoner's kit
- Saving Throws: Wisdom, Charisma
- Skills: Choose three from Animal Handling, Arcana, Deception, Insight, Intimidation, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any two simple weapons of your choice
- (a) a component pouch or (b) a witch focus
- (a) alchemist supplies or (b) an herbalism kit or (c) a poisoner's kit
- (a) an explorer's pack or (b) a priest's pack
If you forgo this starting equipment, as well as the items offered by your background, you start with 2d4 x 10 gp to buy your equipment.
Spellcasting
As a witch, your magic comes from the dedication to your craft. See the end of this class description for the witch spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
Spell Slots
The Witch table shows how many spell slots you have to cast your spells of 1st level or 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.
For example, if you know a 1st-level spell and have a 1st-level and a 2nd-level spell slot available, you can cast that spell using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the witch spell list.
The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your witch spells. The power of your spells comes from your deeply spiritual connection to both magic and your personal craft. You use your Wisdom whenever a witch 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 = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a witch focus as a spellcasting focus for your witch spells.
Witch Focus
A witch focus can take on many forms. For example, a witch focus might be something natural, such as a staff made from petrified wood or a wand carved out of bones. Some witch foci can include the preserved eye of a peasant offered as payment, or the skull of one who dared cross the witch. Finally, a witch focus might be some item with a strange property, such as a grimoire with silvered pages or even a poppet. A witch can use such an object as a spellcasting focus. Work with your GM to devise the best witch focus for your character. Listed below are examples of foci used by witches:
| Focus | GP Cost | Weight |
|---|---|---|
| A leather and wooden tome | 10 gp | 2 lb. |
| A preserved eye | 1 gp | — |
| A skull | 1 gp | 1 lb. |
| A staff made from a strange wood | 10 gp | 4 lb. |
| A poppet | 1 gp | — |
| A wand made from bone | 5 gp | — |
Witchcraft
At 1st level, you begin your path to understanding and wielding magic, a path that involves arcane esotericism and spirituality that defines a witch's ideology and affinity for magic. This path is known as your Witchcraft: Black Magic, Cerulean Magic, Green Magic, Gray Magic, Red Magic, Steel Magic, Violet Magic, or White Magic, all of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 14th, and 20th level.
Witchtongue
At 1st level, you learn Witchtongue, the language of witches. It is a strange and eerie language, one that alters magic when used and possessing beautiful sounds that some have described as ghostly singing. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence and can recognize its script with a successful DC 15 Wisdom (Perception) check, but can’t decipher or understand it without having at least one level in this class.
Witchtongue is one of the few languages in Yvarra that is known as a 'revealed language'; occult tongues where the knowledge and ability to speak such a language can only be acquired via a revelation via witchcraft. As such, a spell can only be spoken in Witchtongue if the spell is learned via the witch class.
Coven Magic
Starting at 2nd level, you know how to create a small coven to share and enhance your magical powers. Over the course of a long rest, you can conduct a 1-hour ritual with one or more willing creatures (up to your Wisdom modifier), during which each of you can't be further than 10 feet from each other, otherwise the ritual fails. A creature that participates in and completes this ritual is considered part of your coven until it uses an action to leave it, you use an action to remove it, or you use this feature again to create a coven. If you die, your coven's magic lingers; creatures in your coven are aware of your demise, and can access the coven's spell slots for a number of days equal to your Wisdom modifier, though additional slots can't be replenished.
Coven Casting
When you first start this coven at 2nd level, it has a single 1st level spell slot. Any creature in the coven can expend a coven spell slot to cast one of the spells granted by your Coven Spells feature in your Witchcraft, using your witch spellcasting ability modifier or their own spellcasting ability modifier, whichever is higher, though all other rules of spellcasting apply. Any expended coven spell slots you have are regained when you finish a long rest.
As an action, any creature in your coven can expend a spell slot to replenish an equivalent or lower expended spell slot the coven shares.
Advancing as a Coven
As you gain levels in this class, the amount of spell slots the coven has increases. Starting at 5th level, the coven gains an additional 2nd level spell slot. At 9th level, the coven gains an additional 3rd level spell slot. At 13th level, the coven gains an additional 4th level spell slot. Lastly, at 17th level, the coven gains an additional 5th level spell slot.
Concurrent Covens
Witches are well-known for creating covens that incorporate multiple other witches, amplifying all of their powers. If more than one character that has the Coven Magic feature creates a coven with the same creature(s), those creatures in multiple covens are considered to be under the effects of distinct features with different names. Such a creature has access to each coven's spell slots and Coven Spells, and can contribute spell slots to replenish replenish an equivalent or lower expended spell slot that a coven it is a part of shares.
Ritualist
Starting at 3rd level, you have learned the secrets of wielding the ritual magic of witches. You can cast a witch spell that you don't know as a ritual, provided that it has the ritual tag, and is of a level no higher than the witch spells you do know. Once you cast a witch spell in this way, you must complete a short or long rest before you can do so again.
Additionally when you cast a witch spell with the ritual tag, you can substitute the material components of the spell with material components of equal or greater value.
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.
Bewitching Resilience
By 10th level, you are wise to the tricks of magic. You have advantage on saving throws against being charmed, frightened, or possessed.
Lasting Soul
By 18th level, your connection to the ancient magic of witchcraft prolongs your life. You suffer none of the frailty of old age, and you can't die of old age. Also, for every 10 years that pass, your body ages only 1 year, and you can't be magically aged against your will.
Witchcrafts
The following are the subclasses available to the Witch class. These subclasses represent different spiritual paths that a witch approaches witchcraft with. Witches cherish their craft, and will do anything to preserve it.
The Witchcrafts available in this book are the following: Black Magic, Cerulean Magic, Green Magic, Grey Magic, Red Magic, Steel Magic, Violet Magic, and White Magic.
Black Magic
Followers of the craft of black magic practice forbidden and taboo magical arts, curses, and shadowcraft. These witches often appear more frightening than witches of other crafts, and are rarely fazed by the darkness.
In the world of Yvarra, black magic is considered to be one of the most dangerous and forbidden types of magic one could practice. As a result, given that witches acquire their powers through their craft, witches who practice the craft of black magic are almost universally feared. Yet, they are among the most misunderstood of witches. Just because one practices darker magic does necessarily mean that they are evil. However, despite public perception, black magic still persists and is practiced by many witches across the different corners of Yvarra.
Black Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Sinister Knowledge, Hexcraft |
| 3rd | Curse Sight |
| 6th | Eyes of Ebon |
| 14th | Darkened Mind |
| 20th | Grand Curse |
Black Magic Quirks
Upon taking up the craft of Black Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a black magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
| d4 | Quirk |
|---|---|
| 1 | Your eyes have black or dark red sclera. |
| 2 | Parts of your body, such as your hands, tongue, or arms, appear blackened or burned, as if by a curse. |
| 3 | You have a long and dark colored split tongue. |
| 4 | You have horns and sharp teeth. |
Black Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | bane, command |
| 3rd | blindness/deafness, silence |
| 5th | bestow curse, fear |
| 7th | black tentacles, compulsion |
| 9th | geas, modify memory |
Sinister Knowledge
At 1st level, you gain proficiency in your choice of either the Deception or Intimidation skill.
Additionally, you gain darkvision out to a range of 60 feet, and if you already have darkvison from your race, its range increases by 30 feet.
Hexcraft
Also at 1st level, you can apply the fundamentals of curses to your spells. Whenever a creature or object would make a saving throw against a witch spell that you would cast against it that requires concentration and has a duration longer than Instantaneous, it makes a Charisma saving throw instead of the saving throw it would normally make.
In addition, when you cast a witch spell of 1st level or higher with a duration longer than Instantaneous, you can choose to treat any creature affected by the spell as being cursed for the duration of the spell, if it is not already.
Curse Sight
By 3rd level, as an action, you can sense any curses affecting a creature or object within 30 feet of you, provided that you can see the creature or object. You have advantage on Intelligence (Arcana) checks made to identify and understand the nature of a curse you detect this way.
Eyes of Ebon
By 6th level, you always know what lurks in the shadows. While you are in darkness, you know the location of any creature within 30 feet of you that is also in darkness. Creatures that are protected by spells such as mind blank or nondetection, or similar magic can't be detected in this way.
Additionally, your coven becomes adept at harming those who are cursed.
When you or a member of your coven deals damage to a target that is under the effects of a curse, the target to takes an additional 1d8 necrotic damage. You can't deal this extra damage again until the start of your next turn.
Darkened Mind
By 14th level, you are immune to curses and gain resistance to necrotic damage, and you can't be forced to tell the truth by magic. If an effect would determine whether or not you're telling the truth, you can cause it to indicate that you're being truthful. Furthermore, other creatures can't read your thoughts unless you allow it.
Grand Curse
At 20th level, no one is safe from your forbidden magic. As an action, you can focus on a specific creature that you know exists, learning if it is currently on the same plane of existence as you. If the creature you focus on is protected from divination magic, such as by a nondetection spell, this feature fails.
While focusing on that creature, you can cast a spell of 1st level or higher that would force it to make an Intelligence, Wisdom, or Charisma saving throw as part of the same action. The spell ignores its normal range and casting time, and it only affects the creature you are focusing on, regardless of whether it can target more than one creature or affect an area. Any part of the spell that would travel to the target is immediately teleported to that creature's space if it is on the same plane of existence as you. If it is not on the same plane of existence as you when you finish casting the spell, it fails, and any spell slot expended is wasted.
If you are in possession of an object that came from the body of the creature you target with this feature, such as a lock of hair, a finger, a nail, a tooth, or a scale, the targeted creature has disadvantage against its saving throw against the spell, as well as disadvantage on any repeat saving throws against the spell. The object is then consumed.
Once you use this feature, you can't use it again until you finish a long rest.
Cerulean Magic
Followers of the craft of cerulean magic practice magic tied to storms, commanding lighting, wind, and frost to bend to their will. These witches often appear with lightning in their eyes, windswept hair, and cold flesh. They can be found along coastlines and traversing mountain ranges, chasing storms and wandering.
Storm witches in many places throughout Yvarra, particularly in Lonespire, Kravnia, Tiirgar, Ulvrand, Vanhamaa, and Yorn. They are an energetic and eccentric folk, and while powerful are often accepted in various societies. Storm witches often live in the wilds of nature, dancing during thunderstorms, and capturing lightning in bottles to be used for their peculiar witchcraft.
Cerulean Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Ceraunic Knowledge, Tempest Guardian |
| 3rd | Weathered |
| 6th | Storm Coven |
| 14th | Maelstrom Wings |
| 20th | Stormcaller |
Cerulean Magic Quirks
Upon taking up the craft of Cerulean Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a cerulean magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
| d4 | Quirk |
|---|---|
| 1 | Tiny streaks of lightning appear in your eyes. |
| 2 | You emit small wisps of cold air when you speak. |
| 3 | Your skin is mildly shocking to the touch |
| 4 | Your hair always appears wet from rain or snow. |
Cerulean Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | fog cloud, thunderwave |
| 3rd | gust of wind, shatter |
| 5th | call lightning, sleet storm |
| 7th | control water, ice storm |
| 9th | commune with nature, cone of cold |
Ceraunic Knowledge
Beginning at 1st level, you gain proficiency in your choice of either the Nature or Survival skill.
Additionally, you learn one cantrip of your choice from any class, including this one. The cantrip you choose must either deal cold, lightning, or thunder damage, and this cantrip does not count against your number of cantrips known.
Tempest Guardian
Also at 1st level, as an action, you can briefly conjure a storm around an ally within 30 feet. Until the start of your next turn, ranged attack rolls made against the target are made at disadvantage, and the next time that a creature hits the target with a melee attack, the attacker takes cold, lighting, or thunder damage equal to half your witch level (your choice each time you use this feature).
Weathered
By 3rd level, you suffer no ill effects from extreme weather or high altitude, and you always know when a storm is set to occur at least 1 hour before it happens.
Storm Coven
Starting at 6th level, your body is a living storm. You are resistant to thunder damage, as well as your choice of either cold or lightning damage.
Additionally, members of your coven are unaffected by the negative effects of strong winds or heavy precipitation, and when you or a member of your coven deals lightning or thunder damage to a target, you can cause the target to take an additional 1d6 damage of that type. You can't deal this extra damage again until the start of your next turn.
Maelstrom Wings
At 14th level, you gain a flying (hover) speed of 60 feet.
Stormcaller
At 20th level, your storm magic is unparalleled. You can gain control of the weather within 1 mile of you. As an action while you are outdoors, you instantly change the current weather conditions, such as temperature, precipitation, and winds. The change lasts for 1 hour, and once this duration ends, the weather reverts to its previous state over the course of 1 minute.
While you have the weather altered this way, you can use your bonus action on each of your turns to create one of the following effects:
Glacial Wind. You can draw freezing wind from the atmosphere above. You create a 20-foot-radius, 40-foot-tall cylinder centered on a point that you can see within 120 feet. Each creature in the area must make a Constitution saving throw, taking 3d6 cold damage on a failed save or half as much damage on a successful save.
Lightning Strike. You can target a creature within 120 feet with lightning from the clouds above. The target must make a Dexterity saving throw, taking 4d10 lightning damage on a failure or half as much on a successful save.
Storm Surge. You can raise a wave of water that moves in a 30-foot-long, 10-foot-wide, 10-foot-tall line originating in a point you can see within 120 feet of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Once you use this feature to alter the weather, you can't do so again until you finish a long rest.
Green Magic
Followers of the craft of green magic practice magic that is closely tied to the ancient natural energies of the world, a connection that culminates in the form of a unique familiar. These witches often appear to have some physical traits of animals and plant life, and can usually be found deep within the wild regions of nature with their familiar ally.
Green magic is accepted throughout much of Yvarra, though some view green magic as being a corrupted form of the primal magic wielded by druids. However, green magic is a peaceful witchcraft, practiced by witches who have deep spiritual ties to nature.
Green Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Verdant Knowledge, Natural Ally |
| 3rd | Speech of Flora & Fauna |
| 6th | Primal Coven |
| 14th | Ancient Aegis |
| 20th | Wild Union |
Green Magic Quirks
Upon taking up the craft of Green Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a green magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
| d4 | Quirk |
|---|---|
| 1 | Your eyes take on the appearance of an animal's, such as a cat, goat, snake, or toad. |
| 2 | Your skin has a bark-like texture to it. |
| 3 | You have horns, antlers, cloven feet, or a tail. |
| 4 | Your body is covered in floral tattoos. |
Green Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | entangle, faerie fire |
| 3rd | barkskin, spike growth |
| 5th | plant growth, wind wall |
| 7th | dominate beast, grasping vine |
| 9th | commune with nature, tree stride |
Verdant Knowledge
Beginning at 1st level, you gain proficiency in the Nature skill.
In addition, you learn the druidcraft cantrip. This cantrip is a witch cantrip for you, and does not count against your number of cantrips known.
Natural Ally
Also at 1st level, your connection to nature manifests itself in the form of a bonded, true companion. You learn the find familiar spell, and it does not count towards the total number of spells that you know. When you cast find familiar, it changes in the following ways:
- Your familiar's type is beast, elemental, fey, or plant (your choice), though it still takes the forms normal for a familiar.
- Your familiar's Intelligence score increases to 10, if it isn't already.
- Your familiar can speak and read any language you know.
- You can telepathically communicate with it out to 500 feet.
- When you finish a long rest, choose a witch cantrip you know. Your familiar also knows that cantrip until you choose another this way, and casts it using your spellcasting ability and witch level. Any damage it deals with a cantrip is halved.
Speech of Flora & Fauna
By 3rd level, you can communicate with beasts and plants as if you and they shared a language.
Primal Coven
By 6th level, your connection to your familiar allows you to extend your coven's magic further through it. When your familiar sees a member of your coven cast a Coven Spell, it can use its reaction to cast the same spell without expending a spell slot, provided it is within 500 feet of you. It must follow all the other rules of your Coven Casting feature. Once it casts a spell this way, it can't do so again until you finish a short or long rest.
Additionally, members of your coven aren't slowed by plants magically created or manipulated to impede movement, such as those created by the entangle spell.
Ancient Aegis
At 14th level, you have advantage on saving throws against spells.
Additionally, your familiar can't be affected by spells or other magical effects against its will.
Wild Union
At 20th level, you have mastered the art of bonding with nature and the form of your natural ally. As an action, you can have your familiar appear in your space and merge with you. You transform into a hybrid of your two forms, taking on an appearance of your choice, and speaking with both your voices. For example, you might grow wings or tentacles, develop claws, and have your eyes become more animalistic. For 1 minute, you gain the following benefits:
- You add your Wisdom modifier to your AC.
- You gain 50 temporary hit points.
- You gain all senses and traits that your familiar possesses.
- You gain any special forms of movement your familiar has, with a speed equal to your walking speed.
- You can cast your Coven Magic spells at their lowest level without expending a spell slot.
Once you use this feature, you can't use it again until you finish a long rest.
Gray Magic
Followers of the craft of gray magic practice magic that allows them to raise the dead, summon spirits, and communicate with the souls of the deceased. These witches often appear as though they have risen from the grave themselves, and can be found near ancient burial sites and graveyards.
Grey magic is a highly feared witchcraft, though the presence of spirits in the world of Yvarra make grey witches reluctantly sought after. However, grey magic is considered an important aspect of life in some cultures, such as Kravnia, Osira, and Yorn.
Gray Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Undead Knowledge, Séance |
| 3rd | Unliving Body |
| 6th | Undying Coven |
| 14th | Tombwalker |
| 20th | Beckon Beyond the Grave |
Gray Magic Quirks
Upon taking up the craft of Gray Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a Gray magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
| d4 | Quirk |
|---|---|
| 1 | Your eyes appear dull and colorless, and rarely move. |
| 2 | Parts of your body, such as your hands, tongue, or arms, appear decayed or rotten, as if they belong to a corpse. |
| 3 | You rarely seem to bleed or breathe, even when badly injured or physically strained. |
| 4 | While you sleep, you are almost indistinguishable from a corpse. |
Gray Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | detect evil and good, protection from evil and good |
| 3rd | ray of enfeeblement, see invisibility |
| 5th | speak with dead, vampiric touch |
| 7th | blight, death ward |
| 9th | antilife shell, raise dead |
Undead Knowledge
Beginning at 1st level, you have advantage on Intelligence checks related to funeral rites, the preservation of corpses, and undead.
Additionally, you can communicate with undead as if you and they shared a language, provided that the undead has an Intelligence of 6 or higher.
Séance
At 1st level, you have learned how to briefly commune with the souls of the departed, summoning them to provide knowledge or to assist you in matters of import. As an action, you can implore the spirit of a dead creature that you know to appear and provide you with answers or guidance. As part of this action, you can name a creature. If the creature is dead, and if its soul is free and willing, it can heed your call. Otherwise, the GM chooses the spirit summoned. Regardless of its intelligence and languages it knew in life, the spirit can understand you, and you it. Choose one of the following options:
Question. You ask a single question, which the spirit answers to the best of its knowledge.
Guidance. You ask for assistance in a single task. The next time you make an ability check in the next minute, you can roll 1d8 and add it to the total.
Once it answers your question, or provides you with a bonus to an ability check, the spirit vanishes, and you can't use this feature again until you finish a long rest.
Unliving Body
By 3rd level, you do not need to eat, drink, or breathe, but you can ingest food and drink if you wish.
Undying Coven
Starting at 6th level, you feel your body become more dead than alive. You know the location of any undead within 30 feet of you. Undead that are protected by spells such as mind blank or nondetection, or similar magic can't be detected in this way.
In addition, you imbue deathly energy into your coven's bond. Members of your coven gain resistance to necrotic damage and automatically stabilize if they are dying when they start their turn.
Tombwalker
At 14th level, once per turn, you can use 10 feet of your movement to step magically into one creature's corpse within 5 feet of you and emerge from a second creature's corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be of your size or larger.
Beckon Beyond the Grave
At 20th level, you can call upon the spirits of death to aid you. As an action, you can speak an ancient phrase in Witchtongue, causing five spirits to appear around you. Each spirit can take on an appearance of your choice; however, each spirit is considered a ghost (Monster Manual, pg. 147) for the purposes of its abilities and statistics, and each spirit appears in unoccupied spaces of your choice that you can see within 30 feet of you. A spirit summoned by this ability disappears when it drops to 0 hit points or after 10 minutes pass.
The summoned spirits are friendly to you and your companions. Roll initiative for the summoned spirits as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.
Once you use this feature, you can't use it again until you finish a long rest.
Red Magic
Followers of the craft of red magic practice magic that focuses on the elements, using the might of air, earth, fire, and water to enhance their offensive prowess. These witches often appear to have elemental inspired physical characteristics, admire destruction, and are often the first witches to march into the battlefield.
Considered one of the oldest forms of witchcraft, red magic has long been used by witches and witch armies as the most powerfully offensive type of magic to wield against foes. With the power of air, earth, fire, and water at their command, red witches are mighty practitioners of the elements.
Red Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Ancient Knowledge, Transmute Destruction |
| 3rd | Elemental Charm |
| 6th | Primordial Coven |
| 14th | Elemental Affinity |
| 20th | Wrath of the Elements |
Red Magic Quirks
Upon taking up the craft of Red Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a red magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
| d4 | Quirk |
|---|---|
| 1 | Your eyes have blue, brown, red, or yellow sclera. |
| 2 | Your body is covered in Primordial script. |
| 3 | Your skin feels warm, rugged, cool, or damp to the touch. |
| 4 | You have stone or crystal fingernails, webbed hands and feet, have a breathy voice, or ash gray skin. |
Red Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | burning hands, thunderwave |
| 3rd | gust of wind, scorching ray |
| 5th | call lightning, fireball |
| 7th | control water, stone shape |
| 9th | flame strike, wall of stone |
Ancient Knowledge
Beginning at 1st level, your understanding of the elements allows you to commune with those beings composed of them. You learn how to speak, read, and write Primordial.
Transmute Spells
At 1st level, you can harness destructive elemental power. When you deal damage with a witch spell, you can choose to deal acid, cold, fire, lightning, or thunder damage instead of the normal damage.
Elemental Charm
By 3rd level, whenever you make a Charisma check when interacting with elementals, treat a roll of 8 or lower on the d20 as a 9.
Primordial Coven
By 6th level, you can harness the elements to protect you. Whenever you cast a spell that deals either acid, cold, fire, lightning, or thunder damage, you can cause the residual acid, frost, flames, lightning, or thunderous energy to encircle you until the beginning of your next turn.
The acid, frost, flames, lightning or thunderous energy doesn't harm you or your possessions. While this energy is present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 acid, cold, fire, lightning, or thunder damage (as appropriate to the elemental energy surrounding you).
Additionally, you can bestow elemental protection upon your coven. When you complete a long rest, choose one from either acid, cold, fire, lightning, or thunder damage. Members of your coven gain resistance to the chosen damage type until they complete a long rest.
Elemental Affinity
By 14th level, when you deal acid, cold, fire, lightning, or thunder damage with a witch spell, you can add half your witch level to one of the damage rolls.
Additionally, when you take acid, cold, fire, lightning, or thunder damage, you can reduce the damage taken by an amount equal to half your witch level.
Wrath of the Elements
At 20th level, you can infuse your surroundings with raw, primordial energy by speaking an ancient phrase in Witchtongue. As an action, you can cause a chaotic fray of elemental power to appear in a 60-foot-tall cylinder with a 60-foot radius centered on a point you choose within range: lightning streaks penetrate the air, the winds moan with furious snows, the earth cracks and breaks under your footsteps, and flames temporarily flare up from the ground. For 1 minute, to all creatures save for you, the area is heavily obscured, and the ground in the area is considered difficult terrain. Creatures of your choice are immune to the effects of this feature.
When a creature other than you enters the affected area for the first time on a turn or starts it turn there, it must make a Dexterity saving throw against your witch spell save DC. On a failed save, it takes your choice of either acid, cold, fire, lightning, or thunder damage equal to your witch level as it is struck by the elemental fury.
While you are within the affected area, the benefits granted by your Elemental Affinity feature equal twice your witch level instead of half your witch level.
Once you use this feature, you can't use it again until you finish a long rest.
Steel Magic
Followers of the craft of steel magic practice magic tied to warfare and martial prowess, and are often known as steel witches or witch knights. These witches often appear more muscular and leaner than other witches, possessing metallic colored skin, eyes, or hair. They can be found protecting covens, often enlisting as special guardians or elite troops.
In Yvarra, these witches are most renowned for their roles as defenders and elite warriors. First founded during the Age of Witchcraft, steel witches became the special forces of the witch queens, serving as their protective entourage. Since the fall of the witch queens over 1200 years ago, steel witches now serve primarily as guards to the Tricon of Yorn or as agents of their will and command. However, some steel witches can be found in the various armies of Kravnia, Osira, or even as wanderers or warmongers who seek glory.
The belief that these witches have in their witchcraft allows them to harness magic that can both protect and kill, as well as make a member of their coven become a warrior unhindered by restraints of all kinds.
Steel Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Martial Knowledge, War Trance |
| 3rd | Battlewitch |
| 6th | Combative Coven |
| 14th | Warrior's Soul |
| 20th | Warcraft |
Steel Magic Quirks
Upon taking up the craft of Steel Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a steel magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
| d4 | Quirk |
|---|---|
| 1 | Your nails and teeth are filed to razor sharp points. |
| 2 | You feel compelled to carry a weapon at all times. |
| 3 | Your dreams are filled with warfare and combat. |
| 4 | Your eyes are steel colored. |
Steel Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | heroism, inflict wounds |
| 3rd | branding smite, enhance ability |
| 5th | haste, protection from energy |
| 7th | death ward, freedom of movement |
| 9th | cloudkill, dominate person |
Martial Knowledge
Beginning at 1st level, you become proficient in light armor, medium armor, martial weapons, and shields.
War Trance
Also at 1st level, you can enter into a magical state, known as your War Trance. As a bonus action, you enter into your War Trance, which lasts for 1 minute, or until you are incapacitated or reduced to 0 hit points. For the duration of your War Trance, you gain the following benefits:
- When you attack with a weapon, you can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- Once per turn when you hit a creature with a weapon attack, you deal an additional 1d4 force damage. This amount increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Once you have used this feature, you cannot do so again until you finish a short or long rest.
Battlewitch
At 3rd level, you learn a ritual that creates a bonded weapon worthy of witchcraft. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can use that weapon as a witch focus, and you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can only have one weapon bonded in this way. If you attempt to bond with a second weapon, you must break the bond with one of the first.
Combative Coven
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Additionally, whenever a coven member expends a coven magic spell slot, each coven member gains a bonus to the next attack roll it makes before the start of their next turn. This bonus is equal to the level of the coven magic spell slot spent.
Warrior's Soul
By 14th level, damage you take is reduced by an amount equal to your Wisdom modifier, and you can now apply your War Trance damage to any attack you make on your turn.
Warcraft
At 20th level, you can enter an enhanced War Trance until the end of your turn (no action required). While in your enhanced trance, you gain the following benefits:
- You gain all the benefits of your War Trance, even if you haven't expended a use of your War Trance.
- Your walking speed is doubled.
- Your movement does not provoke opportunity attacks.
- You can attack a number of times equal to twice your Wisdom modifier (minimum of 4), instead of twice, whenever you take the Attack action on your turn.
Once you have used this bonus action, you can't do so again until you finish a long rest.
Violet Magic
Followers of the craft of violet magic practice magic tied to prophecies, fate, and mystic arts. These witches often appear akin to fortunetellers and soothsayers, with transcendental or supernatural physical properties, and are often seeking the wisdom of the future and the inner workings of the mind.
Considered one of the most sacred and religious types of witchcraft in Yvarra, violet magic has a long history within the world. First practiced by isfödda in Ulvrand and the ursa of northern Vanhamaa, violet magic is often associated with religious practices, particularly with regards to worship of the Great Beasts, Onai, Quaine, and even gods such as Icthelion and Mirannon.
Many violet magic witches are the center of tales and myths, often guiding heroes to their goals or prophesizing the coming of oracles or moments of calamity or darkness. Some violet magic witches even claim to have access to the threads of fate held by both the Old Gods and New Gods.
Violet Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Preternatural Knowledge, Soothsaying |
| 3rd | Voice of the Mind |
| 6th | Watchful Coven |
| 14th | Mystical Projection |
| 20th | Eye of Fortune |
Violet Magic Quirks
Upon taking up the craft of Violet Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a violet magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
Violet Magic Quirks
| d4 | Quirk |
|---|---|
| 1 | You frequently whisper in your sleep in languages that you do not know while awake. |
| 2 | Your eyes are clouded over, as if you were blind. |
| 3 | You have vestigial eyes on different parts of your body, such as your palms. |
| 4 | Your body hovers above the ground while you are sleeping or casting a ritual. |
Violet Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | alarm, bless |
| 3rd | locate object, see invisibility |
| 5th | clairvoyance, tongues |
| 7th | locate creature, secret chest |
| 9th | scrying, telepathic bond |
Preternatural Knowledge
Beginning at 1st level, you become proficient in your choice of either the Insight or Perception skill.
In addition, you learn the guidance cantrip. This cantrip is a witch cantrip for you, and does not count against your number of cantrips known.
Soothsaying
Starting at 1st level when you take up this witchcraft, you can divine moments of a creature's future. Over the course of 1 hour, you can concentrate, as if on a spell, on either yourself or one creature that stays within 30 feet of you for the entire hour to perform a ritual. This ritual can involve the use of reading tarot cards, tossing bones, haruspicy, using carved pieces of wood, or another means of divination, and it can be completed over a short or long rest.
At the end of the ritual, you catch a glimpse of what is to come for that creature: the GM describes one event, vague or specific, in 10 or fewer words that may occur within the next 24 hours. For example, the GM may say "You will encounter a powerful wizard", "An ambush awaits you ahead", or "The land will prove challenging to you". If the event comes to pass, for the next minute the creature can grant itself advantage on one attack roll, ability check, or saving throw it makes. A creature can benefit from this ritual only once per long rest.
Voice of the Mind
By 3rd level, you can communicate telepathically with any creature within 30 feet of you. The creature must be able to understand at least one language, though you don't need to share a language with the creature for it to understand your telepathic speech.
Watchful Coven
Starting at 6th level, you receive glimpses of foresight. While you aren't blinded, deafened, or incapacitated, you have advantage on Dexterity saving throws against effects you can see.
Additionally, your coven becomes enhanced with brief moments of foresight. Members of your coven cannot be surprised while they are conscious, and gain a bonus to initiative rolls equal to your Wisdom modifier.
Mystical Projection
At 14th level, while unconscious, you can have your spirit leave your body and roam the physical world. Your spirit is invisible, immune to all damage and effects, and can see and hear normally, as well as see into the ethereal plane out to a range of 60 feet.
Also, your spirit has a flying speed of 60 feet, can move through objects and creatures as if they were difficult terrain, and you can't take actions or reactions. You can't move more than 500 feet away from your body, and you immediately return to your body if you ever regain consciousness.
Eye of Fortune
At 20th level, you can alter the forces of weal and woe. As a reaction, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with a 20 or a 1 (your choice).
If you replace an attack roll with a 20 using this feature, the attack is considered a critical hit.
Once you use this feature, you can't use it again until you finish a short or long rest.
White Magic
Followers of the craft of white magic practice benevolent magic, particularly arts tied to healing and restoration. These witches often appear quite beautiful and graceful, and can be found trying to provide sanctuary and medical aid to those in need.
Among the various types of witchcraft in Yvarra, none are more respected and accepted in the public eye than that of white magic. While there are exceptions to this in some cultures, white magic is generally seen as one of the few types of witchcraft that are permissible and safe to practice without fear of ridicule or persecution.
There are even tales of white magic witches in stories, songs, and legends in Yvarra; white witches healing a noble hero before they face their fearsome foe, white witches wading into a town stricken with plague and curing everyone of the disease, and so on. There are even rumors and tales that the New God Avessia, the Yvarran god of Blood, Light, and Purity, was once a white magic witch when she was mortal.
Many white magic witches in Yvarra are even accepted at some noble courts or inducted into unique orders or organizations, providing brilliant medical care, wisdom, and kindness to those who treat them with respect. These witches are among the most widely recognized and respected witches to walk the world.
White Magic Features
| Witch Level | Feature |
|---|---|
| 1st | Curative Knowledge, Safeguard |
| 3rd | Resilient Purity |
| 6th | Coven Restoration |
| 14th | Miraculous Vitality |
| 20th | White Ward |
White Magic Quirks
Upon taking up the craft of White Magic, you have acquired odd behaviors or physical traits. Consider the following quirks when creating a white magic witch. You may choose any number of quirks, or roll on a d4 on the table below.
| d4 | Quirk |
|---|---|
| 1 | Your eyes are brilliantly colored and faintly glow. |
| 2 | Your hair is long and beautiful, and never gets tangled or dirty. |
| 3 | Your smile and laughter are comforting and kind. |
| 4 | You often feel compelled to assist anyone in pain, even if you were the one who recently caused it. |
White Magic Coven Spells
At each indicated witch level, you add the listed spells to your spells known. These spells do not count towards the total number of spells that you know.
| Witch Level | Spells |
|---|---|
| 1st | healing word, sanctuary |
| 3rd | lesser restoration, gentle repose |
| 5th | beacon of hope, revivify |
| 7th | private sanctum, resilient sphere |
| 9th | dispel evil and good, greater restoration |
Curative Knowledge
Beginning at 1st level, you gain proficiency in the Medicine skill.
In addition, your time having treated diseases and poisons allows you to recognize their presence. As an action, you can sense illness and are made immediately aware of diseases and poisons affecting a creature within 30 feet of you, provided that you can see the creature.
In addition, you also have advantage on Wisdom (Medicine) checks made to identify and understand the nature of the disease or poison.
Safeguard
Starting at 1st level when you take up this witchcraft, you can weaken the attacks made against your or your allies. Whenever you or a creature within 30 feet of you that you can see would take damage from an attack, spell, or other ability, you can use your reaction to reduce the damage taken by 2d4 plus half your witch level (rounded up). You can target additional creatures with this feature when you reach higher levels in this class: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.
Resilient Purity
By 3rd level, you are immune to disease.
Coven Restoration
Starting at 6th level, you have become more attuned distributing restorative energies. The range of your Safeguard feature increases to 60 feet, and you now can reduce damage taken by 3d4, instead of 2d4.
Additionally, the bond you share with members of your coven aids them in times of trouble. Whenever a creature who is a member of your coven regains hit points via a spell, item, or other feature, that member gains additional hit points equal to your Wisdom modifier (minimum of 1).
Miraculous Vitality
At 14th level, you cannot be blinded, deafened, paralyzed, or poisoned.
White Ward
At 20th level, as an action, you can touch a creature and bestow upon it an ancient, powerful ward. For 1 minute, the creature cannot be affected by any condition unless it chooses to be. While this ward is active, the first time the creature would drop to 0 hit points as a result of taking damage, the ward ends, and the creature instead drops to a number of hit points equal to three times your witch level.
Once you use this feature, you can't use it again until you finish a long rest.
On Witches (Fourth Wall Break)
This is a note from the designer, Yorviing, regarding the witch class specifically. While this is sort of 'fourth wall' breaking, there are several important notes that I wanted to address and put here.
On Witch Themes & Tropes. While this class is not meant to be a direct, one-to-one representation of this, many elements of this class are designed with inspiration in mind from my own Wiccan beliefs but altered and represented in such a way as to how my setting of Yvarra works (on both its history, lore, and themes). As a result, I tried very deliberately to not misrepresent certain elements, I do encourage readers to look more into Wicca if you are interested in it from an educational perspective, and I attempted to design the class in such a way as to not rely too heavily on classical tropes that many consider necessary to classic witch iconography (at least from a Western perspective), such as brooms, pointy hats, and so on.
Witches & Perspective. Witchcraft is in many ways a very difficult topic and concept to condense down into a form of universal summary. While certain themes such as magic and supernatural elements are very common, it is important to recognize that what makes someone a 'witch' in Yvarra is not meant to represent how witches or practitioners of witchcraft are in our own world, and the two should not be equated or compared on a one-to-one basis.
In addition, it is also important to understand that using witches in stories (and especially in campaigns) that witches are not universally reduced to simply stereotypes. While particular characters (such as NPC's or even player characters) may have specific views on witches, witchcraft, and so on, it is important to not let any views devolve into negative caricatures, misrepresentations, or worse.
My Witch Class. Finally, my witch class ultimately does combine elements of my own spiritual views, worldbuliding style, and gameplay in order to attempt to represent a witch class that hopefully is exciting and fun to play. I hope you enjoy it.
Witch Spell List
Cantrips (0 Level)
- alter aspect * +
- arcane signature * +
- chill touch
- dancing lights
- levin * +
- light
- mage hand
- message
- minor illusion
- poison spray
- prestidigitation
- serpent tongue * +
- shape darkness * +
- shocking grasp
- spook * +
- thaumaturgy
- vicious mockery
- witchery *
1st Level
- bane
- bless
- charm person
- color spray
- comprehend languages (ritual)
- create or destroy water
- cure wounds
- curse of regret * +
- detect evil and good
- detect magic (ritual)
- detect poison and disease (ritual)
- disguise self
- faerie fire
- find familiar (ritual)
- fog cloud
- hag's blessing * +
- hideous laughter
- identify (ritual)
- mage armor
- protection from evil and good
- purify food and drink (ritual)
- shadow serpents * +
- silent image
- sleep
- speak with animals (ritual)
- unseen servant (ritual)
2nd Level
- acid arrow
- alter self
- animal messenger (ritual)
- arcanist's magic aura
- augury (ritual)
- blindness/deafness
- blur
- calm emotions
- darkness
- enhance ability
- enlarge/reduce
- enthrall
- hold person
- invisibility
- lesser restoration
- levitate
- locate animals and plants (ritual)
- locate object
- magic mouth (ritual)
- mirror image
- misty step
- moonbeam
- pass without trace
- protection from poison
- ray of enfeeblement
- see invisibility
- shadow binding * +
- silence (ritual)
- spider climb
- suggestion
- swarm breath * +
- vocal mimicry * +
- web
3rd Level
- bestow curse
- call lightning
- choir of crows * +
- clairvoyance
- counterspell
- create food and water
- dispel magic
- fear
- fly
- gaseous form
- glyph of warding
- haste
- hypnotic pattern
- laceration * +
- lightning bolt
- magic circle
- nondetection
- protection from energy
- remove curse
- slow
- spirit guardians
- tiny hut (ritual)
- tongues
- water breathing (ritual)
4th Level
- arcane eye
- banishment
- blight
- compulsion
- confusion
- conjure minor elementals
- death ward
- dimension door
- dominate beast
- hallucinatory terrain
- haunting of the sun * +
- locate creature
- moonwraith * +
- phantasmal killer
- polymorph
- witchsong * +
5th Level
- antilife shell
- awaken
- commune with nature (ritual)
- conjure elemental
- contagion
- dispel evil and good
- dominate person
- dream
- geas
- hag's mount * +
- hallow
- haunt (ritual) * +
- hold monster
- insect plague
- lunar lightning * +
- mislead
- modify memory
- passwall
- planar binding
- scrying
- seeming
- shadow stride * +
6th Level
- contingency
- find the path
- forbiddance (ritual)
- guards and wards
- harm
- heal
- instant summons
- magic jar
- mass suggestion
- planar ally
- transport via plants
- true seeing
- witch's lair (ritual) * +
7th Level
- etherealness
- find greater familiar (ritual) * +
- mirage arcane
- plane shift
- prismatic spray
- regenerate
- reverse gravity
- sequester
- svartureldur * +
- symbol
8th Level
- animal shapes
- antimagic field
- antipathy/sympathy
- control weather
- demiplane
- dominate monster
- feeblemind
- glibness
- invoke coven * +
- mind blank
9th Level
- gate
- imprisonment
- power word kill
- shapechange
- tabula rasa * +
- true polymorph
- weird
- wish
*New Spell
+Spell with Witchtongue effect
Witch Spells
The following is a list of new spells found on some class spell lists, presented in alphabetical order.
Alter Aspect
Transmutation cantrip (fleshwarping)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a chameleon scale)
- Duration: Until dispelled
- Class: Sorcerer, Witch, Wizard
You change a part of your physical appearance. You can alter your appearance in one of the following ways:
- You change the color and length of your hair.
- You change the color of your eyes.
- You adjust your height to be up to 3 inches shorter or taller.
- You change the shape of your eyebrows, the length of your nose, the size of your ears, or the length of your teeth.
- You increase the length of your limbs to be up to 3 inches longer or shorter.
- You change the shape of your mouth and lips.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss any effect as an action.
If you speak in Witchtongue when you cast this spell, you can have up to four of its effects active at a time.
Arcane Signature
Divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Special (see below)
- Class: Warlock, Witch
Often used when sealing or making bargains with a witch or crone, this spell allows you to inscribe a personal mark onto an object or creature. The mark can be a symbol, a word, or a brand, and cannot be larger than 3 inches in diameter.
Inscribing the mark does not harm or affect the object or creature that it is inscribed upon, and can take on an appearance of your choosing (such as the mark appearing as if engraved into wood, left as a scar from a brand, stitched into fabric, burned into the surface, or etched as a tattoo).
A target can only be marked by this spell once by you. If you attempt to inscribe an additional mark on the same target, the first mark immediately fades.
The mark lasts indefinitely unless dispelled or dismissed as an action by the caster. The caster perfectly remembers upon what objects and creatures they have inscribed their mark.
If you speak in Witchtongue when you cast this spell, you can cause the mark to appear invisible unless when a trigger condition is met. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could cause the mark to become visible when a creature says a particular phrase, uses a particular object or the object is used in some way, or during a specific time each day.
Choir of Crows
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the skull of a crow that has been coated in silver worth at least 25 gp)
- Duration: Instantaneous
- Class: Bard, Druid, Warlock/Occultist, Witch, Wizard
A large murder of crows appears in a location you choose within range. The area of the murder consists of up to five 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Constitution saving throw. It takes 4d8 thunder damage on a failed save, or half as much damage on a successful one, as the crows unleash a wave of dreadful cawing. The crows then vanish. A creature who is deafened is immune to this spell.
If you speak in Witchtongue when you cast this spell, the cawing of the crows is mingled with speech, with some of the crows mimicking the voices of those nearby. A creature who fails its Dexterity saving throw takes additional psychic damage equal to your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you create one additional cube for each slot level above 3rd.
Curse of Regret
1st-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a coffin nail or a wooden stake burnt at one end)
- Duration: 1 minute
- Class: Warlock, Witch
Uttering a foul incantation, you attempt to curse a creature that you can see within range. The creature must make a Wisdom saving throw or be cursed for 1 minute. While the target is cursed, multiple shards of arcane energy begin to float around the creature. These shards appear like sharp objects that can take on a form of your choice, but can be no longer than 3 feet each. For example, the shards can take the form of large nails, stakes, short spears, arrows, or needles.
For the duration of the curse, whenever the creature takes the Attack, Cast a Spell, or Use an Object action, the creature takes 1d10 force damage. The creature can repeat their saving throw at the end of their turn, ending the effect on a success.
A remove curse spell ends this curse early.
If you speak in Witchtongue when you cast this spell, whenever the creature takes the Attack, Cast a Spell, or Use an Object action, the creature’s speed is reduced by 5 feet for the remainder of their turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, you deal an additional 1d10 force damage for each slot level above 1st.
Find Greater Familiar
7th-level conjuration (ritual)
- Casting Time: 1 hour
- Range: 30 feet
- Components: V, S, M (500 gp worth of charcoal, incense, and herbs that must be consumed by fire in a silver or golden brazier)
- Duration: Instantaneous
- Class: Witch, Wizard
You gain the service of a familiar, a spirit that takes on the form of a beast of CR 5 or lower. The familiar appears in an unoccupied space within range, and the familiar has the statistics of the chosen form, though it is considered a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, the familiar rolls its own initiative and acts on its own. A familiar can attack and take other actions as normal.
The familiar also gains the following benefits: the familiar's Intelligence score increases to 14, if it is lower, the familiar gains a name of its choice, and the familiar is able to speak and read every language that the caster is able to speak, read, and write. The familiar cannot write unless it has the appendages to do so. The familiar gains a basic personality, and its consciousness is always summoned into the new form whenever this spell is cast. The familiar can also interact with objects in a manner that makes logical sense to its form.
The familiar is also able to attune to one magic item at a time, and this item appears and disappears with it when it is summoned or dismissed. If you dismiss your familiar forever, the item is returned to you. The familiar ignores class and race restrictions for the purposes of attunement.
When the familiar drops to 0 hit points, it disappears in a puff of smoke, leaving behind no physical form, and it reappears after you cast this spell again. While your familiar is on the same plane of existence as you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar, with the familiar disappearing into a pocket dimension where it awaits you to summon it. Alternatively, you can dismiss it forever. While it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than on familiar at any given time. If you have a familiar already by means of the find familiar spell, you must dismiss the familiar granted by the find familiar spell. You can only have the familiar from find familiar or from this spell active at a time, and you cannot have both.
If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms of a beast of CR 5 or lower. The familiar then transforms into the new chosen form.
Finally, when you cast a spell with a range of touch or a spell with a range of 30 feet or less, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 150 feet of you to do so, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll, and if the spell requires a saving throw, you use your spell save DC for the spell.
If you speak in Witchtongue when you cast this spell, the creature summoned by this spell can be an elemental or undead instead of a beast.
Hag’s Blessing
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small turtle shell engraved with runic etchings)
- Duration: 1 hour
- Class: Witch
You touch a willing target within reach, blessing it with a protective ward. For the duration of the spell, the target can't be cursed or possessed, and the target gains a +1 bonus to its AC. Additionally, the target’s movement speed cannot be reduced for the duration of the spell.
Hag’s Mount
5th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 4 hours
- Class: Witch
You touch an object that can fit within a 5-foot cube or a willing beast of size Large or smaller. For the duration, so long as you remain in contact with the object or beast, you can use it to fly, gaining a flying speed of 60 feet.
When the spell ends, you and the object or creature float gently to the ground if you and it are still aloft. If you are flying when the object is destroyed or the beast dies, then you begin falling towards the ground.
Additionally when you cast this spell, you can alter the appearance of the object or creature. It must remain the same size and general shape, but you can alter aspects of its appearance, such as changing its color, causing it to continuously emit a specific sound or phrase, emitting a thin smoke, adding additional legs or eyes, or be covered in tentacles or protrusions made of bones.
Haunt
5th-level necromancy (ritual)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a small reliquary worth at least 100 gp, incense, a handful of grave dirt, three drops of blood, and a small holy symbol)
- Duration: Until dispelled
- Class: Medium, Warlock/Occultist, Witch
When you cast this spell, you bind a spirit to occupy a particular area. Choose a structure or an area with a defined humanoid-made boundary, such as a house, temple, ruin, tower, field, or graveyard. The reliquary is then placed within the chosen area or structure. It has an AC of 16 and 30 hit points, and it cannot be taken outside of the affected area or structure. You can only bind one spirit to an area in this way at a time.
The spirit is friendly to you and creatures of your choice. For the spell's duration, the spirit haunts the chosen area or structure, and assumes the statistics of an undead of your choice with a challenge rating of 5 or lower.
When you cast this spell, you specify directions that the spirit must abide by. For example, you can instruct the spirit to attack any creature that comes within the affected area or structure. Or, you might instruct it to only attack creatures who interact with the reliquary, a specific part of the area or structure (such as a door, a coffin, or a specific item left within the area or structure), or you might specify that it follows a specific routine, such as only appearing at night or under particular circumstances (such as during a full moon or during a storm).
When the spirit is reduced to 0 hit points, it reforms in the same area after 24 hours. The spirit can only be destroyed if the reliquary is destroyed, or if the area becomes holy or consecrated, such as by way of a hallow spell.
If you cast this spell while speaking in Witchtongue, you can cause the spirit assume an illusory form of your choice, though it maintains the same statistics as the creature you choose. For example, you might cause the spirit to assume the form of a creature you knew who died, a monstrous version of a beast or fiend, a form of a beast or plant, or even appear like an undead version of yourself.
A creature carefully examining the illusion the illusionary form can attempt an Intelligence (Investigation) check against your spell save DC to see past it. A creature who discerns the spirit's illusory form for what it is, see it as a vague image superimposed on the spirit until the spirit assumes its normal form.
Haunting of the Sun
4th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the charred skull of a rooster)
- Duration: Concentration, up to 1 minute
- Class: Warlock, Witch
You draw wisps of solar power to you as you attempt to curse a creature with fear of the sun. Choose a creature that you can see within range to make a Wisdom saving throw. On a failed save, the target is considered cursed and suffers the following penalties:
- While in sunlight, the target has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- The creature must also use its movement on its turn to move away from any source of sunlight that it can see. If there is no source of sunlight, the creature instead uses its movement to avoid any source of bright light that it can see, or otherwise takes the Hide action.
- When a creature moves into or within an area of sunlight, it takes 2d6 radiant damage for every 5 feet it travels.
If you speak in Witchtongue when you cast this spell, the target has disadvantage on saving throws against being frightened while in an area of sunlight.
A remove curse spell ends this effect.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature with this spell for each slot level above 4th.
Invoke Coven
8th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M (an athame that has pierced the heart of a cursed creature)
- Duration: 1 hour
- Class: Witch
You summon three hags, each hag appearing physically in an unoccupied space that you can see within range. Each hag uses the Hag stat block (see following page).
A hag disappears when it drops to 0 hit points or when the spell ends. The hags are friendly toward you and your companions. Roll initiative for each hag, and each hag has its own turns. Each hag is under the GM’s control, and each hag obeys verbal commands that you issue to it (no action required by you). If you don't issue any, a hag defends itself, but otherwise takes no action.
All three hags are considered to be in the same coven for the purposes of their Coven Casting feature. Each hag considers each other hag summoned as an ally, and each hag remains friendly to you and your companions unless directly harmed by you or your companions.
Note: See the following page for the 'hag' statblock associated with this spell.
Levin
Evocation cantrip
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: V, S, M (lightning caught in a bottle)
- Duration: Instantaneous
- Class: Warlock, Witch, Wizard
Thought to have been first used by ancient hags, this spell sends lightning hurtling towards your foes. You unleash small streaks of lightning and each creature other than you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage
If you speak in Witchtongue when you cast this spell, the damage die increases from 1d6 to 1d8.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Hag
Medium fey (witch)
- Armor Class 17
- Hit Points 97 (13d8 + 39)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 15 (+2)
- Skills Arcana +4, Deception +4, Intimidation +4, Perception +6, Stealth +5
- Senses darkvision 60 ft., passive Perception 16
- Languages Common, Witchtongue
- Challenge 4 (1100 xp)
Innate Spellcasting. The hag's innate Spellcasting Ability is Wisdom (spell save DC 14). They can innately cast the following Spells, requiring no material components:
At will: arcane signature *, levin *, minor illusion, vicious mockery
Coven Casting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells but must share the spell slots among themselves:
• 1st level (4 slots): disguise self, identify, ray of sickness
• 2nd level (3 slots): cloud of daggers, hold person, suggestion
• 3rd level (3 slots): bestow curse, counterspell, fear, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph, witchsong *
• 5th level (2 slots): hold monster, scrying
• 6th level (1 slot): eye biteFor casting these spells, each hag is a 12th-level spellcaster that uses Wisdom as their spellcasting ability. The spell save DC is 12 + the hag's Wisdom modifier, and the spell attack bonus is 4 + the hag's Wisdom modifier.
Actions
Multiattack. The hag makes two attacks with its claws.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Invisible Passage. The hag magically turns Invisible until it attacks or casts a spell, or until its Concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carry is invisible with it.
Lunar Lightning
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (an ornate silver rod worth at least 500 gp)
- Duration: Instantaneous
- Class: Druid, Witch
This spell was first mastered by ancient druids and witches in Yvarra who sought to harness the harness the ancient power of the moons above.
You can cast this spell only while outside and at night. Holding the rod above you, you harness lunar energy to erupt in the form of lightning in a vertical column in a location you specify. Each creature in a 10-foot radius, 60-foot-high cylinder centered in a point within range must make a Dexterity saving throw. A creature takes 4d8 lightning damage and 4d8 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form for 1 minute.
If you are outdoors at night and at least one moon is visible when you cast this spell, your spell draws more power from the moons. Under such conditions, the spell's radiant damage increases by 1d8 for each moon that is visible.
If you speak in Witchtongue when you cast this spell, you can cast this spell at night even if you are not outside.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the lightning damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.
Moonwraith
4th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a skull engraved with carved runes that has been left in the light of a moon for 4 hours)
- Duration: Concentration, up to 1 minute
- Class: Druid, Witch
Uttering an incantation, a pale and ghostly form of a skeletal figure composed of moonlight enshrouds your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The ghostly form provides you with a shield of radiant lunar energy and blesses you with the calm tranquility of the night, granting you resistance to radiant damage and advantage on saving throws against being frightened.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the ghostly form retaliates with a spectral strike. The attacker takes 2d8 radiant damage. If the attacker is a shapechanger, it takes an additional 1d8 radiant damage.
If you speak in Witchtongue when you cast this spell, you are instead immune to being frightened.
If you cast this spell outside and with an unobstructed view of the night sky, the spell's damage increases by 1d8.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher level, the damage increases by 1d8 for each slot level above 4th.
Serpent Tongue
Transmutation cantrip
- Casting Time: 1 action
- Range: Self (10 feet)
- Components: V, S
- Duration: 1 minute
- Class: Witch
Your tongue transforms into a long serpent. On each of your turns for the duration, you can use an action to make a melee spell attack against one creature within 10 feet of you. On a hit, the target takes 1d10 poison damage.
You are able to speak and breathe normally while your tongue is transformed in this way. If your serpent tongue is severed for any reason, the part remaining attached to your body reverts back to your normal tongue.
Additionally when you cast this spell, you can speak through the mouth of the serpent.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17 level (4d10).
Shadow Binding
2nd-level illusion (umbral magic)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Class: Sorcerer, Warlock, Witch, Wizard
You choose a creature that has a shadow and that you can see within range. The target must make a Strength saving throw. The target has disadvantage on the saving throw if they are not in darkness. On a failed save, the target takes 2d6 necrotic damage as the target’s shadow emits shadowy tendrils, arms, or chains and is restrained for the spell’s duration.
To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by their shadow. On a failure, the creature immediately takes 2d6 necrotic damage.
If you speak in Witchtongue when you cast this spell, the a mouth emerges in the target’s shadow that whispers to the target, and whenever the target would take damage from this spell, the target takes an additional 1d6 psychic damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Shadow Serpents
1st-level evocation (umbral magic)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a serpent tongue blackened over an open flame)
- Duration: Instantaneous
- Class: Warlock/Occultist, Witch, Wizard
You create two magical serpents made of shadow that immediately lunge at targets within range that you can see. You can cause them to head toward one target or several.
Make a ranged spell attack for each serpent. You have advantage on the spell attack rolls for each serpent if the target of the attack is in dim light or darkness. On a hit, the target takes 1d10 necrotic damage.
When you speak in Witchtongue when you cast this spell, the serpents utter foul curses in Witchtongue before they strike a target, and the spell's damage increases to 1d12 for each serpent.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create one additional serpent for each slot level above 1st.
Shadow Stride
5th-level conjuration (umbral magic)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Class: Druid, Warlock/Occultist, Sorcerer, Witch, Wizard
You gain the ability to step into a shadow and move from inside it to inside another shadow within 500 feet. Both shadows must be at least the same size as you, and you must use 5 feet of movement to enter a shadow. You instantly know the location of all other shadows within 500 feet and, as part of the move used to enter the shadow, can either pass into one of those shadows or step out of the shadow you're in. You appear in a spot of your choice within 5 feet of the destination shadow, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the shadow you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a shadow.
If you speak in Witchtongue when you cast this spell, you can cause the shadows to distort, change shape, or make images of mouths, tentacles, hands, eyes, or shadowy flames appear in the shadows when you appear from a shadow.
Shape Darkness
Transmutation cantrip (umbral magic)
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: 1 hour
- Class: Druid, Warlock/Occultist, Sorcerer, Witch, Wizard
You choose a portion of a shadow that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.
-
You cause the shadow of a target creature or object to reshape into a shape of your choice, such as an object’s shadow or the shadow of another creature. This change lasts for 1 hour.
-
You cause shapes to appear in the shadow formed out of the shadows themselves, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
-
If the shadow you target is on the ground, you cause it to become difficult terrain by forming spikes, hands, or tentacles of shadow to form in the shadow itself. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action.
If you speak in Witchtongue when you cast this spell, you can cause a disembodied voice to speak a repeating word or short phrase to emanate from the shadow in a language that you can speak.
Spook
Illusion cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small bone necklace)
- Duration: Instantaneous
- Class: Bard, Medium, Warlock/Occultist, Witch, Wizard
You momentarily conjure a horrifying spirit that lunges toward a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 psychic damage and moves 10 feet away from you if it can move and its speed is at least 10 feet. This movement doesn't provoke opportunity attacks, and if the direction is blocked, the target doesn't move. The creature doesn't move into obviously dangerous ground, such as a fire or a pit.
If you speak in Witchtongue when you cast this spell, if the target fails its saving throw, the spirit assumes the form of one of its deepest fears.
The spell's damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Svartureldur
7th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: 1 minute
- Class: Warlock, Witch
Your eyes briefly flash with bright red light before scorching, black flames silently wreath around one creature you can see within range. The target must make a Wisdom saving throw. It takes 6d8 fire damage and 6d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is cursed and also burns for the spell's duration. The curse causes the burning target‘s speed to be reduced to 0, and the creature must spend its each of its subsequent turns writhing in pain. At the end of each of its turns, the target repeats the saving throw. It takes 2d8 fire damage and 2d8 necrotic damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through both magical and nonmagical means. A remove curse spell cast with a spell slot of 7th level or higher ends this effect.
If you speak in Witchtongue when you cast this spell, if damage from this spell reduces a target to 0 hit points, the target is turned to blackened ash.
Swarm Breath
2nd-level conjuration
- Casting Time: 1 action
- Range: Self (30-foot-cone)
- Components: V, S, M (a locust dipped in blackened honey)
- Duration: Instantaneous
- Class: Druid, Witch
A large swarm of insects fly out of your mouth. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes infested by the insects as they gnaw and devour their corpse, if one is left.
If you speak in Witchtongue when you cast this spell, the cone increases by 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Tabula Rasa
9th-level enchantment
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a blank sheet of parchment)
- Duration: Until dispelled
- Class: Witch
You place your hand on a creature's head, uttering words in Witchtongue. The creature you touch must make a Wisdom saving throw. On a failed save, the creature begins to lose its memories over the course of 1 minute as they are magically inscribed on the parchment, during which time it is incapacitated and its speed is 0.
After one minute has passed, the creature suffers from the following effects:
- The creature forgets its own name, if it had one.
- The creature forgets all of its personal experiences, but retains all of its common knowledge, such as how to walk, eat, and speak Common (if it has the ability to speak).
- The creature retains its class features, special abilities, skill proficiencies, or any magical equipment attuned to it, but loses its memory of how to utilize them. It can relearn how to make use of these features if this spell is dispelled, or if it is taught how to make use of them.
For 24 hours after this spell has been cast, the creature has disadvantage on Wisdom (Insight) checks, and all Charisma based skill checks made against it are made at advantage. After this time, the creature is free to make decisions and actions, as well as filling in the gaps in its mind, on its own based on the information presented to them.
A remove curse or greater restoration spell cast on the target using a 9th level spell slot restores the creature's memories. The creature's memories are restored if it reads from the parchment with their memories written on it.
When you cast this spell, you can also instill in the target the following fragments of identity, which the creature inherently believes to be true about itself:
- Its name
- One of its close friends or family members
- A phobia, hatred, or obsession it has
- A memory from childhood
- A profession
Vocal Mimicry
2nd-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Concentration, up to 10 minutes
- Class: Druid, Witch
You alter your voice to cast deceiving sounds. For the duration of the spell, you can mimic animals sounds and humanoid voices. You can only mimic sounds and voices that you have heard at least once.
A creature that hears the sounds can deduce that they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
If you speak in Witchtongue when you cast this spell, the sounds and voices you create are almost indiscernible. If you rouse suspicion, or if a doubting creature suspects something is amiss from your sounds or voices, you have advantage on any Charisma (Deception) check you make to avoid detection.
Witchsong
4th-level enchantment
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 10 minutes
- Class: Witch
A haunting and ethereal melodic song, composed of unorthodox structure and beauty, fills the air around you in a 30-foot radius. The song spreads around corners and can be heard up to 100 feet away. The music moves with you, centered on you for the duration.
Until the spell ends, the first time a creature enters the area or starts its turn there, the creature must succeed on a Wisdom saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, a creature becomes charmed and becomes friendly to you for as long as it can hear the song, and the charmed target must use its action to move closer to you at half its movement speed. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
A creature can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Witch’s Lair
6th-level abjuration (ritual)
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (sprigs of sage and rosemary bound by strands of hair cut with a silver knife, which the spell consumes)
- Duration: 24 hours
- Class: Witch
Uttering a long archaic phrase, you instill arcane power into an area to serve as a lair. The area can be outdoors, indoors, or underground, and can be as small as a 15-foot radius sphere or as large as a 45-foot radius sphere.
If you cast this spell within the same area every day for a year, or at midnight under the light of a full moon, the spell lasts until dispelled.
When you cast this spell, the spell creates the effects listed below within the area, and you can specify creatures as friends, who then become immune to the effects. You can choose to specify a password that when spoken aloud causes the speaker to be immune to these effects. Or, you can specify creature’s carrying or wearing a certain item or object, such as a locket made of silver or carrying a caged hummingbird, as immune to these effects.
For the duration of the spell, the area emits a powerful magical aura. If a dispel magic spell is cast successfully on the area, the spell removed only one of the effects listed below of the caster’s choice, not the entirety of the spell. Only when all of the spell’s effects are gone is this spell considered dispelled.
Illusory Duplicates: Illusory duplicates of you appear in random places at random times throughout the area. Though an illusory duplicate of you looks, sounds, and moves like you, it has no substance. You can sense when one or more creatures are within 60 feet of a duplicate, and, as an action, you can interact with them as if you were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears, and you come to your own senses.
Strange Occurrences: You can choose any number of 5-foot squares to contain some strange scene. Such scenes could be seeing a tree covered in odd trinkets, carved, moving faces in stone, cairns littered with vines or peculiar flowers, laughter from children or animal screams, odd colored haze, or a talking corpse. A creature who encounters one of these strange scenes must make a Wisdom saving throw, or be charmed or frightened of the effect (your choice) for 1 minute. To a creature immune to this effect, the strange scenes appear as transparent illusions.
Altered Landscape: You can change any number of 5-foot squares with altered shapes and forms, making the square difficult terrain. Such changes can be tangled vines, steep slopes, or irregularly formed walls. To a creature immune to this effect, they are able to see a clear path through the difficult terrain.
Additional Spell Effect: You can place your choice of one of the following magical effects within the affected area:
- A constant fog cloud in two locations of your choice
- cloud of daggers in one location of your choice
- stinking cloud in two locations of your choice
- Creatures with an Intelligence score of 3 or higher creatures see hallucinations of friends or family members who are dead or alive, and may even themselves. Any attempt to interact with a hallucinatory image causes it to disappear.
- Small animals, such as insects, birds, or small woodland critters are found in great profusion. The animals can appear as if alive or undead.
- Strange voices can be heard, such as backwards speech, eerie whispers, painful screams, or songs or chants.
To a creature immune to this effect, the fog is thin, the cloud of daggers appears as notes of light, and the stinking cloud is a pleasant smelling fog.
Witchery
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Instantaneous or up to 4 hours
- Classes: Witch
Your speech brings forth wonders of witchery and create one of the following effects within range:
- You instantly make a flower or small plant begin to bloom or wither. Alternatively, you can cause the flower or small plant to change color or temporarily assume the form of another flower or small plant. This change lasts for 1 minute.
- You cause a creature of your choice within range to make a Constitution saving throw. On a failed save, the creature beings to experience harmless effects and symptoms of a bodily and physical disease or medical condition, such as a pox, rot, hives, bleeding, nausea, coughing, sneezing, or swelling. These effects last for up to 4 hours, at which point they fade.
- You can create illusory images that appear on a flat and reflective surface (such as a pool of water, a mirror, or a polished table). A willing creature that looks in the reflective surface sees either images of your choice or sees images that reflect their surface or inner thoughts. Such thoughts might be of a loved one or a fear the creature has regarding the future, or something they have done in the past. These images last for 1 minute or until you dismiss them.
- You cause a minor supernatural sensation at a point within range. Such an effect can be an illusory image of a specter, a cold snap and shivering goosebumps, the moan of a dying creature, ominous whispers or discordant melodies, or the color of nearby candles to flicker in shifting colors.
- You cause nearby non-secured objects to temporarily hover in the air before harmlessly floating back to the ground.
If you cast this spell multiple times, you can have up to three of its 1-minute or longer effects active at a time, and you can dismiss such an effect as an action.
Spells & Witchtongue
The magical nature of the esoteric and revealed language of Witchtongue can allow it to aid in shaping and altering magic, transforming the aesthetics or mechanics of spells, or even both. Witches delight in knowing that they can alter elements of spells, often viewing such capabilities as a sign of their continued belief and devotion to their chosen witchcraft.
This book presents several new spells and grants them Witchtongue effects. However, all spells available to the witch class are able to possess Witchtongue effects. Below is a list of several of those spells and potential Witchtongue effects that they can have when a witch casts the spell while speaking in Witchtongue.
arcane eye. If you speak in Witchtongue when you cast this spell, you can designate a creature or object within range as the sensor's point of interest. When you do so, the eye gains a flying speed of 30 feet and follows the point of interest, even if you do not use an action to move it.
enhance ability. If you speak in Witchtongue when you cast this spell, you can choose for the target of the spell to temporarily have part of its body alter according to the effect it gains. For example, if you choose Bull's Strength, the creature might grow bull horns and appear bulkier, or if you choose Eagle's Splendor the creature might grow a beak or wings. Such changes are not permanent and are purely aesthetic.
find familiar. If you speak in Witchtongue when you cast this spell, your familiar can assume the appearance of a strange hybrid animal. For example, your toad might have horns, your cat might have scales, or your raven might have three eyes. These changes have no effect on its game statistics.
fog cloud. If you speak in Witchtongue when you cast this spell, you can choose for spirits or floating specters to appear in the fog. Alternatively, you can choose for fallen leaves, snowflakes, or even harmless streaks of lightning or fire moving through the fog.
mage hand. If you speak in Witchtongue when you cast this spell, the duration of the spell becomes 8 hours and the hand does not vanish when it it is more than 30 feet away from you. Instead, it sets to an automated, menial task that you set out for it, dictated when you speak in Witchtongue. The task can be to write a letter, operate a Tiny tool or object, such as a mortar and pestle, apply a whetstone to a sword, or something similar. The hand vanishes if you are no longer on the same plane of existence.
tiny hut. If you speak in Witchtongue when you cast this spell, you can choose for the immobile dome to instead appear like a small house, such as a makeshift shelter, a wooden cabin, a moss covered hill home, or a stone hut. When you do so, you can choose for any part of the house to become transparent from the inside or become occluded at any time until the spell ends.
Creating New Witchtongue Effects
GM's, you might wish for a witch NPC to be able to change certain elements of a spell via the use of Witchtongue. Or, you might have a player who uses spells not found in this document that you allow their witch to be able to choose from, or they might pick a spell on the witch spell list that does not have a Witchtongue effect. If any of these are the case, consider adding a Witchtongue effect to the spell as you see fit. Note: Spells that appear exclusively on the Witch list that have the vocal (V) component are assumed to be spoken in Witchtongue.
Adding such Witchtongue effects in your game is ultimately up to you, though the Witchtongue mechanic itself is integral to the flavor and nature of the witch class (at least in regards to the world of Yvarra).
Keep in mind the following rules when creating a Witchtongue effect:
- In order to use a Witchtongue effect, a creature must have taken at least one level in this class.
- In order to use a Witchtongue effect, a creature must also have the ability to speak.
- A Witchtongue effect can change the aesthetics and appearance of a spell, provided that the aesthetic changes fall in line with the nature of the spell's mechanics (for example, a spell that creates fire could have black or purple flames, a spell that summons a creature can change its appearance, etc.)
- If you provide a mechanical benefit to a spell via a Witchtongue effect, the mechanical benefit can be equal to or less than an effect similar to the 'using an existing storm' aspect of the call lightning spell or similar spells. These could be small buffs to the number of damage dice under certain conditions, an increased spell area, or a minor condition applying to failed saves.