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Witchblade
The Witchblade
| Level | Proficiency Bonus | Features | Signs Known | Formulas Known | Tool Slots |
|---|---|---|---|---|---|
| 1st | +2 | Poison Resilience, Tricks of Man | — | — | — |
| 2nd | +2 | Fighting Style, Witchblade Tools, Sign Casting | 2 | 2 | 2 |
| 3rd | +2 | Witchblade School | 2 | 2 | 2 |
| 4th | +2 | Ability Score Improvement, Practiced Versatility (Optional) | 3 | 3 | 3 |
| 5th | +3 | Extra Attack | 3 | 3 | 3 |
| 6th | +3 | Signature Tools | 3 | 3 | 3 |
| 7th | +3 | School Feature | 4 | 4 | 4 |
| 8th | +3 | Ability Score Improvement, Practiced Versatility (Optional) | 4 | 4 | 4 |
| 9th | +4 | Stout Potions | 4 | 4 | 4 |
| 10th | +4 | Witchblade Senses | 5 | 5 | 4 |
| 11th | +4 | School Feature | 5 | 5 | 4 |
| 12th | +4 | Ability Score Improvement, Practiced Versatility (Optional) | 5 | 5 | 5 |
| 13th | +5 | 5 | 6 | 5 | |
| 14th | +5 | School Feature | 5 | 6 | 5 |
| 15th | +5 | Muted Nerves | 5 | 6 | 5 |
| 16th | +5 | Ability Score Improvement, Practiced Versatility (Optional) | 6 | 7 | 5 |
| 17th | +6 | 6 | 7 | 6 | |
| 18th | +6 | Fighting Instincts | 6 | 7 | 6 |
| 19th | +6 | Ability Score Improvement, Practiced Versatility (Optional) | 6 | 8 | 6 |
| 20th | +6 | School Feature | 6 | 8 | 6 |
Class Features
As a witchblade, you gain the following class features
Hit Points
- Hit Dice: 1d10 per witchblade level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 + your Constitution modifier per witchblade level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons, martial weapons
- Tools: Alchemist's supplies
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Animal Handling, Arcana, Athletics, History, Insight, Nature, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) a hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail
- (a) an explorer's pack or (b) a dungeoneer's pack
- A recipe book
Poison Resilience
At 1st level, your witchblade training has left you innoculated against the effects of poisons, reducing its effectiveness against you. When poisoned, you no longer have disadvantage on attacks made from being poisoned.
Tricks of Man
Being treated as an outsider and mutant has left you with an uncanny knack for spotting deceptions.
- Beginning at 1st level, you have advantage on Insight checks made to discern a lie.
- Additionally, when confronting someone over a lie, you have advantage on Intimidate checks made to find the truth.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Intelligence modifier (your choice.)
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Tunnel Fighter
As an action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Witchblade Tools
By the time you reach 2nd level, you have acquired a list some witchblade tool formulas in your recipe book.
Preparing and Using Tools
You prepare the list of witchblade tools that are available for you to use. To do so, choose a number of witchblade tools from your recipe book equal to your Intelligence modifier + half your witchblade level (minimum of one tool). Using a tool doesn't remove it from your list of prepared tools.
You can change your list of prepared tools when you finish a long rest. Alternatively, preparing a new list of witchblade tools requires time spent studying your recipe book and mixing the ingredients for each tool: at least 20 minutes per individual tool.
The Witchblade table shows how many tool slots you have. To use one of your witchblade tools, you must expend a tool slot. You regain all expended tool slots when you finish a short or long rest.
Tool Use Ability
Intelligence is your tool use ability for your witchblade tools, since you craft your tools through dedicated study and memorization.
You use your Intelligence whenever a tool refers to your tool use ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witchblade tool you use and when making an attack roll with one.
Tool save DC
Tool attack modifier
Sign Casting
After reaching 2nd level, you have become proficient enough with witchblade runes to begin using them in combat.
Signs
You know two signs of your choice from the witchblade sign list. You learn additional witchblade signs of your choice at higher levels, as shown in the Signs Known column of the Witchblade table
Signcasting Ability
Sign Save DC
Sign attack modifier
Your Recipe Book
The tool formulas that you add to your recipe book as you gain levels reflect the alchemical research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of components. You might find other formulas during your adventures. You could discover a formula recorded on a scroll in an old alchemist's chest, for example, or in a dusty tome in an ancient library. Copying a formula into the Book. When you find a witchblade formula, you can add it to your recipe book if you meet the prerequisites and if you can spare the time to decipher and copy it. Copying that formula into your recipe book involves reproducing the basic ingredients of the spell, then deciphering the unique system of notation used by the alchemist who wrote it. You must practice the spell until you can replicate its creation, then transcribe it into your recipe book using your own notation. The process takes 8 hours and costs 100 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the tool just like your other tools. Recording enhanced formulas cost double the normal cost in materials, and superior formulas cost four times the original amount. Replacing the Book. You can copy a formula from your own recipe book into another book. For example, if you want to make a backup copy of your spell book. This is just like copying a new spell into your spell book, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only l hour for each copied formula. If you lose your recipe book, you can use the same procedure to transcribe the formulas that you have prepared into a new recipe book. Filling out the remainder of your recipe book requires you to find new formulas to do so, as normal. For this reason, many witchblades keep backup recipe books in a safe place. The Book's Appearance. Your recipe book is a unique compilation of formulas, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous recipe book in a mishap. However you wish to organize your formulas is appropriate.
Witchblade School
At 3rd level, you choose a witchblade school to follow, which grants you additional bonuses based on its teachings. These schools are detailed at the end of the class description. Your choice grants you additional features at 3rd level, and again at 7th, 11th, 14th, and 20th level.
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.
Practiced Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus of your witchblade studies.
- Replace one sign you learned from this classes Sign Casting feature with another sign from the witchblade sign list.
- Replace your fighting style you learned from this classes Fighting Style feature with another fighting style from the witchblade fighting style list.
- Beginning at 12th level, replace the chosen attribute from the Witchblade Senses feature with an alternate choice from that list.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Signature Tools
By the time you reach 6th level, your fighting habits have begun to become second nature.
At 6th level, choose two tool formulas you know. These formulas always count as prepared for you, and you may use each once without expending a tool slot. You must finish a short rest before you can do so again.
Stout Potions
As of 9th level, your body has grown accustomed to the strength of your potions, letting you brew them stronger, giving you advantage on any concentration saving throws made to maintain their effects.
Witchblade Senses
By the time you reach 10th level, your measured approach to fighting has crept into your everyday actions.
When you reach 10th level, choose either Strength, Dexterity, or Constitution. Whenever you make a saving throw with the chosen attribute, you may add your Intelligence modifier to your roll.
Muted Nerves
Continued use of powerful witchblade potions and decoctions has dulled your nerves, making it difficult to phase you or read your expressions.
- As of 15th level, you have advantage against any savings throws made against being frightened.
- Additionally, any Insight check made against you is done with disadvantage.
Fighting Instincts
Your collective fighting experience has taught you how to make use of your gut feelings and extra senses. You no longer require sight of your target to land clean attacks.
- Starting at 18th level being unable to see a creature you are attacking does not impose disadvantage on the attack.
- Additionally, you are able to detect the location of any invisible creatures within 30 feet of you, as long as you are not blinded or deafened.
Subclasses
Witchblade Schools
School of the Raptor
Witchblades that follow the teachings of the Raptor School are often those who seek perfection of their craft, and charge a high price for it. Raptors are likely to become known for their deeds, and the inspiring tales that spawn from them, utilizing every tool at their disposal to create a flashy display during their work. These witchblades know their worth, and many refuse to accept less than average for contracts. Despite their seeming lack of generosity, for many Raptors, this trait stems from their teachings of appreciation for life, both their own, and their prey's.
Raptor Training
A witchblade that follows the Raptor School may select an additional skill from the Witchblade Skill list and gain proficiency with that skill.
Perfect or Dead
3rd Level
While you are wielding a melee weapon, you can use your reaction to add 2 to your AC against an attack by using your weapon to parry, if this would turn a landed attack into a miss, you may make a single attack using this weapon against the creature that attacked you.
A raptor witchblade can use this feature a number of times equal to its proficiency modifier per long rest.
Talons and Fangs
7th Level
Any creature that has been damaged by a melee attack from you has disadvantage against any saving throws from signs you cast until the end of your next turn
Axe and Sword
11th Level
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Add your Intelligence modifier to each of these attack and damage roles.
Hard to Fool
14th Level
Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Always Prepared
20th Level
If you enter combat with no witchblade tool slots remaining, you recover 1 tool slot.
School of the Basilisk
Basilisk witchblades are known for being opportunistic, even going so far as to renege on their contracts if a better offer is presented. They are often thought of as cowardly, especially when compared to witchblades of the Ceratok school, but they are mostly just realists, fully aware of their capabilities, and those of their opponents. Masters of poisons and oils, when a Basilisk strikes, it always hurts.
Basilisk Training
A witchblade taught by the Basilisk school gains proficiency with poisoner's kits, and gains proficiency in the Stealth skill
| Level | Deadly Oils |
|---|---|
| 3 | 1d6 |
| 4 | 1d6 |
| 5 | 2d6 |
| 6 | 2d6 |
| 7 | 2d6 |
| 8 | 3d6 |
| 9 | 3d6 |
| 10 | 3d6 |
| 11 | 4d6 |
| 12 | 4d6 |
| 13 | 4d6 |
| 14 | 5d6 |
| 15 | 5d6 |
| 16 | 5d6 |
| 17 | 6d6 |
| 18 | 6d6 |
| 19 | 6d6 |
| 20 | 6d6 |
Deadly Oils
3rd Level
Once per turn, you can deal an extra 1d6 poison damage to a creature you attack if you have advantage on the attack roll. In order to use this feature, you must have an oil applied to your weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Additionally, when you apply an oil to your weapons, its duration becomes 8 hours. Finally, when you finish a long rest, you may apply an oil that you know to your weapons without expending a tool slot.
Potent Oils
7th Level
Any poison damage you deal as a result of your oils or Deadly Oils feature now bypasses poison resistances, and does half damage to targets immune to poison. Additionally, while your weapons are coated with oil, they are treated as magic weapons for purposes of overcoming damage resistances.
Vicious Injection
11th Level As an action, you can make a special attack against a target in range with an oil coated weapon. On a hit, deal double your current Deadly Oils dice in damage alongside your normal damage. This action consumes the oil from your weapon. Additionally, applying oils to your weapon now only takes a bonus action, rather than an action.
Opportunity Knocks
14th Level
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Venom Flourish
20th Level
You can now use your Deadly Oils feature twice per turn, as long as you strike two different targets and all other conditions of the feature are met.
School of the Chimera
Witchblades of the Chimera School strive for mastery of adaptablility, crafting their signs and magic to cover all weaknesses, and press any advantage. These witchblades make rare friends with other schools, preferring to keep their knowledge secret, to claim a premium for their services, especially in exorcisms and undoing curses. Due to the nature of the contracts these witchblades pursue, they often find themselves in the company of nobility, and many gain titles and land for their duties, becoming territorial and defensive over contracts in their lands.
Chimera Training
Learning from the Chimera School grants secrets and prestige both, meaning creatures of nobility treat you as friendly upon meeting you. Additionally, you gain proficiency in the Persuade skill.
Chimera Secrets
3rd Level
You gain access to Chimera exclusive signs, as denoted on the Witchblade Sign List, additionally, you learn two more signs now.
Advanced Sign Applications
7th Level For each of these signs you know, you learn the following spells, and can cast them once each per long rest using your Sign Casting feature to calculate attack bonuses and saving throw DCs. Use the spell's normal level casting to cast them. These spells are treated as signs when you cast them.
| Sign | Spell |
|---|---|
| Aard | Thunderwave |
| Igni | Firestream* |
| Quen | Absorb Elements |
| Yrden | Bane |
| Axii | Crown of Madness |
| Hatri | Cause Fear |
| Heliotrope | Shield |
| Supirre | Clairvoyance (can only use hearing) |
| Somne | Sleep |
| Shadi | Misty Step |
| Volun | Leaping Bolt* |
| Vorg | Arcane Lock |
| Vintyr | Icy Clutch* |
| Moahk | Fog Cloud |
*Found in the Witchblade Sign Index
Sign Fighting
11th Level
After using an action to cast a sign, you may use a bonus action to make a weapon attack on an opposing creature in range.
Adrenaline Casting
14th Level
When you are able to make an opportunity attack, you are able to cast a sign in place of the attack. Additionally, when you take the attack action, you may replace an attack with a sign cast.
Scholastic Completion
20th Level
You now learn every sign you didn't already know, including their Advanced Sign Application equivalent.
School of the Ceratok
Most witchblades found on the material plane belong to the Ceratok School. Despite being the easiest school to join, it is by no means gentler than the others. Ceratoks value honor above all else, though its definition varies greatly between individuals. Some Ceratoks seek honor in self-preservation, their valor forged in their collective experiences, while others find their honor in singular deeds, pursuing dangerous targets such as dragons, vampires, and demons. A common trait between all Ceratoks, is one of brotherhood, showing a willingness to drop everything in order to help their comrades.
Ceratok Training
Witchblades under the tutelage of the Ceratok School learn to value their defense as well as their offense, granting proficiency with heavy armor.
Strong Grip
3rd Level
When wielding a weapon with the versatile trait, you always use the higher of its damage dice, even when using it one-handed.
Mixed unit Tactics
7th Level
You may choose an additional fighting style from the Witchblade Fighting Style list.
Armor of Blades
11th Level
You have learned to fend off strikes directed at you or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest
A Draught of Courage
14th Level
While poisoned from the effects of a witchblade potion, you have resistance to bludgeoning, slashing, piercing, and poison damage.
Extra Attack (2)
20th Level
Grandmaster witchblades of the Ceratok School can attack three times, instead of just once when you take the attack action.
School of the Nephilim
Students of the Nephilim School are taught to give way to their emotions, act upon their desires, and refuse to accept second place. These witchblades are often problematic in formal settings and are slow to make friends until someone understands their idiosyncrasies. What they lack in tact, they make up for in skill, known as the deadliest of the witchblade schools, they have earned this reputation over decades of flawless contracts, though they often push themselves to death in completing them.
Nephilim Training
Emphasising speed and precision over all else, witchblades of the Nephilim School increase their movement speed by 10 feet and gain a climbing speed equal to half their movement speed.
Razor's Edge
3rd Level
Whenever an opponent misses an attack against you, you may use your reaction to make a weapon attack against that creature.
Precision Equals Power
7th Level
As a bonus action, you may focus your instincts, granting you a bonus equal to your Intelligence modifier on weapon attack damage rolls for 1 minute. You can do this a number of times per day equal to your Intelligence modifier (minimum of one.) You replenish all uses when you finish a long rest.
Uncanny Grace
11th Level
Using your unnatural speed, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Brutal Critical
14th Level
Whenever you land a critical hit with a melee weapon, roll two additional weapon damage dice when determining damage.
Inhuman Instincts
20th Level
You can now use two reactions per round in combat, both being replinished at the beginning of your turn.
Index
Signs and Tool Formulas
Witchblade Signs
Aard
Evocation Sign
- Casting Time: Bonus Action
- Range: 10 feet
- Components: S
- Duration: Instantaneous
The caster forms the sign for "force" with a free hand, sending a blast of energy forward. Choose one Large or smaller creature in range that you can see, the creature must make a Constitution saving throw or be knocked back 5 feet, if the creature fails the save by 5 or more, they are knocked prone instead. This sign increases in strength when you reach higher levels, pushing the target back farther at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet). Additionally, after reaching 11th level, you may now also target Huge or smaller creatures with this sign.
Axii
Enchantment Sign
- Casting Time: Action
- Range: 20 feet
- Components: S
- Duration: One Round
The caster forms the sign for "Calm" with a free hand, implanting a charm in the mind of thier target. Choose one creature in range that you can see, the creature must make a Wisdom saving throw or be unable to take reactions until the end of the its next turn, if its saving throw result is 5 or less, they are stunned instead. When you reach higher levels, this sign increases in strength, the number of targets of this sign increases at 5th level (2), 11th level (3), and 17th level (4).
Igni
Evocation Sign
- Casting Time: Action
- Range: Self (10 foot cone)
- Components: S
- Duration: Instantaneous
The caster forms the sign for "fire" with a free hand, shooting a gout a flame from their palm in a 10 foot cone. Each creature in the cone must succeed on a Dexterity saving throw or take 1d6 fire damage. This sign's damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Hatri
Enchantment Sign
Prerequisite 5th Level
- Casting Time: Action
- Range: 10 feet
- Components: S
- Duration: 1 minute
The caster forms the sign for "hate" with a free hand, reflecting a target's hate back at them. Choose one creature in range that you can see, the creature must make a Wisdom saving throw become frightened of you for 1 minute, the creature can repeat this save at the end of each of its turns, ending the effect on a success. A creature that succeeds on a saving throw of this sign is immune to its effects for 24 hours.
Heliotrope
Abjuration Sign
- Casting Time: Reaction
- Range: Self
- Components: S
- Duration: Instantaneous
The caster crosses their arms at the wrists, forming a thin barrier of energy to shield them from a single attack. In response to an attack. the caster chooses a damage type and gains resistance to that type until the attack resolves. This sign increases in strength at higher levels, allowing the caster to choose multiple damage types at 5th level (2), 11th (3), and 17th (4).
Moahk
Conjuration Sign
Prerequisite - Chimera School
- Casting Time: Bonus Action
- Range: Self (10 foot cone)
- Components: S
- Duration: Instantaneous
The caster forms the sign for "water" with a free hand, causing a violent spray of water that douses each creature in a 10 foot cone. Until the end of the witchblade's next turn, any creature affected by Moahk that receives lightning damage, takes an extra 2d4 lightning damage from being doused by this sign.
Quen
Abjuration Sign
- Casting Time: Action
- Range: Self
- Components: S
- Duration: Concentration, One Round
The caster forms the sign for "Shield" wuth a free hand, which covers the caster in a translucent yellow sheen. While the caster is concentrating on this sign any attack made against them does 1d4 less damage. This signs protection increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shadi
Illusion Sign
Prerequisite 5th Level
- Casting Time: Action
- Range: 20 feet
- Components: S
- Duration: Concentration, 10 minutes
The caster forms the sign for "shade" with a free hand, coloring the skin and equipment of up to three friendly creatures to look like their surroundings. While the caster concentrates and does not move, any attempts to perceive affected targets using sight have disadvantage. This sign grows in strength at higher levels, affecting additional targets at 11th level (4), and 17th level (5).
Somne
Enchantment Sign
Prerequisite 5th Level
- Casting Time: Action
- Range: Touch
- Components: S
- Duration: 1 minute
The caster forms the sign for "rest" with a free hand, and places that hand on a creature. A target unaware of your presence must make a Wisdom saving throw or fall asleep for 1 minute or until attacked, this sign has no effect on creatures in combat. A creature that succeeds on this saving throw becomes aware of your presence.
Supirre
Divination Sign
- Casting Time: Action
- Range: Self (60 foot radius)
- Components: S
- Duration: Concentration, 10 minutes
The caster draws the sign for "sound" on a surface near them and focuses on it, allowing them to hear noises in the area as if they were standing beside it. For 10 minutes or until you stop concentrating on the sign, you have advantage on Perception checks made to listen to anything in a 60 foot radius from you.
Vintyr
Evocation Sign
Prerequisite Chimera School
- Casting Time: Action
- Range: Self (15 foot line)
- Components: S
- Duration: Instantaneous
The caster forms the sign for "ice" with a free hand, sending out a wave of frost through the air in a 15 foot line. Each creature in the line must succeed on a Constitution saving throw or take 1d6 cold damage. This sign's damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Volun
Evocation Sign
Prerequisite Chimera School
- Casting Time: Action
- Range: 20 feet
- Components: S
- Duration: Instantaneous
The caster forms the sign for "lightning" with a free hand, electricity arcs from the witchblade's fingertips toward your target. Make a ranged sign against that creature, On a hit, the target takes 1d10 lightning damage. This sign increases in damage at higher levels, at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Vorg
Abjuration Sign
Prerequisite Chimera School
Prerequisite 5th Level
- Casting Time: Bonus Action
- Range: Self
- Components: S
- Duration: One Round
The caster forms the sign for "wall" with a free hand, forming a shimmering translucent barrier 8 feet tall and 5 feet wide on the ground in front of them, until the start of the witchblade's next turn, any creatures on one side of the barrier have three-quarters cover against any ranged attacks originating from the other side. At 11th level, this sign gains a range of 30 feet.
Advanced Sign Applications
These signs are only available to learn through the Chimera School feature Advanced Sign Applications
Icy Clutch
Evocation Advanced Sign
- Casting Time: Action
- Range: 30 feet
- Components: S
- Duration: 1 minute
The caster forms the sign for "ice" with a free hand, focusing all their mental energy on casting the sign. Blocks of glittering ice form around a creature of your choosing that you can see, attaching themselves to the creatures limbs and body. Any affected creature must make a Consitituion saving throw or take 4d6 cold damage and can use only an action or bonus action on their turn for the sign's duration. An affected creature can repeat the save at the end of their turn, ending the effect on a success.
Firestream
Evocation Advanced Sign
- Casting Time: Action
- Range: 10 foot line
- Components: S
- Duration: Concentration, 1 minute
The caster forms the sign for "fire" with a free hand, focusing all their mental energy on casting the sign. A continuous stream of flames spews from your hand in a 10 foot long, 5 feet wide line, covering any creatures in its path in fire. Each affected creature must make a Dexterity saving throw or take 3d4 fire damage or half that on a success. You can maintain these flames for up to 10 rounds as long as you use an action each turn to continue it, causing affected creatures to repeat the sign's effects. If you use an action to do anything else, the sign ends. For each consecutive round you maintain the sign, add an additional 1d4 to its damage.
Leaping Bolt
Evocation Advanced Sign
- Casting Time: Action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
The caster forms the sign for "lightning" with a free hand, focusing all their mental energy on casting the sign. A bolt of dense electrical energy erupts from your palm, directed at a creature of your choosing that you can see, make a ranged sign attack against that creature, on a hit the creature takes 1d12 lightning damage, and another bolt with the same effect leaps from that target toward another of your choice within 10 feet of the original target, you may repeat this attack up to a number of times equal to your sign casting ability modifier (minimum of 1). Your target can be a creature or object within 10 feet of any target struck by one of the bolts, and a creature cannot be targeted more than once per turn by this sign's effect.
Witchblade Formulas
Nearly all witchblade formulas have higher quality versions, known as "enhanced" and "superior" variants. These formulas require the witchblade to be at 5th level (enhanced) or 9th level (superior), unless otherwise stated. Additionally, these formulas incur a higher material cost to add to a witchblade's recipe book, and can not be selected to be learned upon level up. They must be found in the world, either as treasure from an ancient trove, purchased from rare merchants, or anything in between. Superior formulas contain the effects of all lesser variants.
Aberration Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Aberrations until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Beast Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Beasts until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Black Blood
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, any creature that successfully damages the witchblade with a bite or drain attack takes 2d6 necrotic damage and is unable to regain hp until the end of their next turn.
Enhanced (Damage increases to 4d6.)
Superior (Damage increases to 6d6.)
Blizzard
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or take 1d6 poison damage and be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the first time each turn the witchblade slays a foe, they can move up to their movement speed and make an attack against another creature.
Enhanced (While under the effects of an enhanced blizzard, the witchblade AC increases by 2.)
Superior (While under the effects of a superior blizzard, the witchblade may make two attacks using this potion instead of one.)
Cat
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 hour
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the witchblade can see normally in darkness up to 120 feet.
Enhanced (The duration increases to 8 hours.)
Superior (While under the effects of a superior cat, the witchblade has advantage on any perception checks using sight.)
Celestial Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Celestials until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Construct Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 acid damage against Constructs until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Dancing Star
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (10 foot radius)
- Components: M
- Duration: Instantaneous
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion must make a Dexterity saving throw or by struck by shrapnel and flames, taking 3d4 slashing damage and 3d4 fire damage, or half on a successful saving throw.
Enhanced (The damage dice change to d6s.)
Superior (The damage dice change to d8s.)
Devil's Puffball
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (5 foot radius)
- Components: M
- Duration: 1 minute
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion must make a Constitution saving throw or take 2d4 poison damage and be poisoned for 1 minute, an affected creature can repeat the saving throw at the end of its turns, ending the poisoned effect on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. For the duration of the gas, any creature that ends its turn in the gas cloud repeats the bomb's effect.
Enhanced (Damage increases to 4d4s.)
Superior (Damage increases to 6d4s.)
Dimeritium Bomb
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (5 foot radius)
- Components: M
- Duration: 1 minute
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion must make a Constitution saving throw, on a failed save, the creature loses all its resistances and its immunities become resistances. Affected creatures can repeat the saving throw at the end of their turn to end the bomb's effects. On a success, a creature suffers no ill effects.
Enhanced (Affected creatures are also unable to regain hp as long as it is under the bomb's effect.)
Superior (Affected creatures are also silenced, and unable to activate spell-like abilities while under the bomb's effect.)
Draconid Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Dragons until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Dragon's Dream
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (10 foot radius)
- Components: M
- Duration: 1 minute
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion is surrounded by a thick, flammable gas. Any fire effects directed at the cloud or a creature within it ignites the gas. Each creature within the gas when it ignites must make a Dexterity saving throw or take 2d6 fire damage and be covered in sticky flames that require an action, or being doused in water to put out. A creature covered in these flames takes 2d6 fire damage at the end of its turn.
Enhanced (The gas now spreads to cover a 15 foot radius.)
Superior (The lingering flames burn hotter, causing 3d6 of fire damage at the end of an affected creatures turn until put out.)
Elemental Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Elementals until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Fey Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Fey until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Fiend Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Fiends until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Full Moon
Witchblade Potion
Prerequisite 5th Level
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the witchblade gains 5 temporary hp at the start of their turns.
Enhanced Prerequisite 9th level (The temporary hp increases to 8 per turn.)
Superior Prerequisite 13th level (The temporary hp increases to 12 per turn.)
Giant Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Giants until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Golden Oriole
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Instantaneous
The witchblade drinks a potion as a bonus action, flushing all poisons and toxins from their system. Any effect causing the witchblade to be poisoned is immediately ended.
Enhanced (The duration of the potion is now Concentration, 1 minute, and while under the effects of the potion, you have resistance to poison damage, and advantage against any effect that would cause you to be poisoned.)
Superior (While under the effects of the potion, you now have immunity to poison damage and the effects of poisons.)
Grapeshot
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (10 foot radius)
- Components: M
- Duration: Instantaneous
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion must make a Dexterity saving throw or by struck by heavy steel ball bearings and shrapnel, dealing 2d4 bludgeoning damage and 2d4 slashing damage on a failed save, or half as much on a success.
Enhanced (The damage dice change to d6s.)
Superior (Grapeshot now also deals 2d6 fire damage alongside its previous effects.)
Hanged Man's Venom
Witchblade Oil
Prerequisites 5th Level
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d8 poison damage against Humanoids until the end of the oil's duration.
Superior (Damage increases to 1d12.)
Killer Whale
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the witchblade can hold their breath for twice as long, and has advantage on any checks made to hold their breath.
Enhanced (The witchblade also gains a swim speed of 30 feet.)
Superior (The witchblade now gains a swim speed of 60 feet and can hold their breath for three times as long.)
Maribor Forest
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or take 1d4 poison damage and be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the witchblade can reroll any 1s on damage dice of their effects, including attacks, you must keep the results of the new roll.
Superior (You can now reroll 1s and 2s on your effects.)
Monster Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Monstrosities until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Moon Dust
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (5 foot radius)
- Components: M
- Duration: 1 minute
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion must make a Dexterity saving throw or be coated in thin silver scales, revealing their presence to any onlookers, and preventing them from transforming for the duration. Invisible creatures are treated as visible for the duration, and creatures with the shapechanger feat are unable to use it while under the bomb's effect. Additionally, any creature covered in the bomb's scales is immune to polymorph effects for the duration.
Enhanced (The range of the explosion increases to a 10 foot radius.)
Superior (The glinting scales now give attackers advantage on any creature they can see that are covered by the scales.)
Northern Wind
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (10 foot radius)
- Components: M
- Duration: Instantaneous
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion must make a Dexterity saving throw or by subjected to freezing winds, taking 4d4 cold damage and their speed is reduced by half until the end of its next turn, or take half damage on a successful saving throw and suffer no further effects.
Enhanced (Damage increaases to 6d4s.)
Superior (Damage increases to 8d4s.)
Ooze Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Oozes until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Petri's Philter
Witchblade Potion
Prerequisite 5th level
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or take 1d6 poison damage and be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the effects of signs are boosted. Add a d8 of force damage to any damage done by signs for the duration.
Enhanced Prerequisite 9th level (Creatures you target with signs have disadvantage on any saving throws for them while you are under the effects of this potion.)
Superior Prerequisite 13th level (The range of all your signs is doubled while you are under the effects of this potion.)
Plant Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Plants until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
Samum
Witchblade Bomb
- Casting Time: Action
- Range: 30 feet (5 foot radius)
- Components: M
- Duration: Instantaneous
The witchblade lights and throws a witchblade bomb, each creature in range of the explosion must make a Constitution saving throw or by blinded by the bright flash. Creatures that fail the saving throw are blinded until the end of their next turn, and suffer no ill effects on a success. If a creature's saving throw result is 5 or less, they are stunned instead.
Enhanced (The range of the explosion increases to a 10 foot radius.)
Superior (Samum now also does 3d6 radiant damage on a failed save, and half that on a success.)
Swallow
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the witchblade regains 1d4 hit points at the start of their turns.
Enhanced (The healing increases to 2d4 hit points per turn.)
Superior (The healing increases to 3d4 hit points per turn.)
Tawny Owl
Witchblade Potion
Prerequisite 5th Level
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or take 1d4 poison damage and be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, any time you would make a saving throw, you may roll 1d6 and add the number to your saving throw.
Thunderbolt
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 minute
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or take 1d6 poison damage and be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, the witchblade's AC decreases by 1 and the witchblade can roll 1d4 any time they make a weapon attack, and add the number to the attack and damage rolls.
Enhanced (The dice is changed to 1d6 and the witchblade's AC decreases by 2 for the potion's duration.)
Superior (The dice is changed to 1d8 and the witchblade's AC decreases by 3 for the potion's duration.)
Undead Oil
Witchblade Oil
- Casting Time: Action
- Range: Self
- Components: M
- Duration: 1 minute
The witchblade coats their wielded weapons in witchblade oil, granting their weapon attacks an extra 1d4 poison damage against Undead until the end of the oil's duration.
Enhanced (Damage increases to 1d8.)
Superior (Damage increases to 1d12.)
White Raffard's Decoction
Witchblade Potion
- Casting Time: Bonus Action
- Range: Self
- Components: M
- Duration: Concentration, 1 hour
The witchblade drinks a potion as a bonus action, they must make a Constitution saving throw or be poisoned for the duration of the potion's effects. While under the effects of this witchblade potion, any time the witchblade uses hit dice to restore their health, they always take the maximum value.
Enhanced (When the witchblade uses hit dice to restore their health, they may add an additional d10 for free.)
Superior (When the witchblade uses hit dice to restore their health, they may add two additional d10s for free.)