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Witch
\pagebreak Witches pay a terrible price to practice their craft. Whether through self-harm, the loss of memories, or the tattering of their souls, the sacrifice of a witch's vital energies enables them to manipulate the fundimental forces of spellcraft.
A witch’s craft can twist and transforms the effect, potency, scope, or cost of spells being cast. Meanwhile the baleful curses they infuse into items can tempt the unwary with promises of greatness.
Often Witches expect payment for their services-- the helpful magics of a healer, the application or removal of curses, or the martial talents of a war mage-- but for coven-kin, or those they call allies, a Witch might just be persuaded to wave their usual fee. ### Becoming a Witch… #### As a Level 1 Witch - Gain all the traits in the Core Witch Traits Table - Gain the Witch’s level 1 features, which are listed in the Witch Features Table. #### As a Multiclass Witch - Gain the Hit Point Die from the Core Witch Traits table - Gain the Witch’s level 1 features, which are listed in the Witch Features table. See the multiclassing rules in chapter 2 to determine your available spell slots. ### Witch Class Features As a Witch, you gain the following class features when you reach specific Witch levels. These features are listed in the Witch Features table. ##### Core Witch Traits | | | |:---|:--|:----------| | **Primary Ability** | Constitution | | **Hit Point Die** | **d6** per Witch Level | | **Saving Throw Proficiencies** | Constitution and Intelligence | | **Skill Proficiencies** | *Choose 2*: Arcana, Deception, Insight, Intimidation, Investigation, Medicine, Persuasion, Sleight of Hand, Stealth, and Survival| | **Weapon Proficiencies** | Simple Weapons| | **Tool Proficiencies** | Herbalism Kit and Poisoner's Kit | | **Armor Training** | Light Armor | | **Starting Equipment** | *Choose A or B*: **(A)** Leather armor, 2 Daggers, Grimoire, Herbalism Kit, and Scholar's Pack; or **(B)** 100 GP |
##### Witch Features | Level | Proficiency Bonus | Features | Curses Known | Cantrips | Prepared Spells | Spell Slots | Max Spell Level| |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Witchcraft | - | 3 | 3 | 2 | 1 | | 2nd | +2 | Curse Object | 2 | 3 | 4 | 2 | 1 | | 3rd | +2 | Witch Coven | 2 | 3 | 5 | 2 | 2 | | 4th | +2 | Ability Score Increase | 2 | 3 | 6 | 2 | 2 | | 5th | +3 | Maid, Mother, Crone | 3 | 4 | 7 | 3 | 3 | | 6th | +3 | Coven Feature | 3 | 4 | 7 | 3 | 3 | | 7th | +3 | Rule of Three | 3 | 4 | 8 | 3 | 4 | | 8th | +3 | Ability Score Improvement | 3 | 4 | 8 | 3 | 4 | | 9th | +4 | ─ | 4 | 5 | 9 | 4 | 5 | | 10th | +4 | Coven Feature, Malediction | 4 | 5 | 9 | 4 | 5 | | 11th | +4 | Coven Secrets (6th) | 4 | 5 | 10 | 4 | 5 | | 12th | +4 | Ability Score Increase | 4 | 5 | 10 | 4 | 5 | | 13th | +5 | Coven Secrets (7th) | 4 | 5 | 11 | 5 | 5 | | 14th | +5 | Coven Feature, Witchcraft Adept | 5 | 5 | 11 | 5 | 5 | | 15th | +5 | Coven Secrets (8th) | 5 | 5 | 12 | 5 | 5 | | 16th | +5 | Ability Score Increase | 5 | 5 | 13 | 5 | 5 | | 17th | +6 | Coven Secrets (9th) | 5 | 5 | 14 | 6 | 5 | | 18th | +6 | Curse Item (3/ long rest) | 5 | 5 | 15 | 6 | 5 | | 19th | +6 | Ability Score Increase | 6 | 5 | 16 | 6 | 5 | | 20th | +6 | Eld Witch | 6 | 5 | 17 | 6 | 5 |
\pagebreakNum ### Level 1: Spellcasting Neither earned nor granted, you have sacrificed pieces of yourself to cast spells. See chapter 7 in the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Witch spells, which appear in the Witch spell list later in the class’s description. #### Cantrips 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. #### Grimoire As part of your coven training, you have made or been given a means of containing your personal spells and curses. The shape and form of this grimoire varies by witch and by coven--leather-bound tomes wrapped in silk, breastplates of hair-pipe beads, folding bamboo slats, or extravagant robes woven with symbols may all serve the needs of a given witch. Your grimoire is magically bound to you, and must be on your person to access your collected knowledge of the craft, forming the archive of all level 1+ witch spells you know. Your grimoire starts with the spells *witch bolt*, *hex*, and four additional level 1 spells of your choice. Whenever you gain a Witch level after 1, add two Witch spells of your choice to your grimoire. Each of these spells must be at or below your current maximum spell level, as shown in the Witch Features table. These spells are the culmination of your own experimentation and the secrets of your coven. #### Spell Slots The Witch Features table shows how many slots you have to cast your Witch spells of level 1-5, and your current maximum spell level. You regain all expended spell slots when you finish a long rest. For example, if you are a 3rd level witch you have 2 spell slots and your current maximum spell level is 2nd. If you choose to cast the 1st level spell *witch bolt*, it can be cast at either 1st or 2nd-level, leaving one slot remaining. #### Prepared Spells of Level 1+ You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose three spells from your grimoire. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Waitch levels, as shown in the Prepared Spells column of the Witch Features table. Chosen spells must be of a level no higher than what’s shown in the table’s Maximum Spell Level column for your level. When you reach level 6, for example, you learn a new Witch spell, which can be of levels 1–3. If another Witch feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Witch spells for you. #### Spellcasting Ability Constitution is your spellcasting ability for your Witch spells, since your magic draws upon your own life force for its potency. #### Spellcasting Focus You can utilize your grimoire as a spellcasting focus for your witch spells, requiring at least one free hand to do so. ### Level 1: Ritual Caster If a spell in your grimoire has the ritual tag you can cast the spell as ritual without preparing it in advance. You must read from your grimoire to cast a spell in this way.
> ### Expanding or Recovering your Grimoire > ###### ***Copying a Spell into your Grimoire.*** When you find a spell of levels 1-5, you can add it to your grimoire if it is equal to or less than your current spell level maximum and if you can spare the time to decipher and copy it. > ###### Copying that spell into your grimoire involves creating a means of duplicating the spell components using your own knowledge of witchcraft and the specific nature of your grimoire. > ###### For each level of the spell, the process takes 1 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the tools needed to record it. Once you have spent this time and money, the spell is considered a Witch spell for you and can be prepared as usual. > ###### ***Recovering a Lost Grimoire.*** If you ever lose your grimoire, you can summon it to your side by performing a night-long ritual and incurring one level of exhaustion. At the end of the ritual, roll a constitution saving throw (DC equal to your current Witch level). On a failure, remove 1d12 spells from your recovered grimoire.
### Level 1: Witchcraft You always have the spells ***witch bolt*** and ***hex*** prepared and can cast them without Verbal or Material components.
In addition, a witch's craft allows them to supernaturally manipulate spells as they are cast. Once per turn, when you or a creature you can see within 60 feet casts a level 1+ spell, you can expend a number of Hit Point Dice to alter the spell in one of these ways: - ***Whet***: Expend and roll 1 Hit Point Die. Add the number rolled to the spell attack roll, hit points, or damage (if any) of the triggering spell. - ***Unravel:*** Expend one Hit Point Die to change the triggering spell's damage type (if any) to your choice of: Acid, Fire, Lightning, Necrotic, or Poison. - ***Bloat:*** When a spell is cast that requires a saving throw and targets only one creature, expend a number of Hit Point Dice equal to the spell's level (minimum of 1) to instead target all creatures within a 10 foot emination around the original target. - ***Rupture:*** By expending 2 Hit Point Dice, increase the effective level of the triggering spell by 1. \pagebreakNum ### Level 2: Curse Object By 2nd level, you've gained the ability to imbue mundane objects with malevolent magic, turning them into cursed magical items in the process. #### Curses Known When you gain this feature, you learn the ***Cursed Weapon*** or ***Corrupted Focus*** curse, and one other curse from the “Witch Curse Options” section found later in the class description. You learn additional curses of your choice when you reach certain levels in this class, as shown in the Curses Known column of the Witch table. Whenever you gain a level in this class, you can replace one of the curses you have learned with a different one, as long as you meet all prerequisites for the new curse. #### Cursing an object As an action, you can utter a curse to infect a non-magical object that you can see within 30 feet of you. A given curse only works on certain kinds of objects and may have additional requirements, as specified in curse’s description. A creature can only be affected by one of your curses at a time, unless a class feature specifies otherwise. When a worn or carried object is first cursed, or a creature first interacts with an object you cursed, the creature must succeed on a a Charisma saving throw against your spell save DC. A creature can choose to fail this roll. On a failure, the creature instantly attunes to your cursed object. This attunement occurs even if a creature has already met their maximum number of attunable items and a creature who has already attuned to their maximum number must end their attunement to one uncursed item at the beginning of their next short or long rest. Your curse remains on an item until you choose to remove it as an action, if you die, or if you use this feature again while your maximum number of cursed items has already been reached. This will end the oldest curse before the new curse is applied. A *remove curse*, *greater restoration*, or *wish* spell will also end them and you are alerted when one has been ended in this way. You can utilize this feature twice, with up to two non-magical items being cursed at any given time, and regain all uses at the completion of a long rest. At 18th level you can create a 3rd cursed object (gaining a third use of the feature per day). ### Level 3: Witches' Coven At 3rd level, you have joined a witches' coven to gain magical power and kinship. Your bond grants Coven spells and other features at 3rd level and again at 6th, 10th, and 14th level. #### Coven Spells Each coven has a list of spells — its coven spells — that are added to your witch spell list and are considered witch spells for you. This list includes spells of 1st through 5th level, as well as spells accessible only through your Coven Secrets feature, detailed below. \columnbreak ### Level 4: Ability Score Improvement You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, and 16. ### Level 5: Maid, Mother, Crone Your constant wresting of arcane power has caused you to age more quickly than others of your species or lineage. Even as your body withers and degrades, your mastery of witchcraft sustains you in other ways, granting the following benefits: - You are able to change your appearance at will as in the *alter self* spell, without requiring components or expending a spell slot. (Maintaining this glamor still requires your concentration.) - When you finish a Short Rest, you can recover a number of expended Hit Point Dice equal to half your Witch level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest. ### Level 7: Rule of Three Witches learn their magic as part of a triune— an elder, a mentor, and a novice. This bond is reflected in your relationship with your allies. If two friendly creatures use the Help action to aid you, any spell that you know with the ritual tag can be cast as a ritual within its normal casting time. While using this feature, Ritual spells with a normal casting time of 1 minute can be cast as an Action. ### Level 10: Malediction You have deciphered means of corrupting the enchantments of others. You are now able to curse items already imbued with magical properties. When using this feature, an affected magical item keeps the better benefit of its current enchantment and any provided by your curse. If a magical item already carries a curse, it cannot be cursed by you. ### Level 11: Coven Secrets Your coven has entrusted you with their most potent and esoteric magical secrets. Choose one of the level 6 spells from your coven's spell list. You can spend half your current hit points (rounded down, minimum of 1) to cast this spell once. At higher levels, you gain additional coven secrets of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th level spell at 17th level. You regain the use of all expended coven secrets, when you complete a long rest. \pagebreakNum ### Level 14: Witchcraft Adept You gain additional effect options for your witchcraft feature: - ***Corrupt.*** Expend one Hit Point Die to make the tariggering spell ignore resistances. - ***Defile.*** Expend 2 Hit Point Dice to make the triggering spell cause one of the following conditions until the start of your next turn: *Blinded*, *Frightened*, *Invisible*, *Poisoned*, *Prone.* - ***Twist.*** Expend 2 Hit Point Dice to add 1 roll of an expended die to one saving throw against the triggering spell. - ***Siphon.*** When using your Spellcasting feature, expend 2 hit point dice and roll one. On a 5-6, a willing creature of your choice within 30 feet can recover an expended spell slot 1 level lower than the spell you cast, if possible. ### Level 19: Epic Boon You gain the Epic Boon Feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended. ### Level 20: Eld Witch Lead your coven and your allies into great feats of unbridled magic. When you utilize your Witchcraft feature to modify the spell of a creature other than yourself, the cost in Hit Point Dice is halved (rounded down). Additionally, each time you start your turn without any Hit Point Dice remaining, you recover 2 hit point dice. ## Witch Curse Options Witch curses use your spell save DC and spellcasting ability where needed, but they are otherwise treated as if they originated from the creature possessing the cursed object.
The description of each of the following curses details the type of item that can receive it, along with whether the resulting magic item is bound to a creature or if it can be willingly dropped or removed. Some curses also specify a minimum Witch level you must meet before learning them.
Witch curse options appear in alphabetical order. #### Benumb ___ - *Prerequisite: 10th-level witch* - *Item: Pendant, ring, or similar jewelry* ***Benefit.*** While wearing the item, all damage a creature would take is first reduced by half. ***Curse.*** While wearing the item, a creature cannot be healed by class features, potions, or spells and automatically fails their first death saving throw. If a creature took no damage since the end of their last turn, they can attempt a Wisdom saving throw at the start of their turn, discarding the item on a success. Once Discarded, the curse breaks after one minute. #### Famish ___ - *Prerequisite: 3rd-level witch* - *Item: Consumable (food, drink, etc) or Potions (requires witch feature: Malediction)* ***Benefit.*** The creature who consumes the cursed item gains hit points equal to 3d6 + the Witch’s constitution modifier when consumed. ***Curse.*** Until the creature completes a short or long rest, when they ingest any food, drink, potion or other substance normally consumed by the creature, they must make a Constitution saving throw or take 3d4 poison or acid damage(the witch’s choice), instead of its usual effect. On a success they take no damage, but otherwise receive no benefits from the consumed item. The healing and damage of this curse increases to 4 dice at 11th level (4d6, 4d4) and to 6 dice at 17th level (6d6, 6d4). #### Fool ___ - *Item: Headwear* ***Benefit.*** A creature wearing this item gains +1 to their AC. ***Curse.*** The wearer has disadvantage on all Intelligence, Wisdom, and Charisma checks. #### Constrict ___ - *Prerequisite: 3rd-level witch* - *Item: Clothing or Armor (Light)* ***Benefit.*** The wearer gains advantage on all Charisma checks and saving throws. ***Curse.*** While within 60 feet of the wearer, the Witch can use a bonus action on each of their turns to magically tighten the item, dealing 2d8 bludgeoning damage. Once the curse is activated, the wearer can attempt a Strength ability check against the witch’s spell save DC to destroy the item and end the curse. #### Corrupted Focus ___ - *Item: Spellcasting Focus (any)* ***Benefit.*** While holding this item, a creature gains a +1 bonus to spell attack rolls. ***Curse.*** User takes 1d4 psychic damage when a spell attack cast with the cursed item fails to hit its target. At the start of their turn, a creature can attempt a Wisdom saving throw to drop the focus, taking an additional 1d4 psychic damage on a failure. The spell attack bonus and number of damage dice increase by 1 when you reach 5th level (+2, 2d4), and again at 11th level (+3, 3d4). #### Cursed Weapon ___ - *Item: Weapon (any)* ***Benefit.*** The chosen weapon seethes with blue-black flame, gaining an additional 1d4 to the wielder's weapon attack and damage rolls each turn. A creature wielding the weapon can use an action to roll a Dexterity saving throw, dropping the weapon on a success. ***Curse.*** While wielding the cursed weapon, a creature who starts their turn having dealt no damage since the start of their previous turn in combat will take 2d4 necrotic damage that ignores any damage resistance. After taking damage from this curse, a creature can attempt a Dexterity saving throw to drop the weapon, taking an extra 1d4 necrotic damage on a failure. The damage of the benefit and penalty of Curse Weapon increases by 2d4 at 10th level. \pagebreakNum #### Castigate ___ - *Prerequisite: 5th-level witch* - *Item: Shield* ***Benefit.*** A creature donning this item gains a +2 bonus to their AC and saving throws. ***Curse*** When the wielder of this item is the target of an attack or in the affected area of a damaging spell, they will always take some damage. The minimum damage is equal to the witch’s proficiency bonus. Once the curse is in effect, the wielder can use an action on their turn to make a Wisdom saving throw, dropping the shield on a success. On a failure, the wielder takes 2d6 psychic damage. #### Feather ___ - *Prerequisite: 3rd-level witch* - *Item: Clothing (cloak or robe)* ***Benefit*** A creature wearing this item is permanently under the effects of the feather fall spell. ***Curse.*** When a creature wearing this item is hit by an attack that deals bludgeoning or force damage, the cloak changes from providing the effects of feather fall to the effects of the levitation spell until the start of the wearer’s next turn. The wearer is immediately pushed a number of feet away from the source of the damage equal to twice the damage taken. When the levitation ends, a creature wearing the item must come to ground before the cloak provides its benefit. #### Frog ___ - *Prerequisite: 7th-level witch* - *Item: Clothing (boots)* ***Benefit*** A creature wearing this item can move up to half their walking speed as flying. This benefit repeats if they take the dash action. The creature falls if it ends its movement in the air and nothing else is holding you aloft. ***Curse.*** The creature cursed by this item rolls a d20 at the start of each of their turns in combat. On a roll of 10 or lower, They are turned into a small amphibian (frog, toad, salamander, etc) as in the *polymorph* spell until the start of their next turn, or until they drop to 0 hit points in this form. #### Hartshorn ___ - *Item: Any Clothing or Armor* ***Benefit.*** A creature wearing this item gains advantage on saving throws against being charmed or feared, and on Charisma (Intimidation) checks. ***Curse.*** The wearer exudes a noxious stench that grows worse while in combat. A creature wearing this item has Disadvantage on all Charisma (persuasion) checks and Wisdom (perception) checks involving smell. Additionally, creatures who start their turn within 5 feet of the wearer have disadvantage on Wisdom or Constitution saving throws (chosen by you, when cursing this item). \columnbreak #### Hunt ___ - *Item: Weapon (ammunition, 3 pieces) or (thrown, 3 objects)* ***Benefit.*** Attacks made with this ammunition or thrown weapon gain a +1d4 to attack and damage. ***Curse.*** Targets struck by this ammunition will automatically succeed on perception and survival checks to identify or track the shooter, and have advantage on Dexterity (Stealth) checks to avoid them. Additionally, saving throws made by the shooter to avoid detection through divination magic by the target are rolled at disadvantage. #### Nemesis ___ - *Prerequisite: 10th-level witch* - *Item: Weapon (any) or Spellcasting Focus (Any)* ***Benefit.*** Once per turn when a creature hits with an attack using this item, they can use a bonus action to deal an extra 2d8 slashing damage to their target. ***Curse.*** Once a creature uses this feature, their target is marked as their nemesis. The wielder takes 2d4 slashing damage at the start of each of their turns until they drop to 0 hit points or their nemesis does, ending the curse until a new target is chosen. #### Obsess ___ - *Item: A musical Instrument, gaming set, or tool* ***Benefit.*** A creature bound to this item gains a bonus on ability checks utilizing the item equal to their proficiency bonus. A creature utilizing this item as a spellcasting focus also gains +2 to their spell attack bonus and spell save DC while using it. ***Curse.*** When an ability check does not succeed, a spell attack misses, or a target creature successfully saves against a spell using this item, the creature using the item must succeed on a Charisma saving throw at the start of their next turn or their speed is reduced to 0 while they attempt the same action again, this time without the cursed object’s benefits. This roll automatically fails if the creature lacks the necessary spell slots or equipment to attempt the previous action again. On a success, the creature can act freely. A creature can make a Strength ability check at the end of each of their turns to destroy the item, ending the curse. #### Recoil *Item: A simple or martial weapon with the thrown property* ***Benefit.*** When thrown, this weapon targets a second creature within 15 feet of the original target using the same attack roll, before returning to the wielder’s hand. ***Curse.*** If both attacks miss, or there is no creature within 15 feet of the original target, the creature wielding the cursed item takes 2d8 weapon damage when it returns. A creature can make a Wisdom saving throw at the start of their turn to drop the weapon. \pagebreakNum #### Unhinge ___ - *Prerequisite: 7th-level witch* - *Item: Weapon (Melee)* ***Benefit.*** While wielding this weapon, a creature can use a bonus action on their turn to make a weapon attack or cast a cantrip. ***Curse.*** The creature regards its allies as hostile. Creatures friendly to the wielder of this item have disadvantage on Charisma checks to influence it, and the creature will attempt to deceive them when necessary. In combat, when creatures allied to the wielder enter or start their turn in its reach, the wielder gains a special reaction and must make an opportunity attack against them with the cursed weapon. #### Vainglorious ___ - *Prerequisite: 13th-level witch* - *Item: Armor (any)* ***Benefit.*** The wearer of this armor is resistant to two of the following damage types, chosen by you: *acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.* ***Curse.*** the wearer is made vulnerable to unselected damage types, unless they are otherwise immune. At the start of each of their turns, a creature wearing this armor can make a Constitution saving throw to resist the effects of the curse until the start of their next turn. #### Wastrel *Item: A pair of boots, a cloak, or headwear* ***Benefit.*** While wearing this item, a creature has their walking speed increased by 10 feet and can use a bonus action on each of their turns to take the Dash Action. ***Curse.*** At the start of each of your turns in combat, a creature wearing this item must succeed on a Constitution saving throw or be teleported in a direction and distance of your choosing, expending 2 feet of teir movement for every 1 foot traveled. A creature can choose to fail this saving throw. If a teleported creature would reappear in an occupied space or underground, they suffer 1d10 force damage and reappear in the nearest unoccupied space. At the end of their turn, a creature can attempt a Dexterity (Sleight of hand) or Strength (Athletics) check to remove the cursed item. The damage dealt by this curse increases to 2d10 at 10th level. #### Weep ___ - *Prerequisite: 17th-level witch* -*Item: Magical Robes or Armor (Any)* ***Benefit.*** A creature wearing this armor gains resistance to bludgeoning, piercing, and slashing damage instead of any benefit it currently possesses. ***Curse.*** Whenever the wearer takes damage that is not bludgeoning, piercing, or slashing damage, they suffer an additional 2d8 damage. As an action on their turn, a wearer can attempt a Strength ability check to immediately destroy a robe or light armor afflicted with this curse, or begin the process of doffing, ending the effect on completion. ### \pagebreakNum
### Witch Spell list ##### Cantrips (0 Level) - Acid Splash - Booming Blade - Chill Touch - Dancing Lights - Druidcraft - Infestation - Magic Stone - Mind Sliver - Minor Illusion - Poison Spray - Primal Savagery - Produce Flame - Ray of Frost - Resistance - Shape Water - Shillelagh - Shocking Grasp - Spare the Dying - Thaumaturgy - Toll the Dead - Vicious Mockery ##### 1st Level - Animal Friendship - Arms of Hadar - Beast Bond - Cause Fear - Chromatic Orb - Create or Destroy Water - Dissonant Whispers - Distort Value - Ensnaring Strike - Entangle - Faerie Fire - Find Familiar - Frost Fingers - Hellish Rebuke - Hex - Inflict Wounds - Mage Armor - Ray of Sickness - Sleep - Speak with Animals - Tasha's Caustic Brew - Tasha's Hideous Laughter - Unseen Servant - Witch Bolt ##### 2nd Level - Animal Messenger - Arcane Lock - Augury - Barkskin - Beastsense - Blindness/Deafness - Borrowed Knowledge - Continual Flame - Crown of Madness - Darkness - Detect Thoughts - Dragon's Breath - Enlarge/Reduce - Flaming Sphere - Flock of Familiars - Invisibility - Knock - Lesser Restoration - Levitate - Locate Animals or Plants - Magic Weapon - Melf's Acid Arrow - Moonbeam - Protection from Poison - Ray of Enfeeblement - Silence - Spider Climb - Summon Beast - Warding Wind - Web ##### 3rd Level - Animate Dead - Bestow Curse - Blink - Call Lightning - Conjure Animals - Counterspell - Dispel Magic - Enemies Abound - Fear - Fly - Hunger of Hadar - Glyph of Warding - Incite Greed - Intellect Fortress - Leomund's Tiny Hut - Magic Circle - Mass Healing Word - Melf's Minute Meteors - Protection from Energy - Remove Curse - Sending - Sleet Storm - Slow - Stinking Cloud - Tiny Servant - Tongues - Summon Lesser Demon - Summon Undead - Vampiric Touch ##### 4th Level - Arcane Eye - Aura of Purity - Compulsion - Conjure Woodland beasts - Dominate Beast - Find Greater Steed - Giant Insect - Grasping Vine - Greater Invisibility - Polymorph - Shadow of Moil - Sickening Radiance - Stoneskin - Summon Greater Demon - Vitriolic Sphere - Watery Sphere ##### 5th Level - Cloudkill - Commune with Nature - Cone of Cold - Contact Other Plane - Contagion - Danse Macabre - Destructive Wave - Dream - Far Step - Hallow - Immolation - Infernal Calling - Insect Plague - Mislead - Negative Energy Flood - Raise Dead - Teleportation Circle - Wrath of Nature
\pagebreakNum ### Coven of the Cauldron The cauldron is an ancient tool for the preparation of liquids, both mundane and arcane. Witches of this coven ply the trade of potions, salves, tinctures, and poisons. These witches regularly make their homes in the inhospitable moors and swamplands near isolated towns or in the darkest back alley stalls in larger villages. The most mercantile of the covens, cauldron witches need a constant supply of herbs and entrails to maintain their bubbling brews. Draped in green at the great coven, these witches may find that the attire of a respectable merchant adds an air of authority to their practice, or that their customers expect a tattered crone bent over vaporous liquors, in their dim hovel. Whatever is most effective or practical will likely suit them best, so the look of the cauldron witch is as varied as the products they produce. ##### Cauldron Coven Spells | Spell Level | Spells | |:---:|:-----------:| | 1 | Goodberry, Purify food and drink | | 2 | Enhance Ability, Spike Growth | | 3 | Elemental Weapon, Feign Death | | 4 | Elemental Bane, Fabricate | | 5 | Reincarnate, Skill Empowerment | | 6 | Contingency, Heroes' Feast | | 7 | Dream of the Blue Veil, Sequester | | 8 | Abi-Dalzim’s Horrid Wilting, Clone | | 9 | True Polymorph, Weird | #### Level 3: Bonus Proficiency You gain a small iron cauldron and proficiency with both Brewer’s supplies and the Alchemist’s supplies. Your proficiency bonus is doubled for checks you make with these spplies. #### Level 3: Burn and Bubble The Hit Point Dice expended to use witchcraft when casting Transmuation spells can be rolled to gain temporary hit points equal to the total.. In addition to your Grimoire, you can use your Brewer’s supplies, Alchemist supplies, or cauldron as a spellcasting focus for your witch spells. #### Level 3: Perpetual Stew You have been granted a portion of your coven's perpetual stew. As you complete a long rest, you can alter the stew to produce a magical recipe that lasts until your next long rest. You begin with three possible recipes — *love Potion*, *Luck Liquor*, and *Spider Bite Tincture*. As a Bonus Action on your turn, you can drink the concoction, gaining its effects. Alternatively, you can utilize a free object interaction to offer a drink to a creature within 5 feet, who can then use a special reaction to gain its effect. The effects of your recipes last until the drinker completes a short or long rest: - ***Love Potion.*** Drinking from the cauldron grants the creature advantage on all Charisma checks, but disadvantage on all Wisdom checks. - ***Luck Liquor.*** A creature who imbibes this effervescent brew gains +1 to their Armor class or Spell Attack Bonus (your choice). - ***Spider Bite Tincture.*** A creature who drinks this subtle toxin must immediately make a Constitution saving throw. Humanoids make this roll with disadvantage. On a failure, the creature takes 2d4 + your Witch level in poison damage and is Poisoned until they complete a short or long rest. You can also use your action to apply one drink’s worth of the tincture to any piercing weapon or up to 3 pieces of ammunition. On a hit, the weapon deals an additional 2d4 poison, acid, or necrotic damage (your choice, when the tincture is brewed.) There are a number of servings in your cauldron equal to your proficiency bonus, and the cauldron regains all uses at the end of a long rest. If ever the last drink is drunk, however, you must spend 1d4 long rests rebuilding the stock melange. #### Level 6: Stranger Brews Using your witchcraft feature, You can use expend one Hit Point Dice on your turn to change the recipe of your Perpetual Stew, recovering 1 expended use of the feature. You have also learned three, more complicated recipes for your cauldron: - ***Spirit Elixir.*** Downing this draft immediately removes 1 point of exhaustion, and until the effect ends, when the drinker would receive damage, they can use their reaction to instead turn ethereal until the start of their next turn, reducing the incoming damage by half. - ***Primordial Broth.*** Sipping this steaming soup grants temporary resistance to either acid, cold, fire, lightning, poison, or thunder damage, chosen by the creature as they drink. - ***Dragon's Bile Tea.*** Immediately following the drinking of this tea, the creature exhales random energy in a 15-foot cone. As part of the bonus action to drink this tea, roll a d6 to determine the damage type. Each creature in that area must make a Dexterity saving throw, taking 4d6 damage of the type rolled, or half as much damage on a success. At the start of each turn after drinking the tea, a creature can roll 1d6. On a 5-6, they immediately use their bonus action to exhale the energy again. ##### dragon's bile damage | d6 | Damage type | |:---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Lightning | | 5 | Poison | | 6 | Thunder | \pagebreakNum #### Level 10: Enduring Curse When you curse an item, the negative effects are harder to resist than usual. Your cursed items are no longer broken by the *remove curse* spell, and a creature affected by your cursed items has disadvantage on saving throws to resist the curse or remove the item. #### Level 14: Devil's Cut As long as you have at least two uses of your Perpetual stew remaining, you can use your action to drink the remaining contents of your cauldron. For 1 minute, you gain the following effects: - Immediately recover up to 50 hit points, even if you would otherwise be unable to regain hit points. - Resistance to acid, cold, fire, lightning, and thunder damage - Immunity to Poison damage and the Poisoned condition - Attacks you make deal an additional 1d4 poison damage, 1d4 acid damage, and 1d4 necrotic damage. - When you move, you can choose to move freely through the ethereal plane, instead of the material one. You return to the nearest unoccupied space on the material plane when you choose to return, run out of movement, or your turn ends. ### Coven of the Crossways Crossways witches are children of wild places. Tooth and claw, gambol and writhe, they dance in primal circles while bathed in moonlight. Covens of the Crossways seek only to exist in the spaces outside of civilization, where their practices cannot be censured or dictated. The least mercantile of covens, these witches have an air of ancient, forgotten places that few seek out, except the most foolishly romantic or naive. A crossways witch rarely pursues more than the continuation of the coven's rituals and dances, with individual witches seeking inner truth and transcendence through their witchcraft. Wearing bold accents of red if they attend a great coven, these witches might dress in delicate slips of moon-cool gossamer and spider silk, or don cured furs, antlers and bone. They can be found dancing under a full moon with euphonic hums and sensuous undulations or stomping around fatty bonfires, sibilating in forgotten tongues. ##### Crossways Coven Spells | Spell Level | Spells | |:---:|:-----------:| | 1 | Entangle, Fog Cloud | | 2 | Pass without Trace, Misty Step | | 3 | Galder's Tower, Haste | | 4 | Dimension Door, Freedom of Movement | | 5 | Awaken, Tree Stride | | 6 | Druid Grove, Wall of thorns | | 7 | Crown of Stars, Etherealness | | 8 | Animal Shapes, Maze | | 9 | Shapechange, Storm of Vengeance | #### Level 3: Sacred Circle The Hit Point Dice expended to use Witchcraft when casting Conjuration spells can be rolled to gain temporary hit points equal to the total. #### Level 3: Ecstatic Trance On your turn, you can expend one use of your Curse Object feature as a bonus action to begin a conscience-altering ritual dance. This Ecstatic Trance lasts for 1 minute, ending early if you are incapacitated. You can also choose to end your ecstasy at any time (no action required). While your Ecstatic Trance is active, you gain the following effects: - Your AC equals 10 + your Dexterity Modifier + your Constitution Modifier, while not wearing armor or wielding a shield. - You have advantage on saving throws against being charmed, grappled, frightened, or restrained. #### Level 3: Familiar Spirit You gain a new way to utilize your witchcraft. As an action you can expend one Hit Point Die to elicit the aid of a Familiar Spirit that can aid in your occult education and awareness. It is considered a spellcasting focus for yout Witch spells, and while your spirit familiar is within 15 feet of you, you add a d4 to all Wisdom and Intelligence ability checks and gain Blindsight in a cone to the spirit’s location. This spirit appears as a tiny beast with a CR of 1/8th or less such as a cat, raven, rat, or snake in an unoccupied space you can see within 60 feet or on your person. Your familiar spirit has the average hit points for its form and shares your Armor Class and Saving Throws. It remains in your service for a number of hours equal to half your Witch level (rounded down) unless it is destroyed, or you take a bonus action to dismiss it early. Additionally, if you use this feature again, your familiar spirit is more than 60 feet from you at the end of your turn, or you are incapacitated, it disappears. #### Level 6: Rhythmic Release Learning to further infuse the hypnotic rhythm of your dance into your witchcraft, you permenantly gain one of the following features, even when not in a trance: ***Hither.*** When you cast a witch cantrip that requires a saving throw, affected creatures take extra damage equal to the Witch's constitution modifier and must make a Strength saving throw or be pulled 5 ft towards you. ***Thither.*** When you cast one of your 1+ witch spells while your Spirit Familiar is active, you can immediately cast a cantrip from your Familiar Spirit’s location as part of the same action. ***Thrust.*** When you cast one of your witch cantrips, you can immediately cast a second cantrip you know with a range of touch or self as part of the same action. #### Level 10: Vicious Curse When you curse an object, the negative effects are more painful than usual. Your cursed items are no longer broken by the *remove curse* spell, and at the start of each of your turns, you can inflict 1d8 psychic damage to any creature affected by your cursed items. \pagebreakNum #### Level 14: Shadow Dance You drift through conflicts like moonlight through the trees, gaining the following features while your ecstatic trance is active: - The effective range of your Familiar Spirit features increase from 15 feet to 30 feet and it cannot be destroyed unless your are incopacitated. - You can teleport at will by spending 2 ft of speed for every 1 foot traveled. You arrive at an unoccupied space that you can see within range. Movement in this way does not provoke opportunity attacks. ### Coven of the Evil Eye Witches of the Evil Eye delve deeply into the art of curses and are often considered pariahs. Living on the outskirts of lonely villages or deep in the crooked slums of larger cities, they ply a trade of cursed objects and suffering to the cruel and desperate. While they are known for their production of curses, they are also sought out to remove curses from individuals and items alike. Wearing shades of blue when they join the great covens, most evil eye witches seem to care little for their personal appearance, wearing finery, humble clothes, or tattered rags with equal ambivalence. They have a reputation for being curmudgeonly, shrewish, or similarly acerbic, with a dark and devious sense of humor that magnifies their undesirable reputation. ##### Evil Eye Coven Spells | Spell Level | Spells | |:---:|:-----------:| | 1 | Bane, Command | | 2 | Nystul’s Magic Aura, Phantasmal Force| | 3 | Catnap, Hypnotic Pattern | | 4 | Confusion, Phantasmal Killer | | 5 | Geas, Modify Memory | | 6 | Otto’s Irresistible Dance, Synaptic Static | | 7 | Power Word Pain, Project Image | | 8 | Antipathy/Sympathy, Dominate Monster | | 9 | Power Word Kill, Weird | #### Level 3: Bonus Proficiency You gain proficiency with the Arcana skill, if you are not already. Additionally, your proficiency modifier is doubled when utilizing this skill. #### Level 3: Sin Eater The Hit Point Dice expended to use Witchcraft when casting Enchantment and Illusion spells can be rolled to gain temporary hit points equal to the total. You may also use a quarterstaff or arcane focus as a spellcasting focus for your Witch spells. \columnbreak #### Level 3: Curse Wielder Able to resist the corruptive magic of cursed objects, you can ignore the negative consequences of one item, while retaining its benefit. Additionally the attunement caused by that item does not count against the maximum number of items you can attune to. #### Level 6: Curse Breaker Your understanding of curses allows you to manipulate the witchcraft used to create them for added benefit. Whenever one of your curses is ended, you can use your reaction to cause the residual magic to heal or deal psychic damage to the wielding creature equal to your witch level x 5. Once you use this feature, you must complete a long rest or expend one use of your Curse Item feature before using it again. #### Level 10: Enduring Curse When you curse an item, the negative effects are harder to resist than usual. Your cursed items are no longer broken by the *remove curse* spell, and a creature affected by your cursed items has disadvantage on saving throws to resist the curse or remove the item. #### Level 14: Familial Curse You have mastered the art of implanting objects with malicious magical effects, and are able to weave curses together when enchanting items. A creature can now be affected by two of your cursed objects at once, though it cannot be affected by the same curse multiple times. While a creature is affected by more than one cursed cursed object, you can use an action on your turn to force the creature to make a Charisma saving throw. On a failure, the negative effects of your curses are doubled until the end of its next turn. In addition, if you roll initiative and have no uses of your cursed items feature remaining, you gain 2 uses of the feature. ### Coven of the Hearth Erroneously labeled "good" or "white" witches in many folk communities, Witches of the Hearth focus their magical education on the protection and manipulation of life. These covens are generally the most integrated into their local communities, providing healing and council among pastoral villagers. Most patrons seek out a hearth witch to cure ailments and ease passing when local clergy are ill-equipped or untrustworthy, but their medicine often comes with strings attached. Covens of the hearth are frequently small, as a hearth witch is unlikely to stay in a village or town where their services aren't needed, or are treated with suspicion. Wearing whites or tans in the great covens, many hearth witches comport themselves like kindly grannies, bucolic handymen, or as a trusted tradesperson such as a baker, doctor, or teacher. Some, too, play into the vision of a good witch or fey-touched benefactor, bedighting themselves in fine, lightly hued attire and easy smiles. \pagebreakNum ##### Hearth Coven Spells | Spell Level | Spells | |:---:|:-----------:| | 1 | Divine Favor, Sanctuary | | 2 | Healing Spirit, Gentle Repose | | 3 | Fireball, Revivify | | 4 | Aura of Purity, Death Ward | | 5 | Dawn, Greater Restoration | | 6 | Sunbeam, Soul Cage | | 7 | Regenerate, Resurrection | | 8 | Telepathy, Power Word Stun | | 9 | Power Word Heal, True Resurrection | #### Level 3: Bonus Proficiency You gain proficiency with Cook’s Tools and the Medicine skill, if you don’t have them already. You also gain proficiency with shields. #### Gentle Resolve The Hit Point Dice expended to use Witchcraft when casting Abjuration spells can be rolled to gain temporary hit points equal to the total. You may also use a quarterstaff or broom as a focus for your witch spells #### Level 3: Poppet Also at 3rd level, you have learned a unique way to use your Curse Object feature: fashioning small, humanoid dolls attached to a target's lifeforce. Expending one use of your Curse Object feature as a bonus action, you can choose a creature within 60 feet that you can see and bind the poppet to it. On the turn you bind your poppet, and as a bonus action on subsequent turns, you channel one of the following effects through it and into your target: ***Bleed.*** Pulling at the threads of your poppet, until the start of your next turn the target takes 1d4 extra damage from successful attacks by magical weapons. ***Mirror.*** Before the start of your next turn, your poppet mimics their target’s movements, allowing you to take any action the creature took as a bonus action on your next turn. If the action taken is casting a Level 1+ spell, this feature has no effect. ***Needle.*** You stab a long needle into the poppet. Until the start of your next turn, if the marked creature attempts an attack roll or ability check, it must first make a Wisdom saving throw. On a failed save, the creature takes 1d4 psychic damage and a penalty to their roll equal to your wisdom modifier. ***Poultice.*** Until the end of your next turn, the creature is resistant to one damage type of your choice from: Acid, Cold, Lightning, Necrotic, Poison, or Psychic. ***Soothe.*** Restore 1 hit point at the end of the creature's turn next turn. \columnbreak #### Level 6: Healer’s Hands A hearth witch knows how to support their allies for the trials ahead. When you or any friendly creatures regain hit points as part of a shared short rest, each creatures can remove 1 point of exhaustion or gain +1 to their AC until their next short or long rest. #### Level 10: Enduring Curse By 10th level, when you curse an item, the negative effects are harder to resist than usual. Your cursed items are no longer broken by the *remove curse* spell, and a creature affected by your cursed items has disadvantage on saving throws to resist the curse or remove the item. #### Level 14:Cruel Fetish Against the target of your poppet, you gain +2 to your Spell Save DC and score a critical success on spell attack rolls of 18-20. ### Coven of the Pentacle Both masters and survitors, pentacle witches practice the art of willing possession. Giving themselves over to spirits, spectres, demons, and even long forgotten gods, witches of the pentacle exploit the darker impulses of the wealthy and influential in society eager to pursue unwholesome paths to power. While these witches are known for their clever tongues and high born allies, their commerce with society is rarely more than a means of perfecting their craft using the foolhardy and financially insulated to further their understanding. Wearing deep yellow hoods and masks when joining the great covens, witches of the pentacle maintain a level of personal secrecy that is unusual among their sisters. While their identities are often obscured, their attire is often lavish and fashionable, luring witchlings to their covens with cultish promises of wealth and power. ##### Pentacle Coven Spells | Spell Level | Spells | |:---:|:-----------:| | 1 | Chaos Bolt, Earth Tremor | | 2 | Scorching Ray, Spiritual Weapon | | 3 | Call Lightning, Spirit Guardians | | 4 | Staggering Smite, Wall of Fire | | 5 | Infernal Calling, Tree Stride| | 6 | Planar Ally, Scatter | | 7 | Prismatic Spray, Teleportation | | 8 | Earthquake, Maddening Darkness | | 9 | Gate, Meteor Swarm | \pagebreakNum #### Level 3: Bonus Proficiency When you choose this coven at 3rd level, you gain proficiency in simple and martial weapons, and with medium armor. Additionally, being possessed by otherworldly minds has granted you proficiency in either the *deception* or *performance* skill, if you do not have it already, and any skill, tool, or language proficiency of your choice, if you do. #### Level 3: Keys of Dawn The Hit Point Dice expended to use Witchcraft when casting Evocation and Conjuration spells can be rolled to gain temporary hit points equal to the total. In addition, you can use an inverted pentacle forged in silver (as in a pendant, ring, or circlet) or drawn on the ground encircling you (drawn as an Action or embedded) as a spell casting focus for your witch spells. #### Level 3: Profane Vessel You invite otherworldly beings to possess your body in exchange for special power. As a bonus action on your turn, you can expend a use of your Curse Object feature to become a vessel for one such entity. While you are possessed, you retain your game statistics, but your body seethes with an uncanny radiance; your eyes shimmer with discordant colors, and you manifest physical markers of the entity possessing you (fangs, hooves, moldering flesh, pseudopods, etc). The possession lasts for 1 hour and cannot be dismissed. It ends early only if you use this feature again. Whenever you are possessed, choose one of the following benefits: ***Adversary.*** A fiendish force takes control of your body. You gain proficiency in the persuasion skill if you are not already, and you double your proficiency bonus when making Persuasion checks. When you choose this entity, and as a bonus action on subsequent turns for the duration, you can cast the *produce flame* cantrip. ***Fathomless.*** An unknowable intelligence from the far planes assails you. You are able to communicate telepathically with a creature you can see within 30 feet. As part of choosing this entity, and on subsequent turns for the duration, you can cast the *mind sliver* cantrip as a bonus action. ***Hunter.*** A spirit of wild and beastial predation infiltrates you. You gain proficiency in stealth if you are not already, and you double your proficiency bonus when using this skill. On your subsequent turns for the duration, you can cast the *Primal Savagery* cantrip as a bonus action. ***Visitant.*** A malevolent specter from beyond the grave overwhelms you. You can see normally in dim light or darkness, and while in dim light or darkness, you can use a bonus action to cast the *blade ward* cantrip as shadows envelop you. \columnbreak #### Level 6: Lingering Talent Using witchcraft, you are able to steal away some of your possessor’s power. At the start of any of your turns before your profane vessel feature expires, you can spend hit point dice equal to half your level (rounded down) to gain a lingering talent from the entity possessing you. This effect lasts until you complete a long rest, or use this feature again. ##### Lingering Talents | Entity | Talent |:---:|:-----------:|:-----------:| | **Adversary** | ***Loophole.*** You have advantage on saving throws to resist the Charm, Fear, and Stunned conditions and creatures in melee range have disadvantage on attack rolls against you.| | **Fathomless** | ***Virulent Strain.*** While you are conscious, friendly creatures within 30 feet of you gain resistance to psychic damage and advantage on opportunity attacks they make.| | **Hunter**| ***Bloodlust.*** When you attack with a melee weapon or cast a cantrip requiring a melee spell attack, you can make an additional melee spell attack as part of the same action. | | **Visitant** | ***Nightfall.*** In dim light or darkness, walking 2 feet costs only 1 foot of speed and your reach increases by 10 feet. | #### Level 10: Vicious Curse When you curse an item, the negative effects are more painful than usual. Your cursed items are no longer broken by the *remove curse* spell, and at the start of each of your turns in combat, you can inflict 1d8 psychic damage to any creature affected by your cursed items. #### Level 14: Henosis As an ultimate statement of your mastery over otherworldly possessions, at 14th level you can now spend two uses of your Curse Item feature to allow two entities to possess you at one time, and can choose to spend hit point dice once, to gain either or both lingering talents. ### War Witch Not all who come to witchcraft are in search of community and kinship. The war witches sought a means to increase their martial prowess and to best their enemies in battle. They are often sell swords and battlefield advisors, building an air of dark mystery around themselves. War Witch covens are usually austere and orderly, merging the bonds of kinship with the camaraderie of fellow soldiers. Many have seen the darkness of the world, and train hard to be prepared for its arrival. Sheathed in black at the great coven, these witches are almost always dressed for battle and keep their blades handy. Your war witch may find it beneficial to display their arms and armor, or to keep them hidden beneath tattered robes. Sometimes a battle is won on first impressions through the show of force, or in its hiding. \pagebreakNum ##### War Witch Spells | Spell Level | Spells | |:---:|:-----------:| | 1 | Feather Fall, Zephyr Strike | | 2 | Mirror Image, Shadow Blade | | 3 | Spirit Shroud, Water Walk | | 4 | Dimension Door, Elemental Bane | | 5 | Circle of Power, Steel Wind Strike | | 6 | Blade Barrier, Tenser's Transformation | | 7 | Delayed Blast Fireball, Etherealness| | 8 | Power Word Stun, Telepathy | | 9 | Blade of Disaster, Time Stop | #### Level 3: Bonus Proficiency When you choose this coven at 3rd level, you gain proficiency with all simple and martial melee weapons and with medium armor and shields. In addition to your grimoire, you can use a simple or martial weapon as spellcasting focus for your witch spells. #### Level 3: Weapon Mastery Your focus on the Craft in combat allows you to utilize the mastery properties of two simple or martial weapons of your choice. Each time your gain a level in this class, you can switch one of your weapon masteries for a different one. #### Level 3: Witchsteel As a war witch, you can infuse your weapon attacks with witchcraft. Once per turn when you attack with a melee weapon, you can expend 1 Hit Point Die to add the *Whet*, *Unravel*, or *Bloat* witchcraft effects to the attack. On a successful attack using Witchsteel, you can immediately take a bonus action to make a weapon attack with a weapon you are holding. #### Level 6: Extra Attack You can attack twice, instead of once, whenever you make a weapon attack on your turn (including spell attack requirements and bonus action attacks.) #### Level 10: Vicious Curse When you curse an object, the negative effects are more painful than usual. Your cursed items are no longer broken by the *remove curse* spell, and at the start of each of your turns, you can inflict 1d8 psychic damage to any creature affected by your cursed items. #### Level 14: Sharpened Soul Mastering the enhancement of your martial prowess with witchcraft, you can add a witchcraft effect to each weapon attack you make on your turn. Additionally, when you use your Witchsteel feature, you can roll the Hit Point Dice you spent to recover hit points equal to the amount rolled + your Constitution Modifier. ###