Witch (for D&D 5e)
An old woman wanders the forest, crook in hand, and a crow cawing overhead. Meeting her at her hut, hidden away from prying eyes, is a poor soul in need of healing and medicine. She shuffles into her hut, collects her things, and rests a weathered hand on his ailing body. He is healed, but there are so many more in need. He runs ahead while she touches her favorite chair. She sits, it floats, and then she flies to meet him.
In a fight between tribes an orcish warrior steps forward to observe the battle. He gives a broad, sinister grin as he invokes a sharp incantation and black marks sear into the wounds of his enemies. Those at the front push forward again, their weapons hitting harder and cutting deeper than before. More of their enemies fall than last time and they break past the line to raid the enemy stronghold.
Witches are capable casters, tapping into their vast knowledge of both primal and arcane magic. They take that same high intelligence to manipulate the effects of their spells and the powers of life to alter that of others, should any be foolish enough to try and prove their strength superior. They are dangerous as foes, but clever utilizers and debuffers as allies.
Creating a Witch
When creating a witch, consider the reasons your character would have to dive into more occult applications of magic normally used by other spellcasters. Does the society your charcter comes from accept these magicks, even expect them to learn it? Or, has it made them be cast out and practice in secrecy? What experience did they have, or whom did they meet, which spurred them down this path?
Note that not all pracitioners of witchcraft are inherently evil. Perhaps your witch is not, and uses these powers to protect themselves or their community. Or, serves as a living repository of things to either be cautious over or never forgotten.
Quick Build
If uncertain with how to build your Witch character, these suggestions make for a good start. First, focus on Intelligence as your main stat, followed by Wisdom or Dexterity. Make your three starting Cantrips as: Druidcraft, Mage Hand, and Toll the Dead. For your familiar, choose a Cat. Finally, make your Background either Hermit or Sage.
The Witch Table
| Level | Proficiency Bonus | Features | Hex Slots | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Witch's Token, Familiar | — | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Hex | 1 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Hex Enhancement | 2 | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | ─ | 3 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Into the Night, Hex | 3 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | ─ | 4 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | ─ | 5 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Witch's Hut, Hex | 5 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | ─ | 7 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Witching Hour, Hex | 7 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | ─ | 8 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 8 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Hex | 9 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Wisdom of the Crone, Hex Mastery | 9 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 10 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Witch Queen | 10 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Witch, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Witch level
- Hit Points at 1st Level: 6 + Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs, as well as light crossbows
- Tools: Herbalism kit
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a scholar's pack or (b) an explorer's pack
- A Witch's Token
Spellcasting
As a Witch you have access to spells available to both Druids and Wizards, which will be regarded as your Witch spell list throughout. You can prepare only a certain number of spells per day, although your list of spells can continue to grow as you level up and find other materials containing their own magicks within (spellbooks, scrolls, and other Witch's Tokens).
As you level you learn new spells equal to your proficiency modifier (you still only have a select number you can prepare). You can increase your number of spells available even further by finding magic items you can add to your Witch’s Token.
Witch’s Token
At 1st level, you carry with you a token where you inscribe unique marks and symbols, which you can translate into your spells. Additional spells you learn are added to your tokens. Your first token contains six 1st level Witch Spells of your choice. Your token is your repository of spells you know, except for cantrips, which are fixed in your mind.
You collect more tokens as you reach higher spell levels, and these additional tokens contain the spells you can cast at those appropriate levels.
As a Witch your tokens can take on many shapes. They can be human or animal skulls, bone fetishes, raw stones, jewels and crystals, or plaits of rope, fur, or hair. Such collections and seeming knick-knacks make it easy for others to tell how unversed, or how powerful, a Witch is.
Due to the nature of your token, each one also counts as your Arcane Focus for spellcasting. Certain spells which call for a material component of a noted gold value must still be used in the casting of that spell.
Spellcasting Ability
Intelligence is your spellcasting modifier. You use your Intelligence whenever a Witch spell refers to your spellcasting ability. In addition, you use your Intelligence Modifier when setting the saving throw DC for a Witch spell you cast and when making an attack roll with one.
Spell Save DC = 8 + proficiency bonus + Intelligence modifier
Spell Attack Modifier = proficiency bonus + Intelligence modifier
Cantrips
At 1st level, you know three total cantrips of your choice from the Witch spell list. You learn additional cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Witch table.
Ritual Casting
You can cast a Witch spell as a ritual if that spell has the ritual tag and you can prepare it from your spell list. You don’t need to have the spell prepared to cast it as a ritual.
Adding Spells of 1st Level or Higher
When you find a spell of 1st level or higher, you can add it to your token of the appropriate spell level, if you can spare the time to decipher and copy it. It takes 1 hour and 100gp per spell level to learn spells this way and add them to your token, where they are then written as unique symbols the witch can translate, summarizing the effect and power of that spell.
Familiar
At 1st level the Witch gains the service of a familiar and knows the Find Familiar spell. This is always prepared, and does not count against your total number of spells you can prepare or learn.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Hex
Starting at 2nd level and then again at 6th, 10th, 14th, and 17th levels, the Witch gains the ability to perform a hex upon a target. (This feature does not correlate with the Hex Spell). You can select a hex only once, and costs 1 Action to use.
The number of times you can use your hexes is equal to half your Witch level (rounded up). These uses reset with a short or long rest.
At the same levels you learn new hexes, you may also choose to exchange a previously learned hex for another.
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Cackle: This echoing laugh unsettles and unnerves those who hear it. One target within 60 ft. of the witch must make an CHA saving throw to resist the effect. On a failed save the target's AC drops by a number equal to the witch's Proficiency Bonus. The effect lasts until the start of the Witch’s next turn.
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Evil Eye: By performing a glare of such intensity upon your target you invoke misfortune. One target within 60 ft. of the witch must make a WIS saving throw to resist the effect. On a failed save all the target's rolls are at a Disadvantage. The effect lasts until the start of the Witch’s next turn.
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Witch's Mark: The Witch chooses one target within 60 ft., branding it. The target must make a CON saving throw to resist the effect. While under the effect of the Witch’s Mark the target suffers vulnerability from all sources. The effect lasts until the start of the Witch’s next turn.
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Poppet: Reaching for the life energies of a single target within 60 ft. of the Witch, the unfortunate soul falls under their control. The target must make a DEX saving throw to resist the effect. While under the effect the target moves as the witch wills, remaining Restrained as if by puppet strings. As a Bonus Action the witch can then force the target to move 5 ft. in a direction chosen, or be forcibly made to fall Prone. The effect lasts until the start of the Witch’s next turn.
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Hag’s Reveal: One enemy within 60 ft. must make a WIS saving throw, or suddenly be under the effect of an illusion as you appear to reveal your true visage of a terrible Hag, leaving your target Frightened. This effect lasts until the start of the start of the witch’s next turn.
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Come Little Children: As the Witch beckons to one target within 60 ft., there is a soft, curious melody heard on the wind. On a failed WIS saving throw the target becomes Charmed by the witch. This effect lasts for 1 minute, or until the target takes damage.
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Swine: The Witch alters the natural form of one target within 60 ft. to shift and gain animal-like characteristics. The heart of a pig! This is a CON saving throw. On a failed save, the target’s face and hands gain pig features, leaving them squealing. Attempts to cast spells are at Disadvantage, as well as Concentration checks on previously cast spells, as the target reels from this beastly transformation. This effect lasts until the start of the Witch’s next turn.
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Poison Apple: Take a bite~ The Witch twists the energies around a single target within 60 ft. to feel a deep lethargy. The target must make a WIS saving throw. On a failed save the target is rendered Unconscious in sleep. This effect lasts until the start of the Witch’s next turn.
Hex Enhancements
At 3rd level, you learn how to improve the power of your hexes to bring further ruin. Only one Hex Enhancement can be applied each time you use a hex.
Maleficus Hex
Upon a failed save against your hex, the target also suffers necrotic damage as their body is overcome by your fell magicks.
The damage increases are as follows:
- Levels 1 - 5: 1d4
- Levels 6 - 9: 1d6
- Levels 10 - 13: 1d8
- Levels 14 - 16: 1d10
- Levels 17 - 20: 1d12
Virulent Hex
Upon a failed saving throw of your hex, the dark magic begins to spread like a disease. Upon immediate failure to save, enemies within 10 ft. of the original target must also make saving throws to resist the effect of the hex as it attempts to inflict its power upon more and more victims.
This effect can continue so long as enemies fail their saving throws. The hex stops spreading when further enemies make their saving throws, or if there are no targets within 10 ft. to afflict.
Twinfold Hexing
Upon failing a saving throw for one of your hexes, as a Bonus Action you can attempt to place a second hex upon the same target. Or, if the target saved the first time, apply the same hex again. The enemy must make a saving throw for each hex applied.
Into the Night
At 6th level the Witch gains the ability to imbue a mundane item with flight, which makes it function as per the Broom of Flying item. An item that can be used must be something the witch can sit in or on. This cannot be used on living things, or items already enchanted in some way, and can only be applied to one item, once per day. If the Witch attempts to enchant a second item with this same effect within the same day, it simply does not work.
This effect lasts for 12 hours. Only the witch can ride the item that has been made to fly, as it cannot be used by others. Any who attempt to use the item enchanted in this way will note no effect.
Witch’s Hut
Upon reaching 10th level you can create a home wherever you go. You create an interdimensional space that you, and allies you designate, can enter. The Witch’s Hut remains unseen by all others, nor can they enter. The space occupies a 15 x 15 ft square, which is decorated simply, has a burning cauldron in the center, and is kept dry and warm from the outside elements. The effect lasts 24 hours, but can end early if the witch chooses to leave the Hut. When the spell ends, any creatures or objects left inside the space are expelled into the open spaces nearest to the entrance.
Once you use this feature, you cannot use it again until you finish a long rest.
Witching Hour
At 14th level the Witch’s ability to spread the effect of these primal magicks has expanded further. Spending an action, the witch unleashes these wild and untamed powers onto all creatures in a 10 ft. radius, in a spot within 100 ft. Creatures within must make a WIS saving throw. Enemies who fail the save are lost in an illusion of a dark, misty glade while surrounded by phantasmal visages of other Witches.
At the end of your next turn, those lost to the Witching Hour take 10d10 psychic damage from the frightful experience they just witnessed.
Once you use this feature, you cannot use it again until you finish a long rest.
Wisdom of the Crone
At 18th level, the combination of primal and arcane magicks the Witch wields has given insight into how to slow the process of aging and continue beyond mortal lifetimes. For every ten years that pass, you age only one.
Hex Mastery
At 18th level the Witch has the skill to weave Hexes upon multiple targets at once, inflicting greater woe.
So long as each target remains within 60 ft. of you, you can hex as many enemies as your proficiency modifier (minimum of 1). You still can only apply one Hex Enhancement to each use of your hexes.
Using your hex in this way still counts as only one use of your total hexes per short or long rest.
Witch Queen
At 20th level the Witch has become a master of magics both natural and arcane. You can cast spells without needing to perform its verbal or somatic component.
Additionally, the power of your hexes can penetrate even the finest of defenses. When the Witch performs a Hex upon a choice of target(s), on a failed save the target suffers the effect for 2 rounds. On a successful save they still suffer the effect for 1 round.

Image Credit
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Inspiration
The base for this Witch build came from the combination of natural powers one would expect from a wise woman, or Druid, as well as the arcane knowledge from a Wizard. Some mechanics also came from the Pathfinder 1e Witch, but much of that was put aside for simplicity's sake. The rest came from research into witches and witchcraft, as well as notable witches from myth and folklore.
Cauldron: KindPNG
Witch Portrait: Si Vous Recontrez Une Sorciere found from: Lamagiedanslair
A Woman in Black Robe Holding a Stick Near the Table with Book and Candle Photographed by Victorya Gorbatikova, from Pexels