Quickening. At 1st level, Sharlan gains the ability to enter a trance known as the witch’s quickening, letting her see beyond the borders of the material world. As an action she can enter this trance to see into the Ethereal Plane up to 60 feet.
Additionally she also gains insight into the emotional energy surrounding her, she knows if and what spirits are bound within 60 feet, and she gains advantage on Wisdom (Insight) checks.
The trance lasts for 1 minute, or until she ends it as an action. She can use this feature a number of times equal to her Charisma modifier (minimum 1). She regains any expended uses when she finishes a long rest.
Binding Rights. At 2nd level you can bind spirits to your service. Binding a spirit requires 10 minutes of uninterrupted meditation. During this time, the witch speaks the invocations required to summon the spirit forth and enacts the rite of binding depending on which philosophy the witch subscribes to. A witch may perform this ritual at any time to swap a bound spirit for a new one, losing the old passive benefit and gaining the new (or simply to change the spell slot level the same spirit is occupying).
See Section called Binding Rights at end of the character sheets.
Spirit Ward. At 3rd level, you learn a rite that offers protection against spirits who wish you or your allies harm. As an action, you can create a spirit ward with a radius of 15 feet, centered on a point you touch. The ward lasts 1 minute. While inside the ward, creatures you choose who you can see cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incorporeal undead. Additionally, if an affected creature is reduced to 0 hit points within the ward but is not killed outright, the creature becomes stable.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot to use it again.
Imbue Weapon. At 2nd level, you can channel the power of your bound spirits through a weapon. Whenever you finish a short or long rest, you can touch one weapon that you are proficient with and choose one spirit you have bound. The spirit is infused into the weapon until you finish a long rest, and it cannot be released while it is infused in this way.
When you attack with the weapon, it gains a magical bonus to attack and damage rolls equal to the spirit's level divided by three, unless it is a magic weapon that already has a bonus to those rolls. Whenever you hit a creature with this weapon, you gain a number of temporary hit points equal to your Charisma modifier (minimum of 1).
War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
| Skills | Modifier |
|---|---|
| Acrobatics (Dex) | +0 |
| Animal Handling (Wis) | +3 |
| Arcana (Int) | +5 |
| Athletics (Str) | +2 |
| Deception (Cha) | +5 |
| History (Int) | +2 |
| Insight (Wis) | +6 |
| Intimidation (Cha) | +5 |
| Investigation (Int) | +2 |
| Medicine (Wis) | +6 |
| Nature (Int) | +2 |
| Perception (Wis) | +6 |
| Performance (Cha) | +5 |
| Persuasion (Cha) | +5 |
| Religion (Int) | +2 |
| Sleight of Hand (Dex) | +0 |
| Stealth (Dex) | +0 |
| Survival (Wis) | +6 |
(*) denotes expertise
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Ice Knife
Source: Xanathar's Guide to Everything
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Identify
Source: Player's Handbook
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Tasha's Caustic Brew
Source: Tasha's Cauldron of Everything
1st-level evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Witch Bolt
Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Tasha's Mind Whip
Source: Tasha's Cauldron of Everything
2nd-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
The number of spirits in any given area may fluctuate, if the DM decides, they can roll a d10 to determine the number of spirits in the area. Then, roll a d20 to determine the types.
| d20 | Spirit Type |
|---|---|
| 1 | No Spirit |
| 2 | Agony |
| 3 | Desire |
| 4 | Empathy |
| 5 | Envy |
| 6 | Fear |
| 7 | Generosity |
| 8 | Guilt |
| 9 | Hate |
| 10 | Humility |
| 11 | Hunger |
| 12 | Passion |
| 13 | Pride |
| 14 | Serenity |
| 15 | Sloth |
| 16 | Sorrow |
| 17 | Trust |
| 18 | Valor |
| 19 | Wonder |
| 20 | Re-roll 2 times |