The Witch
Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one cackles loudly at what she sees.
A young girl sits underneath a tree, far from where the other children play. She glances about to make sure no one is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree’s bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavyset boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy’s eyes.
A young elf intently mutters something under his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony.
Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.
Cursed
While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With grueling effort, they can warp this power into spells to wrack others with the same torture that plagues them.
Pariahs and Outcasts
Almost without exception, witches are feared and hated. They are victim to a number of misconceptions, usually relating them to hags and other evil creatures of the night. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them. In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer, to healer, to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches relocate frequently, never residing in one place for too long.
Familiar Masters
It is rare to find a witch without their constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a witch’s familiar is ubiquitous to common folk for good reason. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars, and command them more swiftly than other spellcasters.
Creating Your Witch
Creating a witch necessarily involves a powerful, malicious curse in your backstory. Who cast it? Did you take a curse upon yourself for power? Was your entire lineage cursed generations ago, leading to a bloodline of witches, or did another spellcaster use sinister, forbidden magic to curse you for life? Decide on the nature of your witch’s curse and think about how you relate to it. Do you feel like the curse was secretly a blessing, or does the desire for vengeance burn in your heart?
What negative effects does the curse leverage on your personality and mind? Are you haunted by spirits, or is your mind plagued by destructive thoughts? How do you feel manipulating the power of this curse outwards into hexes and spells? Work with your DM to determine how witches are perceived in the world. Are they feared, burned, and persecuted? Are you an openly known witch? Do the other characters in your party know of your witchhood? Some witches keep the source of their magic a secret, or claim to be wizards or sorcerers to conceal the true darkness of their magic.
Witches and Gender
Witches are commonly considered to be only female, but in reality, witches can be any gender. This misconception is due to the fact that male and non-binary witches are often called “hexers,” or are incorrectly deemed warlocks by common folk.


Witch
| Level | Proficiency Bonus |
Features | Hexes Known | Cantrips Known | Spells Known |
1st Tier Slots |
2nd Tier Slots |
3rd Tier Slots |
4th Tier Slots |
5th Tier Slots |
6th Tier Slots |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Hexes, Spellcasting, Witch’s Curse | 2 | 4 | 2 | 2 | — | — | — | — | — |
| 2nd | +2 | Cackle, Familiar | 3 | 4 | 3 | 3 | — | — | — | — | — |
| 3rd | +2 | Witch’s Craft | 3 | 4 | 4 | 4 | 2 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 5 | 4 | 3 | — | — | — | — |
| 5th | +3 | Insidious Spell | 4 | 5 | 6 | 4 | 3 | 2 | — | — | — |
| 6th | +3 | Craft feature | 4 | 5 | 7 | 4 | 3 | 3 | — | — | — |
| 7th | +3 | Improved Familiar | 4 | 5 | 8 | 4 | 3 | 3 | 1 | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 5 | 9 | 4 | 3 | 3 | 2 | — | — |
| 9th | +4 | Dying Curse | 5 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — |
| 10th | +4 | Craft feature, Grand Hex | 5 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | 1 |
Class features
As a Witch, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Witch level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 8 + your Constitution modifier per Witch level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, blowguns, shortswords, and whips
- Saving Throws: Wisdom, Charisma
- Skills: Choose two of the following: Arcana, Deception, Insight, Intimidation, Nature, Persuasion, or Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a whip and blowgun, (b) a light crossbow, or (c) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and a dagger
Spellcasting
You have learned to mold and reshape the magic that curses you into spells.
Cantrips
You know four cantrips of your choice from the Occult spell list. You learn additional Occult cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
Spell Slots
The Witch table shows how many spell slots you have to cast your witch spells of 1st tier and higher. To cast one of these spells, you must expend a slot of the spell’s tier or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-tier spell bane and have a 1st-tier and a 2nd-tier spell slot available, you can cast bane using either slot.
Spells Known of 1st Level and Higher
You know two 1st-tier spells of your choice from the Occult spell list. The Spells Known column of the Witch table shows when you learn more Occult spells of your choice. Each of these spells must be of a tier for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd tier. Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the Occult spell list, which also must be of a tier for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when making an attack roll with one.
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.
Witch’s Curse
You are wracked by a terrible curse, which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.
Burned.
Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the produce flame cantrip, which doesn’t count against your number of cantrips known.
Drowned.
Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.
Hideous.
Your appearance is ghastly to behold. You have proficiency in the Intimidation skill. When you roll initiative, you can choose one Humanoid you can see to scare. Make a spell attack against that creature's Will - on a hit, it is frightened of you until the end of your next turn.
Hollow.
Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, gaining temporary hit points equal to your Charisma modifier + your witch level (minimum of 1).
Loveless.
You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.
Possessed.
Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a tier for which you have spell slots at 1st level, and again at 4th and 8th level. These spells don’t count against your total number of spells known.
Visions
You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. However many of these visions are cruel deceptions, they are sometimes grimly accurate. You add your Charisma modifier, in addition to your Dexterity, to your Initiative rolls.
Hexes
You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic that cursed you. At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.
Unless otherwise stated, if a hex requires an attack roll, it uses your spell attack bonus. All hexes require verbal components.
Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a spell at the same time, making one Constitution saving throw to maintain your concentration on both.
Cackle
At 2nd level, you can use your bonus action to cackle. The duration of a hex on which you are concentrating extends by 1 round. If the hex has one or more targets, a target must be within 60 feet of you for the hex’s duration to extend for it.
Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as if casting a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.


Familiar
At 2nd level, you learn the Arcane spell find familiar and can cast it as a ritual without using material components. This spell doesn’t count against your number of spells known. The spell is improved in the following ways:
- Once on each of your turns as an action or a bonus action, you can mentally command your familiar to make a single additional attack.
- When you cast find familiar, you can choose one of the normal forms for your familiar or one of the following special forms: dretch, mud mephit, pseudodragon, smoke mephit, steam mephit, and sprite.
- If your familiar is within 100 feet, your familiar can deliver spells you cast as if it had cast the spell.
- Your familiar can use your spell attack bonus for its attack rolls.
- Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
- You add twice your witch level to your familiar’s hit point maximum.
Witch’s Craft
Your skill in magic has culminated in learning a craft, an innate variety of magic that exists apart from the schools of magic. When you reach 3rd level, choose one Witch’s Craft. Your choice grants you features at 3rd level, and again at 6th and 10th level. If your craft grants you a hex at any level, it doesn’t count against your total number of hexes known.
Craft Spells
Each craft is associated with a branch of magic, represented by a number of spells that you learn. The tiers of these spells are noted in the craft description. These spells count as witch spells for you but don’t count against your number of spells known.
Ability Score Improvement
When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Insidious Spell
Starting at 5th level, when you cast a witch spell that affects a creature that is under the effect of your hex, you have advantage on the first spell attack you make against the creature. This feature only applies to a hostile creature that is the sole target of your hex.
Improved Familiar
At 7th level, your familiar’s attacks count as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage. Additionally, you can choose the following forms for your familiar: brass dragon wyrmling (can’t use its breath weapon), death dog, faerie dragon, fire snake, imp, quasit, and scarecrow.
Dying Curse
Beginning at 9th level, when a creature reduces you to 0 hit points but doesn’t kill you outright, you can lay a nefarious curse upon it. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on weapon attack rolls, ability checks, and saving throws. If you regain consciousness or the creature is targeted by the remove curse spell, the curse ends at the end of the creature’s next turn. Once you use this feature, you can’t use it again until you finish a long rest.
Grand Hex
By 10th level, you have perfected deeply malevolent forms of magic. You learn one grand hex, from among those detailed at the end of the class description.



Hexes
The Hexes below are presented in alphabetical order.
Abate
As an action, make a spell attack against the Will of one creature you can see within 60 feet of you. On a hit, the creature can’t make opportunity attacks or take the Dash action until the end of your next turn.
Apathy
As an action, make a spell attack against the Will of one creature you can see within 60 feet of you. On a hit, until the end of your next turn, the creature becomes indifferent toward one creature of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by the creature to which it is indifferent. When the hex ends, the creature becomes hostile again, unless the DM rules otherwise.
Beckon Familiar
You can cast the find familiar spell as an action without expending a spell slot or material components. Once you cast this spell in this way, you can’t do so again for 1 minute. You must have the Familiar feature to choose this hex.
Bleeding
As an action, make a spell attack against the Fortitude of one creature you can see within 60 feet of you. On a hit, each time this creature takes damage, it loses an additional 1d4 hit points. This effect lasts until the end of your next turn.
Charm
As an action, make a spell attack against the Will of one creature you can see within 60 feet. On a hit, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.
Dire Familiar
As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points are increased by an amount equal to twice your witch level, and it gains a bonus to its damage rolls equal to your Charisma modifier. You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires. You must have the Familiar feature to choose this hex.
Disorient
As an action, make a spell attack against the Fortitude of one creature you can see within 60 feet of you. On a hit, whenever the target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.
Doomward
As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. If the creature drops to 0 hit points before the end of your next turn and doesn’t die outright, it drops to 1 hit point instead. This hex then ends and can’t be used to target the same creature again until you finish a short or long rest.
Duplicity
As an action, you can create an illusory duplicate of yourself, composed of shadowstuff, to confuse your enemies. When a creature attacks you, there is a 50% chance that the attack strikes the duplicate and misses, regardless of its roll, and the hex ends. This effect lasts until the end of your next turn.
Evil Eye
As an action, make a spell attack against the Will of one creature you can see within 60 feet of you. On a hit, the creature is frightened of you until the end of your next turn.
Fortune
As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. The creature has advantage on saving throws until the end of your next turn.
Go Unseen
As an action, you and your familiar become invisible (as per the invisibility spell). The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell. Once you cast this hex, you can’t cast it again for 1 minute.
Hobble
As an action, make a spell attack against the Fortitude of one creature you can see within 60 feet of you. On a failed save, the creature’s speed is reduced to 10 feet until the end of your next turn. If the creature is flying, it falls, unless it has the ability to hover or it is being held aloft by magic.
Mire
As an action, you can transform the ground in a 30-foot radius centered on the point where you cast this hex into murky swamp, which is difficult terrain. You and your familiar can move without penalty in this area. This effect lasts until the end of your next turn.
Misfortune
As an action, choose one creature you can see within 60 feet of you. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.
Obfuscate
As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Pox
As an action, make a spell attack against the Fortitude of one creature you can see within 5 feet of you. On a hit, the creature is poisoned until the end of your next turn.
Ruin
As an action, make a spell attack against the Fortitude of one creature you can see within 60 feet of you. On a hit, the creature’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.
Slumber
As an action, make a spell attack against the Will of one creature you can see within 60 feet of you. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures that are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.
Tremors
As an action, you can create a miniature earthquake. Make a spell attack against the Reflex of each creature on the ground within 10 feet of you - on a hit they are knocked prone.
Ward
As an action, choose one creature you can see other than yourself within 60 feet of you. Each time the creature takes damage before the end of your next turn, the damage it takes is reduced by 3.
Hexes and Magic
A witch casts their terrible hexes as an extension of their curse. As their curses are magical in nature, their hexes are considered 0th-tier spells for the purposes of feature and spells, such as counterspell or dispel, that interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect.
Grand Hexes
The grand hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex requires an attack roll, it uses your spell attack bonus. Grand hex features don’t count as hexes.
Cauldron
You can brew potions in a bubbling cauldron using raw components scavenged from nature. To this end, you have a pool of alchemy points equal to half your witch level, rounded down. You regain all expended alchemy points when you finish a long rest. You can spend 10 minutes and expend any number of alchemy points to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls requires a saving throw, it uses your spell save DC. The potions available for you to brew are given on the Cauldron Potions table below.
| Cauldron Potions | Alchemy Points |
|---|---|
| Potion of Animal Friendship | 1 |
| Potion of Growth | 1 |
| Potion of Healing | 1 |
| Potion of Water Breathing | 1 |
| Oil of Slipperiness | 2 |
| Philter of Love | 2 |
| Potion of Greater Healing | 2 |
| Potion of Heroism | 2 |
| Potion of Resistance | 2 |
| Potion of Clairvoyance | 3 |
| Potion of Diminution | 3 |
| Potion of Gaseous Form | 3 |




Coven
You can induct others into your insidious coven. By performing a special ritual over the course of 8 hours, which can be done during a long rest, you can intermingle your cursed magic with a willing creature that has the Spellcasting or Pact Magic feature. This creature enters into your coven. You can have up to two creatures other than yourself in your coven at a time.
While two or more members of your coven are within 30 feet of one another, they gain the ability to cast additional spells, as shown on the Coven Spellcasting table. Additionally, members of your coven gain access to a shared pool of 5 spell slots—one of each tier, from 1st to 5th level — which they can use to cast spells as normal. Expended spell slots are regained when all members of the coven finish a long rest.
Coven members use their own spellcasting ability to determine spell attack bonuses. A coven member can’t cast spells of a level for which it doesn’t personally have spell slots, even if using a higher tier shared spell slot. A shared spell slot can be used, for instance, to cast a lower tier spell at higher levels, but it can’t be used to cast a spell normally too high-tier for a spellcaster.
Coven Spellcasting
| Spell Tier | Spells (Arcane, Occult) |
|---|---|
| 1st | bane (O), tasha's hideous laughter (O) |
| 2nd | invisibility (A), ray of enfeeblement (A) |
| 3rd | bestow curse (O), counterspell (A) |
| 4th | banishment (O), polymorph other (O) |
| 5th | contagion (O), scrying (A) |
Dual Hex
When you cast a hex that targets one creature other than yourself, you can target two creatures instead. While both targets are under the effect of your hex, you gain the benefits of your Insidious Spell feature against each of them.
Forceful Personality
Your Charisma score increases by 2, and your maximum for this score increases to 22.
Possession
As an action, your body becomes immaterial, and your spirit dives into a Large or smaller creature you can see within 10 feet of you in an attempt to possess it. Make a Spell attack against the creature's Will. You automatically miss against creatures with Legendary actions. On a hit, you disappear and the target becomes incapacitated and possessed; you gain control of its body but don’t deprive the target of its awareness.
While possessing the creature, you can’t be targeted by any attack, spell, or other effect. You maintain your Intelligence, Wisdom, and Charisma and your alignment, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, or proficiencies.
For the purposes of spells and effects which can end possession, such as the spell dispel evil and good, you are treated as an Undead spirit and can be banished from the target, returning to your own body, which rematerializes within 5 feet of the target.
This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a spell or other magical effect that ends possession.
Once you use this grand hex, you can’t do so again until you finish a long rest.
War Hex
When you cast a hex that targets a single creature, you can use your bonus action to cast a cantrip targeting the same creature.
Witch’s Broom
You can use your action to enchant a mundane object — such as a broom, cauldron, or rug — to fly for you. You gain a flying speed of 60 feet while holding this item, as long as you aren’t wearing medium or heavy armor, or wielding a shield. You can only enchant one object using this ability at a time, and if you target another object using it, the enchantment on the previous object ends.
Witch’s Hut
You can perform a 24-hour ritual to enchant a structure that can fit within a 15-foot cube, animating it as a Huge object, as per the animate objects spell. The structure rises up on a pair of magical legs and follows your commands.
The entrance to the structure is linked to an extradimensional dwelling, as per the magnificent mansion spell. You can command the structure from inside this dwelling. If the structure is destroyed, the extradimensional dwelling is unharmed, but any creatures inside it are expelled into the unoccupied spaces nearest to the entrance.
As an action, you can teleport the structure to an unoccupied space you can see within 60 feet of you. Once you teleport the structure, you can’t do so again until you finish a long rest.
You can repeat the 24-hour ritual to end the enchantment on your previous structure and enchant a new one.
Witch’s Crafts
A witch’s craft is distinct from a school of magic. Whereas magical schools seek to categorize spells, crafts are defined by the use of magic, and seek to capture the essence of spells. There are dozens of varieties, from those practiced by covens in secret, to those plied in marketplace potion shops.
Black Magic
Black magic is associated with hexes that cause pain and suffering, and spells that give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.
Black Magic Spells
| Witch Spell Tier | Spells (Arcane, Divine, Primal, Occult) |
|---|---|
| 1st | ray of sickness (A) , inflict wounds (D) |
| 2nd | ghoul fever (D), wither and bloom (P) |
| 3rd | animate dead (O), vampiric touch (A) |
| 4th | blight (P), enervation (A) |
| 5th | cloudkill (A), negative energy flood (A) |
Hex: Decay
3rd-level Black Magic feature
You learn to drain the vitality from a living being. As an action, make a spell attack against the Fortitude of one creature you can see within 60 feet of you. On a hit, the creature takes 1d4 necrotic damage at the start of its turns, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the hex ends. The target dies if this effect reduces its hit point maximum to 0. This hex ends at the end of your next turn.
Deviant Recovery
6th-level Black Magic feature
When you finish a short rest, you can impart magical energy to a friendly creature with the spellcasting ability who completed the short rest with you. That creature regains expended spell slots that have a combined tier equal to or less than the tier of your highest tier spell slot.
Once you impart magical energy with this feature you must finish a long rest before you can do so again.
Life Tether
10th-level Black Magic feature
On a turn immediately after you take damage from a creature you can see, you can transfer some of that damage to a creature that is the sole target of your hex. You recover half the damage you took from a single source (rounded down) and the hexed creature takes that much damage. Once you use this feature, you can’t use it again until you finish a short or long rest.
Blue Magic
Blue magic holds sway over the domains of illusions and enchantments that take hold over people's minds, and anything that is not quite as it seems. Practitioners of this form of magic are puppet masters, shaping the apparent reality of those around them to their advantage.
Blue Magic Spells
| Witch Spell Tier | Spells (Arcane, Occult) |
|---|---|
| 1st | charm person (A), illusory object (A) |
| 2nd | enthrall (O), invisibility (A) |
| 3rd | hypnotic pattern (A), invisibility sphere (A) |
| 4th | confusion (A), mage's private sanctum (A) |
| 5th | scrying (A), seeming (A) |
Hex: Hallucination
3rd-level Blue Magic feature
You can infect the minds of other creatures. As an action, make a spell attack against the Will of a creature you can see within 60 feet. You automatically miss against a creature immune to being charmed. On a hit, the target's perspective of the world distorts into a horrific and alien place. The creature has a -1 penalty to all attack rolls and ability checks it makes. Whenever the creature begins its turn, the penalty increases by 1, up to a maximum penalty of -5. This effect lasts until the end of your next turn.


Deceitful Transposition
10th-level Blue Magic feature
You can use your bonus action to create an illusory disguise over two creatures within 60 feet of you, making it seems as if they have teleported and switched places. The disguise makes it seem that the creatures are in one another's spaces, moving all sounds, smells, and other effects caused by each creature to their correct points of origin. Creatures under the effect of the disguise do not perceive any part of the illusion.
A creature can use its action to examine a magically disguised creature and make a Perception check against a DC equal to 8 + your spell attack bonus. On a success, the creature can see both illusory creatures for what they are.
This illusion lasts for 1 minute, and ends early when one of the illusory creatures takes damage, or if one of the creatures performs any physical interaction which reveals itself to be an illusion.
Once you use this ability, you can't use it again until you finish a short or long rest.
Green Magic
Plants, nature, and things that grow are the domain of green magic. Normally a type of power championed by druids, some witches have a close tie to the powers of green magic and can coax plants and animals to do their bidding.
Green Magic Spells
| Witch Spell Tier | Primal Spells |
|---|---|
| 1st | entangle, goodberry |
| 2nd | barkskin, locate animals or plants |
| 3rd | conjure animals, plant growth |
| 4th | conjure woodland being, ironskin |
| 5th | awaken, tree stride |
Hex: Elder Tongue
3rd-level Green Magic feature
You know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with Beasts and Plants in a limited manner until the end of your next turn. While you can speak with them, you have advantage on all Charisma checks you make to influence Beasts and Plants.
Primal Ally
3rd-level Green Magic feature
Whenever you summon your familiar, you conjure one that is hardier than normal. Add three times your witch level, instead of twice your witch level, to your familiar’s hit point maximum.
Twin Familiar
6th-level Green Magic feature
When you summon your familiar, you can divide its spirit into two bodies. When summoned in this way, your familiar is two identical creatures that share a single pool of hit points. Your twin familiars act on subsequent turns. You can use your bonus action to command one twin to attack and your action to command the other to attack. A spell or feature that targets or dismisses your familiar affects both twins.
Vital Nourishment
10th-level Green Magic feature
By 10th level, you exude an aura of Green Magic that restores and reinvigorates life around you. When you finish a long rest, plant life within 120 feet of where you finished your long rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.
Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your witch level + your Charisma modifier. You can also end one disease affecting each creature, or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.
Red Magic
Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in this craft are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath.
Red Magic Spells
| Witch Spell Tier | Spells (Arcane, Primal) |
|---|---|
| 1st | burning hands (A), magic missile (A) |
| 2nd | acid arrow (A), scorching ray (A) |
| 3rd | fireball (A), protection from energy (P) |
| 4th | ice storm (P), wall of fire (A) |
| 5th | cone of cold (A), telekinesis (A) |
Hex: Imperil
3rd-level Red Magic feature
You know how to strip away your foes’ magical defenses. As an action, make a spell attack against the Fortitude of one creature you can see within 60 feet of you, and choose any one damage type. On a hit, the creature loses resistance to the chosen damage type until the end of your next turn, or is treated as only having resistance, if it has immunity to that damage type.
Convolute Energy
6th-level Red Magic feature
Whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can gain resistance to that damage type until the end of your next turn.
Invulnerability
10th-level Red Magic feature
On a turn after an attacker that you can see hits you with an attack, you can fully endure its effects, recovering hit points equal to the damage dealt by that attack or 50 hit points, whichever is less.
Once you use this feature, you can’t use it again until you finish a long rest.
White Magic
White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.
White Magic Spells
| Witch Spell Tier | Divine Spells |
|---|---|
| 1st | bless, cure wounds |
| 2nd | lesser restoration, prayer of healing |
| 3rd | beacon of hope, revivify |
| 4th | death ward, guardian of faith |
| 5th | mass cure wounds, raise dead |
Hex: Remedy
3rd-level White Magic feature
You learn a hex that closes wounds and eases pain. As an action, choose one creature you can see within 60 feet of you. This creature regains a number of hit points equal to 1d10 + your witch level. A creature that regains hit points from this hex can’t be affected by it again until it finishes a short or long rest.
Talisman of Protection
6th-level White Magic feature
You can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be performed over the course of a short rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become mundane. Any creature wearing the talisman can add a d4 to all saving throws it makes.
Benevolent Surge
10th-level White Magic feature
At 10th level, when you, your familiar, or one of your allies you can see within 30 feet of you takes damage, you cause that creature to regain hit points equal to 1d10 + your Charisma modifier. Once you use this feature, you must finish a short or long rest before you can use it again.



