Witch 1.3

by SunGoddessDrigoon

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Witch
Level Features Cantrips Known Spells Known Trinkets Known Trinkets Invoked Rituals Prepared 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting 3 3 2 2
2nd Coven 3 4 2 3
3rd 3 5 3 4 2
4th Cauldron, ASI 4 6 4 4 3 4 3
5th 4 7 5 4 4 4 3 2
6th Coven 4 8 6 5 4 4 3 3
7th 4 9 7 5 4 4 3 3 1
8th ASI 4 10 10 6 5 4 3 3 2
9th 5 11 11 6 5 4 3 3 3 1
10th Coven 5 12 12 6 5 4 3 3 3 2
11th 5 13 13 7 6 4 3 3 3 2 1
12th ASI 5 14 15 7 6 4 3 3 3 2 1
13th 5 15 16 7 7 4 3 3 3 2 1 1
14th Coven 5 16 17 8 7 4 3 3 3 2 1 1
15th 5 17 18 8 8 4 3 3 3 2 1 1 1
16th ASI 5 18 20 8 8 4 3 3 3 2 1 1 1
17th 5 19 21 9 8 4 3 3 3 2 1 1 1 1
18th 5 20 22 9 8 4 3 3 3 2 1 1 1 1
19th ASI 5 21 23 10 8 4 3 3 3 2 2 1 1 1
20th Master of Ceremonies 5 22 24 11 8 4 3 3 3 2 2 2 1 1

Witch.

The candle is lit. The moon is right. A man adorns himself in black and red silks, a garb so smooth and light that the wind seems to pass straight through it.

In his hand is a lock of hair of a person he has never met before. The noble woman quivers in fear and doubt. She does not know if this man can help find her missing daughter.

The man begins to chant as the fire erupts. The hair is burnt and from the smoke a vision. A young woman with a fair face is seen dancing at a ball. The noble woman lets her shaking breath go. The man has found her, and she is safe.

Respect Towards the Craft.

To be a witch is to be careful. One must make sure their rituals are performed properly, that their potions are made correctly, and that their clothes are clean and neat. Any small thing goes wrong and the entire operation is thrown to the winds of chaos.

Like any other, the craft of a witch's magic lives and breathes by “measure twice, cut once.” There is a time for recklessness and a time for experimentation, but when people's lives are on the line, then that is the worst time for improvisations.

Masters of the Unusual.

It is an unwritten rule that witches are wise… but that wisdom often leaves them a bit eccentric. The long nights practicing rituals on the border of the arcane and heretical often leaves them ostracized. Their magic is strange and their craft often underappreciated.

Some take this in stride, while others live on the run from place to place. The seclusion and abundance of rare herbs make the swamp a pristine vacation home for a witch. Strange as they are, the witch often takes pride in their strangeness. It is in their eccentricities and their abnormal lifestyle that empowers them to fight all who dares threaten their coven.

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 + Con
  • Hit Points at Higher Levels: 1d8 + Con

Proficiencies


  • Armor: Light Armor
  • Weapons: All simple weapons
  • Tools: Choose two from Alchemist's supplies, Cook's utensils, Painter's supplies, Tinker's tools, Weaver's tools, and Woodcarver's tools.

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Persuasion, or Nature.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • 5d4 * 10 gold pieces

Spellcasting

As a conduit for aberrant power, you can cast witch spells.

Cantrips

At 1st level, 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.

Spell Slots

The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your witch spells. The power of your spells comes from your devotion to your craft. You use your Wisdom whenever a witch spell refers to your spellcasting ability. In addition, you use your Wisdom 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 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared. As a witch you get a number of spells that you can prepare exclusively as rituals on each long rest.

These spells must already have the ritual tag, and you cannot cast them in any way unless it is through a ritual. The amount of spells known this way is show in the rituals known column of the Witch table.

Spellcasting Focus

You can use a variety of things as a spellcasting focus for your witch spells. Examples can be a staff, a trinket, a doll, or a taxidermied rat.

2024 Rules Convertion.

When converting this class for the 2024 rules, there only needs to be a change to the epic boonk. This replaces the asi gained at that level.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify.

Coven

At 2nd level, you find your coven, and the nature of the coven determines your development as a witch. Your coven will give you additional features at the 6th, 10th, 14th, and 18th level.

Cauldron Tricks and Trinkets.

At fourth level, you gain the ability to craft items and trinkets to help the party.

You start with four known, and you can invoke four at the start of each long rest. You may invoke multiple of the same feature.

Any item created by a cauldron trick expires after you start another long rest, or after 24 hours, whichever comes first. Unless stated otherwise, each item breaks after being activated.

To be able to take or invoke a cauldron trinket, you must meet the prerequisites.

While you can invoke the same trinket to get all of the items made by that feature again, each item has a limit. Trinket features with the Unrepearable have a limit of 1.

All trinkets count as one feature to invoke, even if they create multiple objects.

For example, you know the tricks "basic potion brewing" and "Rabbit's Foot" and as a long rest you can invoke 3 trinkets. You invoke Basic potion brewing 2 times, getting a total of four potions and invoke Rabit's foot once.

Master of Ceremonies.

At 20th level, you gain mastery over your craft to the point where the impossible becomes possible. A number of times equal to your wisdom modifer per long rest, you may cast any spell of fifth level or lower on the witch spell list as a ritual spell.

Once per long rest you may cast a spell you know of 7th level or lower as a ritual spell.

Covens

These are four options for your witches coven, gained at 2nd level. Covens are soceities of witches that join together in a common interrest.

Coven of Thorns.

Some covens find themselves requiring more than mere spells and trinkets to protect themselves. These witches wrap their bodies in thorns and roses to enhance their defences. They forge and train with superior armor. While others may cower, the Knights of thorns rush into the fray.

The vines they adorn themselves in will cut and sap the life force of any foe who dares raise their weapons against the knight.

War Witch

At 2nd level, you gain proficiency with medium armor, heavy armor, all melee weapons and shields.

When a creature hits you within 5ft of you, they take 1d4 piercing damage.

As a bonus action, you may expend a 1st level spell slot to heal yourself 1d6 health, and give you 1d6 temp hp. For each level above 1st, increase both by 1d6.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Will of the Blade

Starting at 6th level, you learn the heroism spell as a witch spell and once per long rest you may cast it without using a spell slot.

When you regain hit points or temporary hit points, gain an additional amount equal to your wisdom modifier.

When a creature within 5 ft hits you, the damage they take increases to 1d6.

Thorn Covered Body

At 10th level, your weapon becomes an extension of yourself, and your body becomes the animus that awakens the blade.

When you make a spell attack roll, you may use your weapons to hit bonus instead of your spell attack modifier.

When a creature within 5 ft hits you, the damage they take increases to 2d6.

Wrath of the Vine.

At 14th level, you become the arbiter of nature’s wrath.

When you make a melee weapon attack, you may add your wisdom modifier (minimum of 1) to the damage.

While you are concentrating on a spell, you gain a +1 to hit and damage rolls on your first melee attack.

Coven of Enchantment

With all the potions, potions, and rituals, sometimes the easiest solution to resolving conflict is a silver tongue. These witches are masters of the mind and manipulation. Enchanting Scion’s master their craft of appearances and negotiation, but if that doesn't work, then magical forms of control will do.

What this coven values highest is control. From their perfectly maintained image, to their servants, they thrive in any situation against the weak willed.

Enchanter Spells

At 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Enchanter Spells table. Each spell counts as a witch spell for you, but it doesn't count against the number of witch spells you know.

Witch Level Spells Known
1st Dissonant Whispers
3rd Suggestion
5th Enemies Abound
7th Compulsion
9th Dominate Person

Wonderous Appearance

At 2nd level, you have gained an impressive charming ability even without the use of your magic.

You gain a bonus equal to your wisdom modifier to persuasion and deception.

You gain a strange aroma that is pleasant to all who can smell you. This aroma changes subconsciously based on the preferences of those around you.

Charming Chains

At 6th level, you gain the ability to make your foes unable to move against you with a mere glance.

When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save modifier. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed by you in this way, they are restrained and cannot move. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. This can only be done once per short rest.

Creatures that are immune to being charmed are immune to this effect.

Unbreakable Gaze.

At 10th level, you begin to know how to undo even the strongest defences.

When a creature attempts to harm or attack you, you can make them make a charisma saving throw against your spell save modifier. If they fail, they find themselves unable to harm you intentionally, both directly and indirectly. This effect lasts until the start of your next turn.

You may do this a number of times equal to your wisdom modifier per long rest.

Creatures that are immune to being charmed are immune to this effect.

Overlord’s Awakening.

At 14th level, you reach the pinnacle of one ability to control others.

When you target a creature with a spell or an ability that is immune to being charmed, you instantly realize that they are immune to being charmed normally. A number of times equal to your proficiency bonus per long rest you can may ignore your target's immunity to being charmed.

Coven of the Exorcist.

Do you hear them? The dead who call out to the living to bring them release, closure, vengeance. Whatever the reason, some have tried to listen to the howls of the departed. The more they listen, the more they are dragged into the gray. The gray zone of the unknown. The crossroads between life and death.

The Coven of the Exorcist not only tries to commune with the dead, but intends to reach this state of gray. To them, death is merely another stage of life, and even desirable. Death is no end, but a new beginning.

Exorcist Spells.

At 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Exorcist Spells table. Each spell counts as a witch spell for you, but it doesn't count against the number of witch spells you know.

Witch Level Spells Known
1st Detect Evil and Good
3rd Blur
5th Spirit Guardians
7th Dimension Door
9th Antilife Shell

Connection to the Dead.

At 2nd level, you are able to hear the whispers of the departed.

When you make an ability check that uses a skill or a saving throw, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

A number of times equal to your proficiency bonus per long rest, you may hone your senses to see the unseen. As a bonus action, you know the location of any undead and any invisible creatures within 60 ft of you and not behind total cover until the end of your next turn. You can feel their presence but not any details.

Ghastly Form.

At 6th level, your connection to spirits allows you to temporarily take on their form.

As a bonus action you may enter your ghostly state and gain the following abilities for a minute.

  • You are immune to effects that would reduce your speed.
  • You may move through other people and objects. Ending your turn within another object or person deals 1d10 damage to you. This damage will always break concentration.
  • Once per turn, after you deal damage to a target or make them fail a saving throw, you may make that target frightened of you until the end of your next turn.
  • You gain a hover speed of 20 ft, you cannot go more than 10 ft above the ground.

You may do this a number of times equal to your proficiency bonus per long rest.

Third Eye.

At 10th level, your senses are honed to detect the supernatural.

When you make a perception roll, if you roll a 9 or less on a d20, then treat the roll as if you rolled a 10.

You gain a blindsight of 10 ft.

The Spectre Awakening.

At 14th level, your connection with the undead becomes unlike any other. You exist in the grayness between life and death.

When you enter your ghastly form, you gain these additional features.

  • As bonus action you may teleport 30ft to a place you can see.
  • You gain a fly speed of 40 ft.
  • Once per turn, you may deal an additional amount of force damage equal to your wisdom modifier after damaging a target.

Coven of Apotheosis

(CW: Body Horror.)

Humanity. Normalcy. Sanity. Horrible things… they limit what is truly possible for your bodies and minds. The Coven of Apotheosis believes that perfection is a process… Evolution is not merely the result of changing genetics over generations, but that it is the point of existence.

We exist to evolve, to thrive, and to free ourselves from our putrid pathetic forms. The witches use extensive body modifications to achieve a new perfected form. There is no part of the body that cannot be replaced with a superior part. There is no line that they will not cross if it means becoming perfect.

Variable Form

At 2nd level, you begin to experiment on your body to mutate your form.

For any of the choices made for the Variable Form, Different Beast, Predator of your size, and True Apex features, you may spend 12 hours a day for a workweek tearing yourself apart and putting yourself back together to change what options you chose.

Think about your form, the ideal monstrous body that your character would strive for. These options are made to feel somewhat vague, allowing for each player character to flavor each option. Think about how the form would work mechanically. Are these changes obvious or hidden? Are they accepted or seen as strange or even inhuman?

Do keep in mind the phobias of other players when using your abilities, so it might be best to use the vague descriptions to work with them.

Improved Mobility

At 2nd level gain one of the following features.

  • Increased movement speed by 10ft.
  • Climb speed of 20ft, or increase your climb speed by 10ft.
  • Swim Speed of 30ft, or increase your swim speed by 10ft.
  • Halved fall damage.

Different Beast.

Also at 2nd level you gain additional ways to show your abhorrent body’s true power.

You gain natural weapons that deal a 1d6 of either slashing, bludgeoning, or piercing. These attacks use your strength modifier. These natural weapons count as a spell casting focus.

You may add your wisdom or strength modifier to intimidation checks.

While not wearing armor, your armor class is 12 + your constitution modifier.

Literal Monster.

6th level. Choose two of the following features.

  • When you take the attack action, you may make two attacks. Do this only with your natural weapons. Your natural weapons are considered magical.
  • Your maximum hp increases by 6, and increases again by 1 for each level in this class.
  • Pick two features from the “improved movement.”
  • You gain a fly speed of 40ft. If you end your turn in the air you fall to the ground.
  • You may expend a spell slot as a bonus action to give yourself 2d6 temporary hp. You gain an additional 2d6 temporary hp for each spell level above first spent.

Predator of your Size.

At 10th level, you have passed the point of no return. Humanity is a limiting concept anyway.

You are no longer a humanoid, you are now a monstrosity. If you have any other creature types, you keep them.

Choose two of the following features.

  • You gain the effects of the enlarge spell permanently, without the need for concentrating on it.
  • Your natural weapons are now 1d10s instead of 1d6.
  • While not wearing armor or benefiting from a shield, your armor class increases by 2.
  • As a bonus action you may expend a spell slot to fire out in a 25ft cone. All creatures in that cone must make a constitution save against your spell save or take 2d8 + your wisdom modifier damage of either fire, cold, acid, poison, or lightning (chosen when you choose this feature.) They take half as much damage on a success. This deals an additional 1d8 damage for every spell level above first was spent.
  • You gain resistance to bludgeoning, piercing, or slashing from sources that are not silvered.

True Apex.

At 14th level, you have become a true monster, perfection incarnate, and the peak of evolution.

Choose one of the following options.

  • You gain immunity to either fire, lightning, acid, poison, cold, necrotic, or radiant damage. Choose another to gain resistance to.
  • You gain a +2 to your attack and damage rolls with your natural weapons.
  • Your constitution modifier increases by 2, to a limit of 22.
  • Your strength modifier increases by 2, to a limt of 22.

Coven of the Broommakers

Whether it is little bits and bobs, or an entire house, these witches are the masters of making. Broommakers pride themselves on their ability to not only create, but to imbue life. They find joy in the creation of little servants and watching them work around their lairs.

Out of all types of witch, the broommakers are the most industrious. This means that they are often the first type of witch that the layman knows about beyond that which is told in fairy tales.

Broommaker Spells.

At 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Broommaker Spells table. Each spell counts as a witch spell for you, but it doesn't count against the number of witch spells you know. If ypu already know the spell, choose a new spell from the witch list of the same spell level.

Witch Level Spells Known
1st Unseen Servant
3rd Borrowed Knowledge
5th Tiny Servants
7th Fabricate
9th Animate Objects

Quickly Crafting

At 3rd level, you gain the ability to create new trinkets with ease.

During a short rest, you may invoke a new trinket that you have not invoked since your last long rest. You may do this once per long rest and not for a trinket with the unrepeatable property.

You increase the amount of trinkets you know by one.

Smacking Broom.

At 3rd level, you have learned how to weaponize your broom.

When you hold your broom, you may use it as a magical melee weapon. It uses your wisdom modifier for attacks and damage. It deals 1d6 bludgeoning damage, it is a two handed weapon and counts as a spell casting focus for witch spells.

Apprentices.

At 6th level, you have learned how to masterfully create your own servants and allies.

When you use a spell to create a construct, you can increase its health by your wisdom modifier. It gains double your wisdom modifier instead if the construct created is medium or bigger.

In addition whenever you cast a spell to create a creature, you may treat that creature as if it were a construct. This does not work on spells that summon or awaken a creature.

The Broomstick.

At 10th level, you are able to create a flying broom that empowers your magic while you fly.

While you are holding your broom, you can concentrate on it as if it were a spell. While doing this, the broom can carry you and only you into the air with its 90 ft fly speed. While you are flying in this way, then once per round your witch cantrips and spells deal additional damage equal to your wisdom modifier.

Army of Objects.

At 15th level you learn how to improve your little soldiers to maximise their power.

Constructs you create with spells gain a +1 bonus to their armor class. Creatures that are large or greater gain an additional + 1 bonus.

Constructs you create with spells may use your wisdom modifier for their attack and damage rolls, their attacks are also considered magical.

Trinkets

4th level Trinkets

Giants Toe.

Prerequisite, the "enlarge/reduce" spell known.

When you cast the enlarge spell, the target gains 2d8 temporary hit points and deals an extra 1d6 instead of an extra 1d4. Casting it this way destroys the giant’s toe.

Basic Potion Brewing

You are able to create one health potion of common rarity, as well as any other potion listed at a common rarity.

Vile Blade

Unrepeatable

You create a non magical weapon with 5 charges of poison. Once per round, the wielder may expend a charge of poison to deal an additional 1d4 poison damage on a melee weapon attack.

Trinket of Restoration.

Unrepeatable

You make a small trinket that is imbued with a strange life force. As a bonus action, a person holding the trinket can crush it in their hands to gain 2d4 temporary hp. This destroys the trinket.

Crooked Arrow

This piece of +1 ammunition when it hits a target gets stuck in the foe begins to curse them. The witch who made this piece of ammunition may cast touch spells through the arrow. If the spell requires an attack roll, use your spell attack modifier with advantage.

Once a spell is cast through it, it misses its target, or the target takes an action to remove it, the ammo is broken.

Aspect of Pest.

As a bonus action, a person holding the trinket can crush it in their hands to transform into either a frog, a cat, a goat, or a crab as if they had wildshaped for the next ten minutes. This destroys the trinket.

Rabbit’s Foot.

Unrepeatable

As a bonus action, a person holding the rabbit's foot can crush it in their hands. Once until the start of their next turn, they may add a 1d6 to any d20 roll they make. This breaks the rabbit’s foot.

Eye of Newt.

As a bonus action, a person holding the eye of newt can crush it in their hands and speak the name of a creature type. Until the end of their next turn, they can see the location of all creatures of that creature type within 30 ft, even through walls, illusions, or invisibility. These creatures do not gain any benefits from being hidden or invisible to this creature. This breaks the eye of newt

Faith of a Seed.

As a bonus action, a person holding the seed can crush it in their hands. For the next minute they may add the witch’s spell casting modifier to any strength checks or saves they make. Activating this breaks the seed.

Broken Glasses.

prerequisite. the spell “mirror image” known.

As a bonus action, you may expend a 2nd level or higher spell slot to crush the broken glasses in your hand. This casts “mirror image” on yourself and gains you 1d6 temporary hitpoints. This breaks the glasses.

Hair of the Raijin.

Prerequisite. The spell “witch bolt” known.

When you cast the spell witch bolt, the target of the spell cannot willingly leave the area of effect of the spell, and if the spell was upcast, then all damage from the spell rolls as many dice as the initial hit. Successfully casting this spell breaks the hair.

Chimera Skin.

Prerequisite. The spell “Enhance ability” is known.

When you cast Enhance ability you may have the skin of chimera burn into ash. This causes one target of the spell to gain two effects until the spell ends.

Holy Water.

You are able to create a vial of holy water.

Demon’s Spit.

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the demon's spit as an improvised weapon. The target takes 1d6 necrotic damage. If the target is a celestial, this deals an additional 1d6 necrotic damage.

Simple Spell Scroll

Limit: 2

You can make a spell scroll of a spell you have prepared at 1st level.

8th level Trinkets

Intermediate Potion brewing.

Prerequisite: 8th level

You can make a greater healing potion, as well as potions of Polychromy, Water Breathing, Psionic Fortitude, or Growth.

Greater Holy water.

Unrepeatable

Prerequisite: 8th level

You can make three vials of improved holy water that deals 3d6 to non celestials, and 4d6 to fiends or undead.

Greater Demon Spit.

Prerequisite: 8th level

You can make an improved Demon spit that deals 3d6 necrotic damage, and damages in an area of a 10ft radius to all creatures that would have been hit by the improvised weapon attack roll.

Tongue of a Drake.

Prerequisite:8th level

As a bonus action, you may bite down on the tongue of a drake, destroying it and firing out a 15ft cone of 3d8 damage of your choice between Fire, Poison, cold, or lightning. This is a dex save based around the witches spell save dc. This breaks the tongue.

Hydra Fang Arrowheads.

Prerequisite: The spell “conjure Barrage”, 8th level.

When you cast conjure barrage, you may expend the hydra fang arrowheads. If you do, the spell deals an additional 3d8 poison or acid damage (your choice) on a failed save, half as much on a successful save, using the same dexterity save. Creatures that fail the save cannot regain hitpoints until the start of your next turn.

Aspect of Pet

Prerequisite: 8th level.

As a bonus action, a person holding the trinket can crush it in their hands to transform into either a giant bat, giant owl, Ox, wolf, or panther as if they had wildshaped for the next ten minutes. This destroys the trinket.

Amulet of restoration.

Prerequisite: 8th level.

As a bonus action, a person holding the trinket can crush it in their hands to gain 2d8 + 5 temporary hp. This destroys the trinket.

Crooked Weapon.

Prerequisite: 8th level.

Unrepeatable

You create a +1 melee weapon. On your turn, you may cast a spell with a touch range through the blade against the target last hit by the weapon within the last round. If the spell requires an attack roll, use your spell attack modifier with advantage. The weapon breaks after you cast a spell through it.

Purified Ectoplasm.

Prerequisite: 8th level

As a bonus action, you may consume the purified ectoplasm and until the end of your next turn your movement speed increases by 10 ft and you can move through other creatures and objects as if they were difficult terrain. you take 5 (1d10) force damage if it ends its turn inside an object. Opportunity attacks made against you are at disadvantage.

Breath of the Winds.

Prerequisite: 8th level.

As a bonus action, you may expend the Breath of the Winds. For the next minute, your movement speed is doubled, and attacks of opportunity cannot be made against you.

Blade Oils.

Prerequisite: 8th level

Limit: 3

As a bonus action, you may coat a weapon in a blade oil. These oils are infused with elemental energy. For the next minute the coated weapon deals an extra 1d6 damage of either fire, cold, lightning, thunder, acid, or poison (chosen by the witch when the oil is created), during each melee weapon attack the weapon makes.

Pearl of Returnal.

Prerequisite: 8th level

Unrepeatable

As an action, the user may siphon power from the pearl to gain back a 2nd level spell slot that has been expended.

Improved Spell Scribe.

Prerequisite: 8th level

Limit: 2

You can make a spell scroll of a spell you know at 2nd level and another spell scroll at 1st level.

12th level Trinkets

Advanced Potion brewing.

Prerequisite: 12th level

You can make a potion of Superior Healing, as well as a potion of Clairvoyance, Diminution, Maximum Power, or any other potions from intermediate or basic.

Pure Holy water.

Prerequisite: 12th level

Unrepeatable

You can make three vials of improved holy water that deals 4d6 to non celestials, and 5d6 to fiends or undead.

Vile Demon Spit.

Prerequisite: 12th level

You can make an improved Demon spit that deals 4d8 necrotic damage, and damages in an area of a 15 ft radius to all creatures that would have been hit by the improvised weapon attack roll.

Tasha’s Ire.

Prerequisite. The spell “witch bolt” prepared. 12th level

When you cast the spell witch bolt, the target of the spell cannot willingly leave the area of effect of the spell, and if the spell was upcast, then all damage from the spell rolls as many dice as the initial hit. For every level above first, every instance of damage from the spell deals an additional 1d8 force damage.

As well, you may target up to three creatures when you cast witch bolt. Successfully casting this spell breaks the hair.

Dragon Dust.

Prerequisite. 12th level.

Limit: 2

A powder made from ground up dragon scales. As a reaction you may throw the dragon dust to a point within 30 ft of you. All creatures within 20 ft of that point gain resistance to either cold, fire, acid, poison, or lightning until the start of your next turn for as long as they stay within 20 ft of the point chosen.

Counter Charm Bracelets.

Prerequisite. 12th level

You create 5 bracelets that when the wearer becomes charmed, frightened, or stunned, the bracelet automatically breaks and frees them from that condition. One person can wear multiple bracelets at a time and they break one at a time.

Amulet of Resilience.

Prerequisite: 12th level.

Unrepeatable

As a bonus action, a person holding the trinket can crush it in their hands to gain 3d10 + 10 temporary hp. This destroys the trinket.

While they have the temporary Hp from the amulet, their armor class increases by 2.

Greater Spell Scribe.

Prerequisite: 12th level

You can make a spell scroll of a spell you know at 3rd level, and 2 at 2nd level.

Arrow of the Izbushka.

Prerequisite: 12th level

Limit: 2

This piece of +2 ammunition when it hits a target gets stuck in the foe begins to curse them. The witch who made this piece of ammunition may cast touch spells through the arrow. If the spell requires an attack roll, then the spell automatically hits.

Once a spell is cast through it or the target takes an action to remove it, the ammo is broken.

If this piece of ammo misses, it magically returns to the one who fired it

Bottled Thunder.

Prerequisites: level 12

Limit: 2

A small but powerful explosive with a throw range of 80 ft and an explosion radius of 15 ft. All creatures within the radius must make a strength save against the witch’s spell casting modifier or take 6d12 thunder damage and be pushed 30 ft away from the explosion on a failed save, half as much damage and push distance on a success.

Blade of Manos.

Prerequisites: Level 12

Unrepeatable

You create a +2 melee weapon that the witch can see and sense through as a bonus action. When the witch is sensing through the blade, the witch may cast a spell as if they were where the blade currently is. Casting a spell this way brings the blade to a +1, and if another spell is cast, the blade is destroyed.

16th Level Trinkets

Expert Potion brewing.

Prerequisite: 16th level

You can make a potion of Supreme Healing, as well as a potion of Invisibility, Sharpness, or any other potions from advanced, intermediate, or basic.

Divine Holy water.

Prerequisite: 16th level

Unrepeatable

You can make three vials of improved holy water that deals 5d8 to non celestials, and 6d8 to fiends or undead.

Abyssal Demon Spit.

Prerequisite: 16th level

You can make 2 vials of improved Demon spit that deals 5d10 necrotic damage, and damages in an area of a 30 ft radius to all creatures that would have been hit by the improvised weapon attack roll.

Amulet of Immortality.

Prerequisite: 16th level.

Unrepeatable

As a bonus action, a person holding the trinket can crush it in their hands, all creatures of the welder's choice within 30 ft gain 4d10+10

While they have the temporary Hp from the amulet, their armor class increases by 2.

Dragon Souls.

Prerequisite: 16th level

Unrepeatable

As a bonus action, you may infuse a weapon with the soul of a dragon, giving it immense elemental energy. For the next minute the coated weapon deals an extra 2d8 damage of either fire, cold, lightning, thunder, acid, or poison (chosen by the witch when the soul is created), during each melee weapon attack the weapon makes.

Dragon’s Breath.

Prerequisite, 16th level

As a bonus action, you may bite into the vessel of the dragon’s breath to release a stream of elemental energy. In a 45 ft cone in front of you, you can make all creatures make either a constitution or dexterity saving throw against your spell save and deal 10d6 of either fire, cold, lightning, acid, or poison damage on a failed save, half as much on a success.

Feathers of a Valkyrie.

Prerequisite: 16th level.

Unrepeatable

As a bonus action you may crush the feathers in your hand, for the next minute you gain resistance to radiant and necrotic damage, your first attack each turn deals an additional 2d10 radiant damage, and you gain a fly speed equal to twice your movement speed.

Spell Scribe Master.

Prerequisite: 16th level.

Unrepeatable

You can make a spell scroll of a spell you know at 5th level, 2 at 3rd level, and 4 at 2nd level.

Spells

Known Spells

Cantrips

  • Acid Splash
  • Booming Blade
  • Chill Touch
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Mending
  • Minor Illusion
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Sapping Sting
  • True Strike

1st level

  • Absorb Elements
  • Animal Friendship
  • Bane
  • Cause Fear
  • Charm Person
  • Command
  • Cure Wounds
  • Faerie Fire
  • False Life
  • Inflict Wounds
  • Sanctuary
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Tacha’s Caustic Brew
  • Tasha’s Hideous Laughter
  • Hex
  • Ice Knife
  • Witch Bolt

2nd Level

  • Aganazzar’s Scorcher
  • Alter Self
  • Animal Messenger
  • Blindness/Deafness
  • Calm Emotions
  • Cloud of Daggers
  • Cordon of Arrows
  • Crown of Madness
  • Darkness
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Flock of Familiars
  • Heat Metal
  • Invisibility
  • Lesser Restoration
  • Mirror Image
  • Nystul’s Magic Aura
  • Rime’s Binding Ice
  • Scorching Ray
  • See Invisibility
  • Tasha’s Mind Whip
  • Winter and Bloom
  • Spirit Viper*

3rd level

  • Animate Dead
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Conjure Barrage
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Flame Arrows
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hunger of Hadar
  • Magic Circle
  • Major Image
  • Plant Growth
  • Sleet Storm
  • Slow
  • Speak With Dead
  • Speak with plants
  • Summon Shadowspawn
  • Tiny Servant
  • Wall of Water
  • Tidal Wave
  • Erupting Earth

4th level

  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Elemental Bane
  • Evard’s Black Tentacles
  • Fire Shield
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Polymorph
  • Shadow of Moil
  • Spirit of Death
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Wall of Fire

5th level

  • Awaken
  • Bigby’s Hand
  • Circle of Power
  • Cone of Cold
  • Contagion
  • Control Winds
  • Danse Macabre
  • Dream
  • Geas
  • Far Step
  • Greater Restoration
  • Infernal Calling
  • Insect Plague
  • Legend Lore
  • Maelstrom
  • Modify Memory
  • Planar Binding
  • Summon Draconic Spirit
  • Teleportation Circle
  • Wall of Stone

6th

  • Arcane Gate
  • Bones of the Earth
  • Circle of Death
  • Create Homunculus
  • Druid Grove
  • Eyebite
  • Forbiddance
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mental Prison
  • Tasha’s Otherworldly Guise
  • Tenser’s Transformation
  • Word of Recall

7th

  • Create Magen
  • Crown of Stars
  • Draconic Transformation
  • Dream of the Blue Veil
  • Finger of Death
  • Mordenkainen’s Magnificent Mansion
  • Plane Shift
  • Regenerate
  • Simulacrum

8th

  • Animagic Field
  • Clone
  • Control Weather
  • Dark Star
  • Demiplane
  • Feeblemind
  • Maddening Darkness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Sunburst

9th

  • Astral Projections
  • Gate
  • Imprisonment
  • Ravenous Void
  • Time Stop
  • True Polymorph
  • Weird

Ritual Spells

These are the spells that normally have the ritual tag. These are also included in your possible known spells.

1st level

  • Alarm
  • Ceremony
  • Comprehend Languages
  • Detect Magic
  • Detect Poison and Disease
  • Find Familiar
  • Identify
  • Illusory Script
  • Purify Food and Drink
  • Speak with animals
  • Tenser’s Floating Disk
  • Unseen Servant
  • Conjure Broomstick.*

2nd Level

  • Augury
  • Beast Sense
  • Gentle Repose
  • Locate Animals or Plants
  • Magic Mouth
  • Silence
  • Skywrite
  • Wristpocket

3rd level

  • Leomund’s Tiny Hut
  • Meld into Stone
  • Phantom Steed
  • Water Breathing
  • Water Walk

4th level

  • Divination

5th level

  • Commune
  • Commune with Nature
  • Contact Other Plane

6th level

  • Drawmij’s Instant Summons
  • Forbiddance

New Spells

Spirit Viper

2nd level evocation

Casting time: 1 action

Range: Touch

Components: V,S

Duration Instantaneous.

Available to: Witch

A spectral viper to bite into your foes and inject them with slowing agent. You make a spell attack roll against a target within range. If they are hit, then they take 4d4 poison damage and their movement speed is reduced by one half rounding up to the nearest 5ft increment. They are also unable to take the disengage action. These effects end at the end of the targets next turn.

Upcasting. For each level above 2nd, this spell deals an additional 3d4 poison.

Conjure Broomstick

1st level conjuration (ritual)

Casting time: 1 minute.

Range: Self

Components: V,S

Duration: 8 hours.

Available to: Witch

You are able to create a magical broomstick or enchant a normal broomstick that can be used as a weapon you are proficient in. In your hands this broom is a two handed weapon dealing 1d6 bludgeoning damage. Once per turn a creature hit by this broom may be pushed 5ft away from the witch.

If this movement would push the target into directly harmful terain, off a ledge, or into harms way, then they must make a strength save against your spell casting modifier. On a failure they will be moved but not on a success.

As an action, you may tap your broom stick on the ground to remove all dust within 15ft of you.

This broom counts as a spellcasting focus while it is on your hands.

When the spell ends the magic that created or enchanted the broom disapears.

Change Log

1.1

  • Limited spells known like to reduce versitility.
  • Made rituals prepared into "rituals known"
  • Fixed some flavor text.
  • Limted the number of uses on enchanters 6th level feature
  • limited the number of uses on exorcists ghastly form and made it harder to concentrate on spells inside objects. Removed their imumnity to difficult terrain
  • reduced excorcists blind sight
  • removed passive regen from apotheosis
  • increased apotheosis's fligth speed but made it fall to the ground at the end of a turn.
  • reduced ac bonus on level 10 apotheosis from 3 to 2
  • removed thorns discount smite.
  • swapped enchanters 10th and 14th level features and reigned them in a little bit.
  • apoethosis fire breath uses d8s instead of d10s
  • removed gorgons blood and made it the effect of the regular spell.
  • Removed spells: misty step, lightning bolt, disintegrate, meteor swarm.
  • Added the spirit viper spell
  • Increased trinkets invoked at all levels by one
  • Note to self, rework 20th level feature.

1.2

  • Made clear that you cannot change known spells when you level up, but you can change your ritual spells on a long rest
  • Added the broom maker subclass.
  • Made master of ceremonies much weaker and limited in uses.
  • Removed ghastly form's temp hp
  • Lowered spectre awakening's fly speed
  • Removed the once per long rest, get a trinket back on a short rest.
  • Nerfed the temp hp from the amulet trinkets
  • Added Conjure Broom.

1.3

  • Buffed war witch and will of the blade.
  • added spells tidal wave, erupting earth
  • Gave the option to gain the nature proficiency
  • Changed nam to coven of the Broommakers

1.4

  • Gave the witch an addiitonal invocation at all levels
 

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