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# The Witch Class (D&D 5e) ### Table of Contents
Creating Your Witch
1
The Witch Table
2
Witch Subclasses
4
The Solar Coven
4
The Lunar Coven
5
The Astral Coven
6
The Green Coven
6
The Night Coven
8
The Bheur Coven
9
Witch Spell List
11
Black Magics
12
Feats and Spells
15
Stat Blocks
20
## Creating Your Witch A gnarled old gnome, eyes half closed in concentration, sprinkles ground basil and rosemary into a boiling cauldron, muttering strange phrases over the viscous fluid within. A young human woman stands among a crowd of peasants, watching a pompous noble give an impassioned speech from atop a stage. A length of red twine plays across her fingers, and suddenly the noble stops, his throat sealed shut. Wildly gesturing with her blood-red claws, a black dragonborn bellows a terrible word of command as the orcish warrior she faces is stricken with a coughing fit. Blood fills his throat and bubbles from his lips as he falls to his knees, suddenly blinded. Whether it be blessings or curses, cures or contagions, a witch’s power can be as varied as the spirits they command. These skillful spellweavers can reach into the spirit realm, drawing power arcane from the fragmented threads of those who have passed into the land beyond. \columnbreak ## Class Features ##### Hit Points * **Hit Dice:** 1d6 per Witch Level * **Hit Points at 1st Level:** 6 + your Constitution Modifier * **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per witch level after 1st #### Proficiencies * **Armor:** None * **Weapons:** Simple Weapons * **Tools:** Herbalism Kit * **Saving Throws:** Intelligence, Wisdom * **Skills:** Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, 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 component pouch or (b) a druidic focus * (a) a scholar’s pack or (b) an explorer’s pack * An herbalism kit ## Witchcraft *1st Level Witch Feature* Your training in the conjuring of spirits has given you facility with spells. See Spells Rules for the general rules of spellcasting and the Witch spell list for a list of spells you can learn. #### Cantrips At 1st level, you know two cantrips of your choice from the Witch spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table. \pagebreakNum
### The Witch Table
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
Spirit Points
1st
+2
Witchcraft, Spirit Summoning
2
2
1
1st
1
2nd
+2
Black Magic
2
3
2
1st
1
3rd
+2
Witch Coven, Spiritual Empowerment
2
4
2
1st
1
4th
+2
Ability Score Improvement
3
5
2
1st
1
5th
+3
--
3
6
2
1st
2
6th
+3
Witch Coven Feature
3
7
2
1st
2
7th
+3
--
3
8
2
2nd
2
8th
+3
Ability Score Improvement
3
9
2
2nd
2
9th
+4
--
3
10
2
2nd
3
10th
+4
Witch Coven Feature
4
10
2
2nd
3
11th
+4
Forgotten Wisdom (6th)
4
11
3
3rd
3
12th
+4
Ability Score Improvement
4
11
3
3rd
3
13th
+5
Forgotten Wisdom (7th)
4
12
3
3rd
4
14th
+5
Bottled Souls
4
12
3
3rd
4
15th
+5
Forgotten Wisdom (8th)
4
13
3
4th
4
16th
+5
Ability Score Improvement
4
13
4
4th
4
17th
+6
Forgotten Wisdom (9th)
4
14
4
4th
5
18th
+6
Witch Coven Feature
4
14
4
4th
5
19th
+6
--
4
15
4
5th
5
20th
+6
The Secret Knowledge
4
15
4
5th
5
Part 1 | The Witch Table
#### Spell Slots The Witch table shows how many spell slots you have to cast your Witch spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Witch spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new witch spell, which can be 1st or 2nd level. 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 witch spell list, which also must be of a level for which you have spell slots. \columnbreak #### Spellcasting Ability Intelligence is your spellcasting ability for your Witch spells, so you use your Intelligence whenever a 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 + your proficiency bonus + your Intelligence modifier --- Spell attack modifier = your proficiency bonus + your Intelligence modifier #### Ritual Casting You can cast a Witch spell you know as a ritual if that spell has the ritual tag. #### Spellcasting Focus You can use a druidic focus as a spellcasting focus for your Witch spells. \pagebreakNum ## Spirit Summoning *1st Level Witch Feature* Starting at first level, you have a number of Spirit Points, as determined by the Spirit Points column of the Witch table. As a bonus action, you can expend one of your Spirit Points to regain one spent Spell Slot. You regain all your Spirit Points at the end of a short or long rest. ## Black Magic *2nd Level Witch Feature* You have access to a suite of powers others would consider unnatural. Unlike your spells, these abilities don’t require you to expend Spell Slots. Instead, you craft uses of them by binding one of your Spirit Points to a material component using an herbalism kit - one of these uses is called a Token. This process takes ten minutes, but you can produce any number of Tokens at once during those ten minutes. You can expend the prepared Token to activate its associated Black Magic effect. The Tokens you can prepare are listed in the [Black Magics](#black-magics) section of this document. If a Black Magic lists a level requirement, you must have at least that many levels in the Witch class to prepare it. If it lists a material component, you must have that material, and it is consumed when the token is prepared. Activating a Black Magic effect using its token always requires an action. You cannot prepare a Token without expending a Spirit Point, and the maximum number of Spirit Points you can have is reduced by the number of Tokens you have prepared. As a bonus action, you can destroy a prepared Token without activating its Black Magic effect to regain the Spirit Point from it. When you do this, the material used to create the Token is lost. ## Witch Coven *3rd Level Witch Feature* At third level, your studies into the spirit realm have become focused on a specific area of folkloric knowledge. Choose between the Lunar Coven, the Astral Coven, the Solar Coven, the Green Coven, the Bheur Coven, or the Night Coven. Your choice grants you additional abilities at 3rd, 6th, 10th, and 18th level. \columnbreak ## Spiritual Empowerment *3rd Level Witch Feature* You can increase the level of the spells you cast using your Spirit Points. As a bonus action, you can spend one Spirit Point to increase the level of the next spell you cast by one. This effect is cumulative, allowing you to spend multiple turns increasing the level of your next spell before casting it. You cannot use this ability if it would increase the level of the spell beyond 9th level. As a bonus action, you can reclaim any Spirit Points you have spent this way before casting the spell, ending this effect prematurely. You also reclaim these Spirit Points automatically if a spell is not cast within one minute of using this feature. ## Forgotten Wisdom *11th Level Witch Feature* At 11th level, you have developed a relationship with one of the spirits you employ, and it has taught you a secret of the arcane world. You learn one 6th level spell from the Witch spell list, and can cast it by any means available to you. At higher levels, you gain more witch spells of your choice from this feature: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. ## Bottled Souls *14th Level Witch Feature* You can spend one minute binding any number of your Spirit Points to a special token, storing them for quick use in an emergency. This token reduces your Spirit Point maximum by the number of Spirit Points used in its creation until it is activated. You can have only one such token prepared at once, and cannot prepare another until the first is used or destroyed. When you activate this token, you immediately use your Spirit Empowerment ability once for each expended Spirit Point as part of the same action. The token is then destroyed. If you choose to destroy the token without activating it, the Spirit Points stored therein are returned to you. ## The Secret Knowledge *20th Level Witch Feature* At the end of a Long Rest, you can expend one Spirit point to learn any spell from any spell list that you don’t already know. You can then cast that spell by any means available to you. You can know only one spell gained from this feature at once. You forget the spell at the end of your next long rest. While you know this spell, your Spirit Point maximum is reduced by one. You can forget the spell as a bonus action.
Part 2 | Witch Features
\pagebreakNum # Witch Subclasses ## The Solar Coven Witches of the Solar Coven draw their power from the presence of the sun itself. They have acquired a small army of blood-thirsty poltergeists, which will restore their vitality and grant them protection in exchange for sacrifices of this crimson ichor. Those who join the Solar Coven have a fire burning within themselves, which grows over time to match the intensity of the celestial body that guides them. #### Bonus Proficiencies *3rd Level Solar Coven Feature* You gain proficiency with Simple and Martial Weapons, as well as Light Armor and Shields. #### Offensive Defense *3rd Level Solar Coven Feature* While wielding a melee weapon with which you are proficient in one or both hands, you gain a +1 bonus to your Armor Class. #### Solar Coven Spells *3rd Level Solar Coven Feature* When you choose this Coven at 3rd level, and again at higher levels, you learn a number of extra spells as described in the Solar Coven Spell List, and can cast them using your Spell Slots. These spells are Witch spells for you, even if they do not appear on the Witch spell list. If you already know the spell when you gain it this way, you can choose another spell from the Witch spell list to learn instead.
Witch Level
Spells Learned
3rd
burning hands, searing smite
6th
continual flame, flame blade, scorching ray
10th
daylight, fireball
18th
fire shield, wall of fire
#### Flaming Whip *6th Level Solar Coven Feature* When you make a melee weapon attack, you can choose to imbue the strike with the power of the sun. The reach of the attack increases by 10ft., and on a hit, the target takes 2d6 additional Fire damage. You then regain Hit Points equal to the damage dealt by this ability. You can do this a number of times equal to your Proficiency modifier, and regain all uses after a Short Rest. #### Sun Spot *10th Level Solar Coven Feature* Starting at 10th level, when you cast a leveled spell that deals Fire damage, you can make a single Flaming Whip attack against one of the spell’s targets as a bonus action even if they are out of your normal range, expending one use of that ability in the process. #### Solar Eclipse *18th Level Solar Coven Feature* You can imbue yourself with the power of the Sun, kindling a burning fire within your chest that torches your enemies. When you activate this ability as an action, you gain the following benefits for one minute: * Your body emits bright light to a range of 20ft., and dim light to a range of 60ft. * You gain an amount of Temporary Hit Points equal to your Witch level. * While benefitting from your Offensive Defense ability, the bonus to your Armor Class equals your Intelligence modifier (minimum 1). * You automatically succeed on any checks you make to maintain concentration. * The Fire damage dealt by your Flaming Whip attack is doubled, and you can use it without expending uses of that ability. You can use this ability only once, and must complete a Long Rest before using it again.
Part 3 | Witch Subclasses
\pagebreakNum ## The Lunar Coven Each witch of the Lunar Coven has gazed into the silver face of the moon, and found their own eyes staring back at them. Spirits of water and madness are drawn to them as they practice their craft. If you find yourself stumbling over your words or behaving strangely when speaking to a practitioner of these strange arts, it might be because their very presence is warping your mind. #### Full Moon Fever *3rd Level Lunar Coven Feature* Creatures who get too close to you find their minds begin to muddle, and act in strange ways. Whenever a hostile creature starts its turn within 5ft. of you, or enters this range for the first time on their turn, they must make a Wisdom saving throw against your Spell Save DC. On a failure, they suffer one of the following effects, chosen at random:
d8
Full Moon Fever Effect
1
The target begins speaking in gibberish until the start of their next turn. While doing so, they cannot communicate via speech, and they cannot fulfill the verbal components of spells.
2
The target is blinded until the start of your next turn.
3
The target falls prone, and cannot stand until the start of their next turn.
4
The target begins to dance uncontrollably until the start of their next turn. While doing so, they have disadvantage on attack rolls, and they cannot fulfill the somatic components of spells.
5
The target must immediately move up to half their movement speed away from you. This movement does not provoke attacks of opportunity.
6
The target must immediately make a melee attack against another target of your choice within range, using their action to do so.
7
The target becomes frightened of you until the start of their next turn.
8
The target is stunned until the start of their next turn.
A shapechanger who fails this saving throw is also poisoned until the start of their next turn, and must immediately revert to their true form (if they have one). \columnbreak #### Lunar Coven Spells *3rd Level Lunar Coven Feature* When you choose this Coven at 3rd level, and again at higher levels, you learn a number of extra spells as described in the Lunar Coven Spell List, and can cast them using your Spell Slots. These spells are Witch spells for you, even if they do not appear on the Witch spell list. If you already know the spell when you gain it this way, you can choose another spell from the Witch spell list to learn instead.
Witch Level
Spells Learned
3rd
sleep, create or destroy water
6th
blur, crown of madness, moonbeam
10th
fear, water walk
18th
compulsion, control water
#### Tidal Crash *6th Level Lunar Coven Feature* When you hit with a ranged weapon or spell attack, you can choose to push the target up to five feet in any direction, and deal an additional 2d6 cold damage. You can do this a number of times equal to your Proficiency modifier, and regain all uses after a Short Rest. #### Reflection *10th Level Lunar Coven Feature* When you are affected by a leveled spell, you can use your reaction to regain one spent Spirit Point. You also take only half damage from the spell that affected you. You can do this a number of times equal to your Intelligence modifier (minimum 1), and regain all uses after a Long Rest. #### Lunar Eclipse *18th Level Lunar Coven Feature* You can imbue yourself with the power of the moon, conjuring a cold, maddening light that illuminates everything around you. When you activate this ability as an action, you gain the following benefits for one minute: * Your body emits dim light to a range of 40ft. * The range of your Full Moon Fever ability increases to 30ft. * You can use your Reflection ability without expending uses of that ability. * As an action, you can attempt to swap places with any creature you can see within 30ft. of you. If the creature is unwilling, they can make a Charisma saving throw to nullify this effect. * The damage dealt by your Tidal Crash ability is doubled, and you can use it without expending uses of that ability. You can use this ability only once, and must complete a Long Rest before using it again.
Part 3 | Witch Subclasses
\pagebreakNum ## The Astral Coven Students of astrology and divination magic, the witches of the Astral Coven always know more than they let on. Whenever these individuals make a prediction, it has a good chance of coming true, for the souls that whisper in their ears see more than mortal eyes can ever perceive. Each step these witches take is carefully considered, its effects known long in advance. #### Star Sign *3rd Level Astral Coven Feature* As a bonus action, you can fix your gaze on one creature you can see within 30ft. of yourself. You learn one of the following pieces of information of your choice about that creature: * One resistance, immunity, or vulnerability it has of the DM’s choice. * Its Maximum Hit Point and current Hit Points score. * Its Armor Class. * Each of its Ability Scores, and any skill and/or saving throw proficiencies it has. * One ability it has, such as an attack or known spell, and what that ability does. You can target a given creature only once using this ability. #### Astral Coven Spells *3rd Level Astral Coven Spells* When you choose this Coven at 3rd level, and again at higher levels, you learn a number of extra spells as described in the Astral Coven Spell List, and can cast them using your Spell Slots. These spells are Witch spells for you, even if they do not appear on the Witch spell list. If you already know the spell when you gain it this way, you can choose another spell from the Witch spell list to learn instead.
Witch Level
Spells Learned
3rd
magic missile, detect magic
6th
augury, detect thoughts, see invisibility
10th
clairvoyance, sending
18th
arcane eye, locate creature
#### Meteor Strike *6th Level Astral Coven Feature* When you make a weapon or spell attack against a creature, you can choose to imbue that attack with unearthly foresight. On a hit, the attack deals 2d6 additional force damage. The attack is also considered a critical hit on a roll of 19 or 20. You can do this a number of times equal to your Intelligence modifier (minimum 1), and regain all uses after a Short Rest. #### Peer Beyond *10th Level Astral Coven Feature* As an action, you can grant yourself a brief glimpse into the Astral Plane. You gain truesight out to 60ft., and can see into the Astral Plane to the same range, until the start of your next turn. You can use this ability only once, and must complete a Long Rest before doing so again. #### Stellar Alignment *18th Level Astral Coven Feature* You can infuse yourself with the power of stardust, aligning your vision with the future and revealing all possibilities. When you activate this ability as an action, you gain the following benefits for one minute: * You automatically know when you are being lied to. * You can activate your Peer Beyond ability, without expending uses of that ability. * You can cast any 1st level Witch spells you know without expending a spell slot. * Any attacks or spell attacks you make gain the benefit of your Meteor Strike ability, without expending uses of that ability. You can use this ability only once, and must complete a Long Rest before using it again. ## The Green Coven It is a sad fact of life that most creatures are afraid of things they don’t understand, things that are unfamiliar or strange. Witches of the Green Coven have learned to harness this fact, drawing from the terrible power of ugliness to manipulate their adversaries. These cunning craftsfolk exploit the biases inherent in every thinking being to their own advantage, revealing the limits of so-called “polite society” as they do so. #### Scarecrone *3rd Level Green Coven Feature* As an action, you can suddenly and unexpectedly disfigure yourself, startling each creature of your choice within 5ft. of you that can see you. Until the start of your next turn, each affected creature becomes frightened of you. You can use this ability a number of times equal to your Intelligence modifier (minimum 1), and regain all uses when you complete a Short Rest. #### Haggish Arts *3rd Level Green Coven Feature* You gain access to the following additional Black Magics, and can prepare uses of them as you would any other Black Magic. ##### Draught of Ugliness.
*Traits: Elixir (4)*
*Level Requirements: 3rd Level Green Coven Witch*
*Materials: A glass shard from a broken mirror, crushed into fine powder.*
**Effect:** When a creature imbibes this elixir, they become hideously frightening for one hour. The targeted creature has Advantage on any Intimidation checks they make, but Disadvantage on Persuasion checks. They also gain the use of your Scarecrone ability for the same duration. Smaller portions only grant Advantage and Disadvantage on Intimidation and Persuasion checks respectively, for the same duration.
Part 3 | Witch Subclasses
\pagebreakNum ##### Soulbound Doll. *Traits: Fetish, Saving Throw (WIS)*
*Level Requirement: 6th Level Green Coven Witch*
*Materials: A straw doll, containing a single tooth from a humanoid creature.*
**Effect:** When you prepare this token, envision a single creature you have seen before or know of. When the token is activated, that creature must make a Saving Throw if they are on the same plane as the creature that activated it. If you do not know the creature’s name, they make this saving throw with advantage. On a failure, they take 1d6 psychic damage, fall prone, and become poisoned for one hour. ##### Curse of Whispers. *Traits: Contagious, Saving Throw (CHA)*
*Level Requirement: 10th Level Green Coven Witch*
*Materials: A secret, which is forgotten when the Magic is prepared.*
**Effect:** When you prepare this token, envision a specific place you know of. The target begins to hear spectral whispers drawing them towards the location you chose, and must use their full movement on their turn to walk towards that location. This effect lasts for one hour. Another creature can use the Help action to snap them out of their stupor, ending the effect prematurely. #### Snarling Swipe *6th Level Green Coven Feature* When you use your Scarecrone ability, you can make a weapon attack against an affected creature within range as a bonus action. On a hit, the attack deals an extra 2d6 psychic damage. \columnbreak #### It's Right Behind Me *10th Level Green Coven Feature* Whenever you cast a leveled spell with a casting time of one action targeting at least one creature that is frightened of you, you can choose to become invisible until the start of your next turn, and move up to half your speed towards that creature as part of the same action. You must be closer to your target than you were when you stop moving. #### Aspect of Fear *18th Level Green Coven Feature* You have learned the true power of fear, and gained the ability to alter your physical form in ways that are supernaturally upsetting. When you activate this ability as an action, you gain the following benefits for one minute: * The range of your Scarecrone ability increases to 30ft. * Each time you affect a creature with your Scarecrone ability, you gain a number of Temporary Hit Points equal to your Intelligence modifier (minimum 1), which last until the start of your next turn. * You can cast spells of 1st level with a casting time of one action without consuming a spell slot, if at least one of the targets of the spell is frightened of you. * Your Strength score increases by two, to a maximum of 22, and your carrying capacity is doubled. You have advantage on Grapple checks, and can drag a Grappled creature at full speed. You can use this ability only once, and must complete a Long Rest before using it again.
Part 3 | Witch Subclasses
\pagebreakNum ## The Night Coven There are places good people are not supposed to go, things nice people don’t do. Within these dark corners of the multiverse, fiendish spirits of chaos and evil wait for unaware wanderers to stumble into their clutches. A witch of the Night Coven could never be mistaken for such a wanderer. They delve into this darkness with purpose and intention, and have brought a few new tricks with them back out into the light. #### Light the Black Candle *3rd Level Night Coven Feature* You can spend ten minutes and one Spirit point to summon a Fiend of the DM’s choice. The Challenge Rating of the summoned fiend depends upon your Witch level. This fiend is charmed by you and follows your spoken orders, taking its turn on your initiative. One hour after being summoned, it vanishes. Maintaining control over the fiend while it is summoned requires your concentration, as if you were concentrating on a spell. While this concentration is maintained, you can banish the fiend back to its plane of origin as an action. If you lose this concentration, or the fiend starts its turn further than 120ft. away from you, the fiend ceases to be charmed by you and starts behaving normally. It no longer follows your orders. You can use this ability only once, and must complete a Long Rest before doing so again.
Example Fiends
Witch
Level
Challenge
Rating
Creature
1st - 4th
1
Imp, Quasit, Vargouille
5th - 9th
2
Spined Devil
10th - 14th
3
Bearded Devil, Hell Hound
15th - 20th
4
Babau, Barghest
#### Demonic Arts *3rd Level Night Coven Feature* You gain access to the following additional Black Magics, and can prepare uses of them as you would any other Black Magic. ##### Draught of Sin. *Traits: Elixir (4)*
*Level Requirements: 3rd Level Night Coven Witch*
*Materials: A droplet of animal urine mixed with a droplet of holy water.*
**Effect:** When a creature imbibes this elixir, they are infused with demonic vigour. For one hour, they gain Immunity to Fire damage, but suffer Vulnerability to Radiant damage. Furthermore, whenever they hit with a Melee weapon attack, they deal additional Fire damage equal to your Proficiency modifier. Smaller portions grant Resistance and Vulnerability to Fire and Radiant damage respectively. \columnbreak ##### Bag of Souls. *Traits: Fetish*
*Level Requirement: 6th Level Night Coven Witch*
*Materials: A burlap sack, and a hempen rope soaked in moonlight.*
**Effect:** When a creature you can see within 5ft.. of you dies, you can trap their soul within the sack as a reaction. The creature must not be Undead or a Construct, and must have a soul as determined by your DM. Thereafter, while the soul is trapped, the creature cannot be revived by any means except the wish spell. When a creature activates this token, that creature immediately regains one spent Spell Slot of a level equal to or less than half the original creature’s Challenge Rating, rounded up. ##### Curse of Shame. *Traits: Contagious, Saving Throw (CHA)*
*Level Requirement: 10th Level Night Coven Witch*
*Materials: A cutting from a black, thorny vine.*
**Effect:** When you gesture towards a creature you can see within 30ft. of yourself and whisper the magic words, and the creature fails their Saving Throw, that creature becomes frightened of any other creature they believe can see them for one hour. #### Vulgar Lashing *6th Level Night Coven Feature* As an action, you can unleash a torrent of cruel verbal abuse at a creature that can hear you within 30ft. of yourself, targeting their deepest, most secret personal anxieties and fears. That creature suffers Disadvantage on Wisdom saving throws until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and regain all uses after completing a Short Rest. #### Devilish Lies *10th Level Night Coven Feature* When you speak, you do so with an undeserved, supernatural aura of authority. When you succeed on a Charisma (Deception, Persuasion, or Intimidation) check against a creature that can hear you, or fail such a check with a roll of 15 or higher, you can choose to infuse your words with a veneer of impeachable truth. Thereafter, the creature believes whatever you told them to be unequivocally true, regardless of how incongruous it may be with reality, and cannot be swayed from this belief for 24 hours, except by a casting of remove curse or greater restoration. A creature that is immune to being charmed cannot be affected this way. You can do this only once, and must complete a Long Rest before doing so again.
Part 3 | Witch Subclasses
\pagebreakNum #### Aspect of the Nine Hells *18th Level Night Coven Feature* You draw forth the blasphemous power of the underworld, using the power of sin to shield yourself and burn your enemies. When you activate this ability as an action, you gain the following benefits for one minute: * You exude an aura of magical darkness out to 30ft. You, and any creatures of your choice, can see through this darkness as normal. Only light created by a spell of 5th level or higher can penetrate this darkness. * Any creature that starts its turn within your aura of magical darkness that cannot see through it takes Fire damage equal to your Proficiency modifier. * Any fiend that starts its turn within your aura of magical darkness must make a Charisma saving throw against your Spell Save DC. On a failure, they become charmed by you until the start of their next turn. * You can use your Vulgar Lash ability without expending uses of that ability. * Any fiend you have summoned that is within your aura of magical darkness deals an extra 2d6 necrotic damage with its melee attacks. You can use this ability only once, and must complete a Long Rest before using it again. ## The Bheur Coven In the furthest reaches of the Material Plane, on the peaks of mountains and in the desolate wind-swept tundra, ancient spirits of forgotten travellers lay dormant, waiting to be awakened. Witches of the Bheur Coven plunder these locations with gleeful abandon, taking for themselves power stored in places no other creature could hope to escape from. These spirits grant them the power of ice and wind, and over time, the beings who harness them become more and more like spirits themselves. #### Icy Veins 3rd Level Bheur Coven Feature You gain Resistance to cold damage, and your travel pace cannot be slowed by mundane weather phenomena, such as snow or hail. Furthermore, when moving through hazardous terrain created by ice or snow, you can move at full speed without suffering any penalties, and you automatically succeed any D20 test you make to maintain your footing in such conditions. #### Frigid Arts 3rd Level Bheur Coven Feature You gain access to the following additional Black Magics, and can prepare uses of them as you would any other Black Magic. \columnbreak ##### Draught of Prophecy *Traits: Elixir (4)*
*Level Requirement: 3rd Level Bheur Coven Witch*
*Materials: A white flower petal*
**Effect:** The target is infused with limited supernatural foresight, allowing them to predict their enemies’ actions. For one minute, whenever the target would make a weapon attack roll, it is considered a critical hit on a roll of 19 or 20. Furthermore, while under this effect, they can use their reaction to halve the damage of any single weapon attack that hits them. Smaller portions grant only this reaction - each target’s critical hit range is not increased. ##### Freeze Stiff *Traits: Focus (120ft.), Saving Throw (CHA)*
*Level Requirement: 10th Level Bheur Coven Witch*
*Materials: A bleached bone from a humanoid corpse*
**Effect:** The target falls unconscious and enters a cataleptic state that is indistinguishable from death, as if the feign death spell were cast upon them. This effect lasts for 24 hours. While afflicted in this way, the target cannot be awoken. A casting of remove curse or greater restoration ends this effect prematurely. ##### Curse of Living Death *Traits: Fetish, Focus (30ft.), Saving Throw (CON)*
*Level Requirement: 18th Level Bheur Coven Witch*
*Materials: A strip of flesh from an undead creature*
**Effect:** The target becomes a zombie under your control for one minute. They retain their physical ability scores, but their mental ability scores change to match those of a normal zombie for the duration. They cannot cast any spells or maintain their concentration, and they cannot use ranged weaponry, but can use any melee weapons they would normally be proficient with. They follow your spoken commands on their initiative to the best of their ability, even if that command is impossible for them, but will not take any action that would cause direct harm to themself. If they have no commands, they remain still and take the Dodge action. A casting of remove curse or greater restoration ends this effect prematurely. #### Winds in the Night *6th Level Bheur Coven Feature* Whenever you cast a leveled spell that deals cold damage, you can immediately teleport yourself to an unoccupied space of your choice within 5ft. of one of the spell’s targets that you can see. You can teleport one willing creature you touch along with you when you do this, and they appear in an unoccupied space within 5ft. of where you arrive. However, that creature then takes 2d4 cold damage.
Part 3 | Witch Subclasses
\pagebreakNum #### Hypothermic Stomp *10th Level Bheur Coven Feature* As an action, you can plant your foot firmly on the ground and conjure an explosive burst of freezing mist, which fills a 15ft. radius sphere centered on you, then rapidly dissipates. Each creature within range must make a Constitution saving throw against your Spell Save DC. On a failure, they take 2d6 cold damage. The mist covers everything it touches with a thin layer of slippery frost, which remains for one minute. A creature moving through the affected area must make a DC 10 Dexterity saving throw or fall prone. A creature moving at half speed does not need to make this saving throw. If a fire is lit near an affected space, any frost within 5ft. of it immediately disappears. You can use this ability a number of times equal to your Proficiency modifier, and regain all uses after completing a Short Rest. \columnbreak #### Aspect of Winter *18th Level Bheur Coven Feature* You invoke the icy chill of death itself and become an icon of destroying frost, surrendering your physical form to the battering winds of winter. When you activate this ability as an action, you gain the following benefits for one minute: * You gain immunity to cold damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage. * At the start of each of your turns, any creature you choose within 15ft. of you must make a Constitution saving throw against your Spell Save DC. On a failure, they take 2d6 cold damage. * You can use your Hypothermic Stomp ability without consuming uses of that ability. * You can move through openings as small as one inch without squeezing. * Your walking speed increases by 10ft., and you gain a fly speed equal to your walking speed. You can use this ability only once, and must complete a Long Rest before using it again. \pagebreakNum # Witch Spell List
##### Cantrips (0 Level) - control flames - dancing lights - fire bolt - friends - guidance - light - mage hand - mending - minor illusion - minor weird - misspeak - poison spray - primal savagery - produce flame - ray of frost - shape water - shillelagh - spare the dying - summon ghostling - toll the dead ##### 1st Level - animal friendship - bane - beast bond - bless - cause fear - ceremony - chaos bolt - charm person - color spray - command - cure wounds - detect evil and good - detect poison and disease - disguise self - dissonant whispers \columnbreak - ensnaring strike - entangle - faerie fire - false life - find familiar - fog cloud - goodberry - hail of thorns - ice knife - inflict wounds - jump - longstrider - protection from evil and good - purify food and drink - ray of sickness - silent image - sleep - speak with animals - summon poltergeists - hideous laughter - unseen servant - witch bolt ##### 2nd Level - aid - alter self - animal messenger - augury - banshee scream - barkskin - beast sense - blindness/deafness - blur - calm emotions \columnbreak - continual flame - crown of madness - darkness - darkvision - detect thoughts - dust devil - earthbind - earthen grasp - enhance ability - enthrall - find steed - gentle repose - gust of wind - hold person - invisibility - lesser restoration - levitate - locate animals or plants - mirror image - misty step - moonbeam - pass without trace - protection from poison - raise thodik - ray of enfeeblement - rime’s binding ice - see invisibility - scorcher - shadow blade - silence - spider climb - suggestion - summon beast - web \columnbreak ##### 3rd Level - animate dead - animate vehicle - bestow curse - clairvoyance - conjure animals - create food and water - enemies abound - erupting earth - fear - feign death - fly - gaseous form - haste - hypnotic pattern - magic circle - major image - meld into stone - plant growth - raise ligamites - remove curse - sending - slow - speak with dead - speak with plants - spirit shroud - stinking cloud - summon arcane spirit - summon artisanal spirit - summon fey - summon lesser demons - summon shadowspawn - summon undead - summon warrior spirit - tiny servant - tongues - vampiric touch - wind wall
Part 4 | Witch Spells
\pagebreakNum
##### 4th Level - aura of life - banishment - black tentacles - blight - charm monster - compulsion - confusion - conjure minor elemental - conjure woodland beings - death ward - dimension door - dominate beast - faithful hound - find greater steed - fire shield - gate seal - giant insect - grasping vine - greater invisibility - guardian of nature - hallucinatory terrain - ice storm - locate creature - phantasmal killer - polymorph - sickening radiance - stone shape - stoneskin - storm sphere - summon aberration - summon elemental - summon greater demon - summon hidebehind - wall of fire \columnbreak ##### 5th Level - animate objects - antilife shell - awaken - circle of power - cloudkill - commune with nature - cone of cold - conjure elemental - contact other plane - contagion - danse macabre - dispel evil and good - dominate person - dream - enervation - far step - geas - greater restoration - hallow - hold monster - immolation - infernal calling - insect plague - legend lore - mass cure wounds - mislead - modify memory - negative energy flood - raise dead - telepathic bond - reincarnate - scrying - seeming - skill empowerment - summon celestial - summon dragon - summon divine spirit - tree stride - withering glare - wrath of nature \columnbreak ##### 6th Level - bones of the earth - circle of death - conjure fey - contingency - create homunculus - create undead - disintegrate - eyebite - flesh to stone - forbiddance - guards and wards - harm - heal - investiture of flame - investiture of ice - investiture of wind - investiture of stone - magic jar - mass suggestion - mental prison - irresistable dance - planar ally - power word fall - power word shame - primordial ward - programmed illusion - soul cage - summon fiend - otherworldly guise - transport via plants - true seeing - wall of thorns - wind walk \columnbreak ##### 7th Level - conjure celestial - crown of stars - etherealness - invoke elemental chaos - mirage arcane - power word pain - project image - regenerate - resurrection - sequester - whirlwind ##### 8th Level - horrid wilting - animal shapes - antipathy/sympathy - control weather - demiplane - dominate monster - feeblemind - glibness - maddening darkness - mind blank - power word: stun - telepathy ##### 9th Level - astral projection - foresight - imprisonment - mass heal - mass polymorph - power word: heal - power word: kill - ruination - shapechange - storm of vengeance - true polymorph - weird
Part 5 | Black Magics
# Black Magics --- There are many different kinds of Black Magic tokens a witch can prepare, each of which induces beneficial or harmful effects upon the creatures it targets. A creature can only be under the effect of a single token at a time. If a creature with a token effect would gain a new effect, the old one immediately ends. Each Black Magic may have any of the following traits, which describe how it works and how it can be used.
**Fetish.** The token this Magic is bound to can be activated by any creature capable of manipulating complex objects (e.g. loading a crossbow, winding a watch). The effect uses your Spellcasting Ability for Saving Throws or Spell Attack rolls.
**Elixir (4).** This token must be drunk to apply its effect. It can be split into a number of smaller portions, each of which grants a diluted effect as described by the effect description. The number in parentheses indicates how many portions can be created. The Spirit Point used to create this token can only be recovered once all the portions are destroyed or consumed.
**Focus (30ft.).** You choose a single target you can see within the indicated range to be affected by this token. \pagebreakNum **Spell Attack (Ranged or Melee).** As part of the action you use to activate this token, you make a Spell Attack roll of the type indicated in parentheses against a single target you can reach. If it is a Ranged Spell Attack, a maximum range in feet is also indicated. The effect is applied on a hit. On a miss, the token is not consumed.
**Saving Throw (Ability).** When a creature would be affected by this effect, they can make a saving throw using the indicated ability against your Spell Save DC to avoid the effect. On a success, they become immune to the effect for 24 hours, and the token is not consumed.
**Contagious.** While a creature is under the effects of this Magic, they can pass its effects on to other creatures. When a creature touches their bare skin, they must make the indicated Saving Throw against your Spell Save DC, or suffer the same effect - on a failure they, too, become contagious. A single contagious Magic can affect a number of creatures equal to your proficiency bonus before all affected creatures cease to be contagious.
### Optional Rule: Simplified Components The material component requirements listed with each Black Magic are intended to inspire fun role-playing moments, as your witch searches for these components and perhaps acquires them via unconventional means.
If you want a simpler system, however, you can choose to sacrifice an amount of gold in their place. The cost changes depending on the level at which the Magic can be accessed. * Any Level: 10 gold * 6th Level: 100 gold * 10th Level: 2,000 gold * 18th Level: 10,000 gold
##### Draught of Fortitude. *Traits: Elixir (4)*
*Level Requirement: 10th Level Witch*
*Materials: A drop of blood from a Draconic creature.*
**Effect:** When you prepare this elixir, choose one from the following conditions: frightened, poisoned, petrified, paralyzed. The target is immune to that condition for one hour. If they are currently afflicted by the chosen condition, that condition ends. Smaller portions grant only Advantage on saving throws against the chosen condition for the same duration. ##### Draught of Invigoration. *Traits: Elixir (6)*
*Materials: A red or orange feather.*
**Effect:** The target gains a number of Temporary Hit Points equal to 2d4 plus your Intelligence modifier, which last for one hour. Smaller portions grant Temporary Hit Points equal to your Intelligence modifier. ##### Draught of Ability. *Traits: Elixir (4)*
*Level Requirement: 6th Level Witch*
*Materials: A portion of a giant’s liver.*
**Effect:** When you prepare this token, choose one of the following abilities: Strength, Dexterity, or Constitution. The target gains a +2 bonus to the Ability score you chose for one hour, to a maximum of 22. Smaller portions grant an Ability bonus of +1, to a maximum of 20, for the same duration. ##### Draught of Bile. *Traits: Elixir (8), Saving Throw (CON)*
*Materials: A droplet of swamp water.*
**Effect:** This elixir is colorless and odorless. The target becomes poisoned for one day, and takes 1d6 poison damage. Smaller portions only cause the target to become poisoned, and only for one hour. ##### The Red Thread. *Traits: Saving Throw (CHA), Focus (30ft.)*
*Materials: A spool of wool or cotton thread, soaked in red wine.*
**Effect:** The target stops breathing and begins to suffocate. This effect can be maintained for up to one minute, and requires your concentration. ##### The Evil Eye. *Traits: Fetish, Focus (60ft.)*
*Materials: The eye of a newt.*
**Effect:** The target is poisoned for one minute, or until you end your turn while unable to see them. ##### Banishing Vapours. *Traits: Fetish*
*Level Requirement: 6th Level Witch*
*Materials: A sprig of rosemary or thyme.*
**Effect:** A cloud of pleasant smelling smoke fills a 30ft. sphere centered on you. Any creature that is not native to the plane it is on that enters that sphere for the first time on their turn, or who starts their turn within the sphere, takes 1d6 psychic damage. ##### Funeral Vapours. *Traits: Fetish*
*Materials: A sprig of parsley or oregano.*
**Effect:** A cloud of pleasant-smelling smoke fills a 30ft. sphere centered on you. Any undead creature that enters that sphere for the first time on their turn, or who starts their turn within the sphere, becomes frightened of you until the start of their next turn. ##### Curse of Disease. *Traits: Contagious, Saving Throw (CON), Focus (120ft.)*
*Level Requirement: 10th Level Witch*
*Materials: A blighted twig.*
**Effect:** When you prepare this token, choose one of the following conditions: Poisoned, Blinded, or Deafened. The target suffers the chosen condition for 24 hours.
Part 5 | Black Magics
\pagebreakNum ##### Curse of Laughter. *Traits: Contagious, Saving Throw (CHA), Focus (120ft.)*
*Level Requirement: 10th Level Witch*
*Materials: The bladder of a sheep.*
**Effect:** Whenever the target would try to speak during the next 24 hours, they fall into a fit of hysterical laughter instead. They cannot communicate via speech nor fulfill the verbal components of spells for the duration. ##### Curse of Nightmares. *Traits: Contagious, Saving Throw (WIS), Focus (120ft.)*
*Materials: A single black hair from the tail or mane of a horse.*
**Effect:** The target is haunted by illusory specters, which leave them paranoid and disturbed - they suffer Disadvantage to any Perception or Investigation checks they make while afflicted this way. Furthermore, the next time that creature would take a Long Rest, they gain no benefit from resting as they are plagued with terrible dreams. These effects last until the target completes a Long Rest. ##### Retching Blight. *Traits: Spell Attack (Ranged, 30ft)*
*Level Requirement: 6th Level Witch*
*Materials: A strip of bark from a dead tree.*
**Effect:** The target begins to vomit explosively, and is incapacitated until the start of your next turn. They cannot fulfill the verbal components of spells while affected this way. ##### Quivering Blight. *Traits: Spell Attack (Ranged, 30ft)*
*Materials: A white ribbon.*
**Effect:** The target must immediately drop any object they are holding in their hands, and cannot pick up any object with their hands until the start of your next turn. Their speed is also halved for the same duration. ##### Stumbling Hex. *Traits: Spell Attack (Melee)*
*Level Requirement: 6th Level Witch*
*Materials: A frog’s liver*
**Effect:** The target falls prone, and cannot stand until the start of your next turn. ##### Bleeding Hex. *Traits: Spell Attack (Melee)*
*Materials: A tooth from a canine*
**Effect:** The target takes 1d6 necrotic damage. They take this damage again at the end of their next turn. \columnbreak ##### Cataract Hex. *Traits: Spell Attack (Melee)*
*Materials: A bundle of cobwebs*
**Effect:** The target is blinded until the start of your next turn. They also lose their concentration, and cannot maintain concentration while afflicted this way. ##### Talisman of Vanishing. *Traits: Fetish, Spell Attack (Ranged, 30ft.)*
*Level Requirement: 18th Level Witch*
*Materials: A wisp of smoke from a candle infused with slaadi wax, trapped in a glass vial*
**Effect:** For one minute, the target becomes ethereal. They cannot take any action, reaction, bonus action, or movement, and they cannot be attacked or affected by any spell. They become immune to all damage. Creatures and objects pass harmlessly through them. Any spell currently affecting them immediately ends. ##### Talisman of the Styx. *Traits: Fetish, Spell Attack (Melee)*
*Level Requirement: 18th Level Witch*
*Materials: A chunk of meteorite which weighs at least 20lbs.*
**Effect:** The target’s Intelligence, Wisdom, and Charisma scores are reduced to 1 for one minute. A creature that cannot be charmed is immune to this effect. While afflicted, the target cannot speak, move, or take any action on its own, but follows any order given to it by any creature it can hear in any language it knows, as long as that order is not directly harmful to itself. It cannot cast any spell, nor maintain its concentration. It forms no memories during this time. This effect is ended early by a casting of remove curse or greater restoration. ##### Talisman of Misplacement. *Traits: Fetish, Focus (120ft.), Saving Throw (INT)*
*Level Requirement: 18th Level Witch*
*Materials: A page torn out of a book of spells*
**Effect:** When you activate this token, choose one piece of information you believe the target knows. If they know that information, they permanently forget it, and do not realize this has happened. They may relearn the information by ordinary means later. A creature that cannot be charmed is immune to this effect. ##### Talisman of the Inevitable. *Traits: Fetish, Focus (120ft.), Saving Throw (CON)*
*Level Requirement: 18th Level Witch*
*Materials: A bottle of cheap alcohol*
**Effect:** The target’s age increases by 2d4 years. If this would increase their age beyond the natural lifespan for their species, they die. A creature that does not age is immune to this effect. A casting of remove curse or greater restoration returns them to their normal age.
Part 5 | Black Magics
\pagebreakNum # Feats #### Black Magic Practitioner *Requirement: At least one Spell Slot of 5th level or lower* ___ You gain one Spirit Point. You cannot use this Spirit Point to empower your Spells, but you can use it to regain an expended Spell Slot of 5th level or lower, or to create any Black Magic token that does not have a level requirement. You regain this Spirit Point after completing a long rest. #### Witchcraft Initiate You learn one cantrip of your choice from the witch spell list. You also learn one 1st level spell of your choice from the witch spell list. If you have no Spell Slots to cast this spell with, you can cast it once, and cannot do so again until you complete a Long Rest. \columnbreak #### Spellsword Hand *Requirement: The ability to cast the Mage Hand cantrip* ___ You have spent a great deal of time perfecting your control of the Mage Hand, granting you the ability to use it in combat. You gain the following benefits. * You can command your Mage Hand's movement as a bonus action. * You can replace one of your own attacks with a single melee weapon attack with a one-handed weapon you are proficient with, which your Mage Hand is holding, against a creature within its reach. The attack uses your own attack modifiers. You can make only one such attack in a round. * While your Mage Hand is holding a melee weapon, creatures that leave its reach provoke attacks of opportunity from it. * While both you and your Mage Hand are within 5ft. of an enemy, and your Mage Hand is holding a melee weapon, attack rolls you make against that enemy have advantage. # Spells #### Animate Vehicle *3rd Level Transmutation* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M* - **Duration:** Until dispelled - *(available to witches and warlocks of the Archfey)* ___ A single Medium or Large inanimate nonmagical object you touch is transformed into a walking mount, which you or any creature you choose can ride. Your mount cannot be frightened, charmed, poisoned, blinded, or deafened, is immune to Psychic and Poison damage, and has the Construct creature type. The statistics of the mount change depending upon the material it is composed of (refer to the [Stat Blocks](#stat-blocks) section for statistics). You can use half your movement to climb onto your mount on your turn, if you are within 5ft. of it. Your mount takes its turn on your initiative, or on the initiative of its rider if it has one, and can take the Dash, Dodge, Disengage, Hide, or Grapple actions. While riding it, any creature you allow can direct the mount's movement as a free action on their turn, and can use their Reaction to redirect any attack that would hit them onto the mount instead, potentially causing it to miss. You can issue commands to your mount as a bonus action on your turn while dismounted, such as “Go there” or “Bring me that kobold”. The mount must be able to hear you to receive commands. It continues to follow your most recent command until you issue a new one, or until you mount it. If it has no commands, or if its current command becomes impossible to follow, it remains still and takes the Dodge action. When the mount's hit points are depleted, it becomes inanimate once more. A casting of the mending spell on your mount restores 11 (2d10) hit points to it.
**At Higher Levels:** When casting this spell with a spell slot of 4th level or higher, the mount's Hit Point maximum and initial hit points increase by 10 for each level of the spell slot beyond 3rd. If you cast this spell using a spell slot of 5th level or higher, your mount gains a flying speed equal to its walking speed.
**(a vial of swamp algae)* #### Banshee Scream *2nd Level Illusion* ___ - **Casting Time:** 1 action - **Range:** Self (60ft. sphere) - **Components:** V, S - **Duration:** Instantaneous - *(available to witches)* ___ You unleash a horrifying scream, causing each creature within range that is frightened or charmed by you to take 4d6 thunder damage. A creature that takes damage from this spell must make a Widsom saving throw. On a failure, they are stunned until the start of your next turn.
Part 6 | Feats and Spells
\pagebreakNum #### Invoke Elemental Chaos *7th Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** V, S - **Duration:** Concentration, 1 hour - *(available to witches, wizards, bards, and sorcerers)* ___ You summon a mad being of fractured elemental power in a location of your choosing you can see within range. The being takes on a random elemental form from the table below at the start of each of its turns, gaining the statistics of its new form in the process. It always has a maximum hit point score of 100, and keeps its current hit points. It takes its turn after your initiative. | d4 | Form | |:---:|:-----------:| | 1 | fire elemental | | 2 | water elemental | | 3 | earth elemental | | 4 | air elemental | You can issue verbal commands to the elemental as a bonus action on your turn, such as "go there" or "attack that creature". The elemental follows your most recent command to the best of its ability on each of its turns until the command is complete. If a command is impossible for it to follow, or would result in direct harm to the elemental, or it has no commands, it chooses a random hostile creature it can see and attacks them. If no such creature is visible to the elemental, it immediately dies. When the elemental dies, it explodes, forcing each creature within 15ft. of itself to make a DC 12 Dexterity saving throw. On a failure, they take 8d6 force damage. On a success, they take half as much. The elemental vanishes when this spell ends. #### Minor Weird *Cantrip Illusion* ___ - **Casting Time:** 1 action - **Range:** 60ft. - **Components:** V, S - **Duration:** Concentration, 1 minute - *(available to witches and bards)* ___ Drawing upon the phobias and subconscious fears of a single creature you can see within range, you conjure an icon of fear which only they can see. The target must make a Wisdom saving throw. On a failure, a size Medium spectre appears in a location of your choosing within range, remaining for the spell's duration, and the target becomes frightened of it. You can use a bonus action on each of your turns to move the spectre up to 10ft. in any direction. The target can repeat the saving throw at the start of each of their turns, ending the effect on a success. If they cannot see the spectre, they make this saving throw with advantage. The spell ends prematurely if you end your turn while the spectre is more than 60ft. away from you. \columnbreak #### Misspeak *Cantrip Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** S - **Duration:** Instantaneous - *(available to witches)* ___ You force one target within range you can see to make a Charisma saving throw. On a failure, the target says whatever it is currently thinking out loud, at a normal speaking volume. On a success, the target is immune to this effect for 24 hours. Creatures that are immune to being charmed, or who cannot speak, are unaffected. #### Power Word Shame *6th Level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 60ft. - **Components:** V - **Duration:** Instantaneous - *(available to witches and clerics)* ___ You speak a word of power that conjures feelings of intense guilt over past crimes, real or imagined, in the mind of one creature you can see within range. If the target has 100 hit points or fewer, it is incapacitated. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success. If the target can see you or anything that reminds them of their supposed crimes, they make this saving throw with disadvantage. #### Power Word Fall *6th Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** V - **Duration:** Instantaneous - *(available to witches, wizards, bards, and clerics)* ___ You speak a word of incredible arcane weight, which causes one creature's legs to buckle under them. If they have 100 or fewer hit points, they fall prone and cannot stand. If they have a flying, swimming, or climbing speed, that speed is reduced to 0 and they immediately fall to the floor, potentially taking fall damage. They can make a Strength saving throw at the end of each of their turns, ending this effect on a success. This word can also target inanimate, nonmagical structures, such as a house, fort, stack of coins, or pile of leaves. For this purpose, any grouping of objects arranged into a single gestalt pile is considered a structure. If such a structure is small enough to fit within a 40ft. cube, it collapses as its foundations give out. Otherwise, the structure takes 12d12 force damage.
Part 6 | Feats and Spells
\pagebreakNum #### Raise Thodik *2nd Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 60ft. - **Components:** V, S - **Duration:** 1 minute - *(available to witches, warlocks, and druids)* ___ A **thodik** (see the [Stat Blocks](#stat-blocks) section for statistics) emerges from a corpse you can see within range. It takes its turn after your initiative. The thodik does not follow your commands, but attacks the nearest creature to itself that is not Undead with total abandon, unconcerned for its own safety. The thodik disappears when this spell ends. #### Raise Ligamites *3rd Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** V, S - **Duration:** 1 minute - *(availiable to witches and warlocks)* ___ A **swarm of ligamites** (see the [Stat Blocks](#stat-blocks) section for statistics) emerge from a corpse you can see within range. It takes its turn after your initiative. The swarm does not follow your commands, but attacks the nearest creature to itself that is not Undead or a Construct with ferocious hunger. The swarm disappears when the spell ends, but any ligamites currently infesting a creature remain until destroyed or removed. \columnbreak #### Ruination *9th Level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 120ft. - **Components:** V, S - **Duration:** 1 minute - *(available to witches)* ___ Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll, skill check, or saving throw before the spell ends, the target must subtract 2d10 from the result. Additionally, whenever an affected target would cast a spell, that spell has a 5% chance to fail and be wasted. This effect can be ended prematurely by a casting of remove curse or greater restoration. #### Summon Arcane Spirit *3rd Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M* - **Duration:** Concentration, 1 minute - *(available to witches)* ___ You summon a spirit that possessed power arcane in life, which clings to a willing creature you touch. The spirit shares the target's space for the duration. This spirit takes its turn on your initiative, and casts one of the following cantrips (your choice) at its base level at a target you choose that you can see within range. The spirit has a Spell Attack bonus of +5, and a Spell Save DC of 13. * acid splash * chill touch * fire bolt * ray of frost **At Higher Levels.** When this spell is cast at a level above 3rd, the spirit's magical power increases. It casts its cantrips as if it were 5th level with a 5th level spell slot, 11th level with a 7th level spell slot, and 17th level with a 9th level spell slot. **(a platinum coin worth 10gp, which the spell consumes)*
Part 6 | Feats and Spells
\pagebreakNum #### Summon Artisanal Spirit *3rd level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 5ft. - **Components:** V, S, M* - **Duration:** 1 minute - *(available to witches)* ___ You summon a knowledgeable soul from the great beyond to ask for assistance. The spirit you summon is proficient with one skill or tool of your choice. While the spirit is summoned, you may use its skill or tool bonus when making rolls involving the chosen tool or skill instead of your own, gaining a +5 bonus to the roll in place of any normal modifiers. If this spell is cast more than once in a single 24 hour period, it has a chance to backfire. In this case, the summoned spirit grants no bonuses, but inflicts disadvantage on checks you make with the given skill or tool instead. The chance is 5% for each time the spell is cast after the first, to a maximum of 50%. **At Higher Levels.** When this spell is cast at 5th level or higher, the bonus to the roll increases to +8. If the spell is cast at 7th level or higher, the duration increases to one hour. At 9th level, the bonus is +10, and the duration increases to one day. **(a tool kit or other object representative of the chosen skill)* #### Summon Divine Spirit *5th Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** V, S, M* - **Duration:** Concentration, 1 minute - *(available to witches and warlocks of the Divine)* ___ You summon a divinely favored soul to assist you in combat. The spirit clings to a willing target you choose within range, and takes its turn on your initiative. It uses its action on each of its turns to cast Healing Word at its base level on the target, with a Spellcasting modifier of +1. If this spell is cast more than once in a single 24 hour period, it has a chance to backfire. In this case, the summoned spirit casts Vicious Mockery instead of Healing Word on the target, and vanishes when the target falls unconscious. The chance is 5% for each time the spell is cast after the first, to a maximum of 50%. **(a handful of consecrated soil)* \columnbreak #### Summon Ghostling *Cantrip Necromancy* ___ - **Casting Time:** 1 action - **Range:** 60ft. - **Components:** V, S - **Duration:** 1 minute - *(available to witches)* ___ You summon a gnawing spirit, which clings to a single target within range you can see and nibbles on their essence for the duration. While haunted by this spirit, the target takes 1d4 necrotic damage at the end of each of its turns. The target can repeat its saving throw at the start of each of its turns while in bright daylight, ending the effect on a success. If a creature dies while haunted, each creature within 15ft. of it must make the same saving throw or be haunted themselves for one minute. #### Summon Hidebehind *4th Level Conjuration* ___ - **Casting Time:** 1 minute (ritual) - **Range:** 5ft. - **Components:** V, S, M* - **Duration:** 24 hours - *(available to witches)* ___ While casting this spell, envision a specific creature you know of to be the spell's target. A **hidebehind** (see the [Stat Blocks](#stat-blocks) section for statistics) is summoned in an unoccupied space within range, and begins to stalk the chosen target. The hidebehind is invisible to any creature other than you and the spell's target while not in bright daylight. It does not attack the target, but follows them closely and watches their every move, attempting to hide whenever the target turns to look. During the final hour of the spell's duration, or whenever the target next tries to fall asleep (whichever is sooner), the hidebehind will make one Fearful Touch attack against them at the most opportune moment it can find, and then vanish. If multiple hidebehinds are summoned to target a single creature simultaneously, there is a chance that the spell will backfire. In this case, each hidebehind will target the caster instead of their original target. The chance is 15% * the number of summoned hidebehinds targeting the same creature, to a maximum of 50%. **(1lb. of animal intestines, which the spell consumes)*
Part 6 | Feats and Spells
\pagebreakNum #### Summon Poltergeists *1st Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 60ft. - **Components:** V, S, M* - **Duration:** 1 minute - *(available to witches, bards, sorcerers, and wizards* ___ A cloud of vengeful spirits manifests around a point you can see within range. This cloud fills a 5ft. radius sphere centered on the location you chose for the spell's duration. Loose objects within the sphere are flung away in random directions, food rots, flowers wilt, and milk is spoilt. Any creature that enters this sphere, or starts their turn within it, is buffeted by the spirits, causing them to take 1d4 necrotic damage. While within the sphere, they make all weapon attack rolls with Disadvantage. If a projectile fired from a ranged weapon would pass through the sphere, the attack roll is made with Disadvantage. You can cause the cloud to move up to 10ft. in any direction as a bonus action on your turn. **At Higher Levels.** The damage dealt by this spell increases by 1d4 for each level of the spell beyond 1st. *(a bolt of corpse cloth)* #### Summon Warrior Spirit *3rd level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** V, S, M* - **Duration:** Concentration, 1 minute - *(available to witches)* ___ You summon a spirit with experience in the art of war. This spirit clings to a single target you can see within range, and applies one of the following effects to them (your choice). * The target becomes fixated on a single creature you choose, and makes attack rolls against them with advantage. Any attack roll they make against any other creature suffers disadvantage. * The target has advantage or disadvantage (your choice) on saving throws to avoid being frightened. * The target makes concentration checks with advantage or disadvantage (your choice). You can direct the spirit to a new target within range and/or change the applied effect as a bonus action. **(a weapon coated in blood)* \columnbreak #### Withering Glare *5th level Illusion* ___ - **Casting Time:** 1 action - **Range:** 120ft. - **Components:** V, S - **Duration:** Concentration, 1 minute - *(available to witches and clerics)* ___ One creature you can see must make a Wisdom saving throw. On a failure, they suffer 1 level of exhaustion. This exhaustion cannot be removed by any means. The target is relieved of this exhaustion when the spell ends. A single target may only be affected by one casting of this spell at once. **At Higher Levels.** When cast at higher levels, this spell imposes additional levels of exhaustion - 2 at 7th level, and 3 at 9th level.
Part 6 | Feats and Spells
\pagebreakNum # Stat Blocks ___ > ## The Hidebehind >*Large Fiend, Lawful Evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 40 (5d10 + 10) > - **Speed** 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|20 (+5)|14 (+2)|15 (+2)|21 (+5)|8 (-1)| >___ > - **Saving Throws** Dexterity + 8, Wisdom + 8 > - **Skills** Stealth +8 > - **Damage Vulnerabilities** radiant > - **Damage Resistances** bludgeoning, piercing, and slashing damage from nonmagical weapons. > - **Damage Immunities** poison > - **Condition Immunities** poisoned, frightened, charmed, exhaustion, incapacitated > - **Senses** Darkvision 60ft., passive Perception 15 > - **Languages** Understands all languages, but cannot speak > - **Challenge** 5 (6,500 xp) > ___ > ***Aura of Paranoia.*** A creature that is stalked by the hidebehind has disadvantage on Wisdom (Perception) checks to perceive anything other than the hidebehind. > > **Stealthy.** The hidebehind can take the Hide action as a bonus action, and can hide behind any creature or object of size Small or larger. > > **Unseen.** The hidebehind is invisible to every creature other than its target while not in bright daylight. > > **Incorporeal.** The hidebehind can move through solid objects and walls. > > **Alcohol Allergy.** The hidebehind takes 2d4 acid damage whenever it starts its turn while in contact with alcohol. > ___ > ### Actions > ***Fearful Touch.*** *Melee Weapon Attack:* +8 to hit, 5ft., one target. *Hit* 5d8 necrotic damage, and the target must make a DC 16 Charisma saving throw or be cursed. While cursed, the target is frightened of every creature it can see, as it is stricken with crippling paranoia. A casting of greater restoration or remove curse ends this effect.
Part 7 | Stat Blocks
\pagebreakNum ___ > ## Swarm of Ligamites >*Medium swarm of Tiny Undead, unaligned* > ___ > - **Armor Class** 8 > - **Hit Points** 22 (5d8) > - **Speed** 5ft., climb 5ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|7 (-2)|10 (+0)|1 (-5)|2 (-4)|1 (-5)| >___ > - **Saving Throws** saving_throws > - **Skills** skills > - **Damage Vulnerabilities** damage_vulnerabilities > - **Damage Resistances** Slashing and piercing > - **Damage Immunities** Damage_Immunities > - **Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained > - **Senses** Blindsight 10 ft., Passive Perception 6 > - **Challenge** 1/2 (100 xp) > ___ > ### Traits > ***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. > ***Fire Aversion.*** If the swarm takes any amount of fire damage, it dies. > ___ > ### Actions > ***Bites.*** *Melee Weapon Attack:* +0 to hit, reach 0 ft., one creature in the swarm’s space. *Hit:* The target is infested by 1d4 ligamites. At the start of each of the target’s turns, the target's Strength score is reduced by 1 (1d2 - 1) for every ligamite infesting it. If this would reduce the target's Strength score to 0, it dies, as the ligamites cause all the muscles in its body to rapidly atrophy. > > If the target takes at least 10 fire damage in a single round, all the ligamites infesting it die, and the target takes 3 (1d4) necrotic damage for each dead ligamite. Any effect that cures disease causes all the ligamites infesting the target to vanish, and restores their Strength score to normal. A target that is not infested regains its Strength score naturally after 1d4 days. \columnbreak ___ > ## Thodik >*Small Ooze, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 18 (5d6) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|11 (+0)|3 (-4)|10 (+0)|2 (-5)| >___ > - **Damage Vulnerabilities** Radiant > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned, charmed, frightened, exhaustion, restrained > - **Senses** passive Perception 10 > - **Challenge** 1 (200 xp) > ___ > ### Traits > ***Amorphous.*** The thodik can move through spaces as narrow as one inch without squeezing. > > ***Bloodthirsty.*** Whenever the thodik damages or kills a creature with its Gnash attack, it regains 1d4 hit points. > > ### Actions > ***Multiattack.*** The thodik makes two Gnash attacks. > > ***Gnash.*** *Melee Weapon Attack:* +6 to hit, one target, reach 5ft. *Hit:* 8 (1d6 + 4) slashing damage, plus an additional 3 (1d4) damage if the thodik has damaged the target at least once since the start of its last turn. If this damage would reduce the target to 15 or fewer hit points, it is reduced to 0 hit points instead.
Part 7 | Stat Blocks
\pagebreakNum ___ > ## Animated Vehicle (Hardy) >*Medium or Large construct (stone or metal), unaligned* > ___ > - **Armor Class** 18 > - **Hit Points** twice your Intelligence score plus twice your Proficiency modifier, plus 10 for each level of the spell beyond 3rd > - **Speed** 25ft., fly 25ft. (if cast at 5th level) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|14 (+2)|0 (-5)|10 (+0)|0 (-5)| >___ > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** frightened, charmed, poisoned, blinded, deafened > - **Senses** passive Perception 10 > - **Languages** understands any language you know, but cannot speak > - **Challenge** -- \columnbreak ___ > ## Animated Vehicle (Quick) >*Medium or Large construct (organic material), unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** your Intelligence score plus your Proficiency modifier, plus 10 for each level of the spell beyond 3rd > - **Speed** 40ft., fly 40ft. (if cast at 5th level) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|10 (+0)|0 (-5)|10 (+0)|0 (-5)| >___ > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** frightened, charmed, poisoned, blinded, deafened > - **Senses** passive Perception 10 > - **Languages** understands any language you know, but cannot speak > - **Challenge** --
Part 7 | Stat Blocks