the witch

As a witch, your relationship to magic lies somewhere between that of clerics, druids and wizards; your magical skill comes as much from your connection to nature as it does from your diligent practice and a belief in your coven’s ideals.

Class Features

Hit Points

Hit dice: 1d6 per witch level

Hit points at 1st level: 6 plus your Constitution modifier

Hit points at higher levels: 1d6 (or 4) + your Constitution modifier for each level after 1st

Proficiencies

Armor: None

Weapons: Daggers, quarterstaffs, light crossbows

Tools: Herbalist’s kit

Saving Throws: Constitution, Intelligence

Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, and Nature

Equipment

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

  • a quarterstaff or a dagger

  • a component pouch or an athame

  • a scholar’s pack or an explorer’s pack

Spellcasting

Born with a natural propensity for magical practices and the curiosity to investigate and deepen your talents, you have some knowledge of witches’ magic. Intelligence is your spellcasting ability for your witch spells. See below for the witch spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, in line with the progression of other full casters (bards, clerics, druids, sorcerers, and wizards).

Spell Slots

See other full caster class tables to find how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these witch spells, you must expend a slot of the spell’s level or higher. For example, if you know the 1st level spell hex and have a 1st-level and a 2nd-level spell slot, you can cast hex using either slot. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the witch spell list and you learn two additional spells each time you gain a level in this class. Each of those spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of either 1st or 2nd level.

Spellcasting Focus

You can perform a one-hour ritual to turn a dagger into an athame, a ceremonial knife used by witches. It can be used as a spellcasting focus for your witch spells. You can only have one athame at a time.

Ritual Casting

You can cast a witch spell you know as a ritual if it has the ritual tag.

Witch’s Familiar

At 1st level, you know find familiar and can cast it at will without expending a spell slot or material components. Your familiar understands and speaks all languages that you do, has an intelligence score of 10 and a number of additional hit points equal to your witch level.

Coven

At 1st level, you choose a coven that suits you. You might belong to a formal community of witches who share your ideals and goals, or you may be an independent witch whose practice merely resembles that of a given coven. Whatever the nature of your relationship to your coven, choose one of the following: the Coven of Weal, the Coven of Wilds, or the Coven of Woe.

Each coven grants spells that you learn at the witch levels noted in the coven description. They are witch spells for you, and they do not count against the number of spells you know.

Talisman

At 2nd level, you learn how to store spell energy for later use. You can imbue a non-magical object no larger than one foot in any dimension with a spell you can cast of 1st level or higher that targets exactly one creature or generates an effect centered on a point. To create a talisman, cast the spell to be stored, expend an additional slot of that spell’s level or higher, and name the condition which will trigger the spell’s effect. The process takes 10 minutes (in addition to the casting time of the spell) during which you must handle the talisman.

If the spell targets a creature, specify what creature; you can be broad or specific. The target must be valid according to the stored spell’s description when it is triggered or the spell has no effect. If the spell generates an effect centered on a point the talisman is that point. If the spell requires concentration it lasts for its full duration.

Talismans last until dismissed by you (no action required), dispelled, triggered, or destroyed. You can have a number of spells stored in talismans whose combined level is no greater than your proficiency bonus.

Familiar Steed

When you reach 6th level in this class, your familiar gains the ability to take the form of a broomstick. While in this form your familiar grants its rider a flying speed of 30 feet but loses any characteristics granted by your coven.

Witch’s Sanctum

By the time you reach 20th level in this class, you have established a home and workshop where you practice your craft when you're not adventuring. Your sanctum can be a cottage in the woods, an apartment in a city, or any other living space that fits your needs. Your sanctum is magically warded and aligned with natural leylines of magic that amplify your spellcasting and dampen that of others. You can only have one sanctum at a time. In order to establish a new one, you must spend 24 hours casting protective magic on your new abode.

Your sanctum has the following characteristics:

  • Creatures other than you and your allies cannot enter your sanctum unless they succeed on a Charisma saving throw against your spell save DC. A creature that fails its save can attempt to enter again after 24 hours.

  • While within your sanctum, you and your allies cannot be targeted by divination magic nor perceived through magical scrying sensors.

  • As an action, you and up to six willing creatures within 30 feet of you can teleport to your sanctum.

  • Once per long rest as an action, you can teleport yourself and up to six willing creatures from within your sanctum to a place you have been before and are familiar with.

  • While within your sanctum, you can cast any witch spell you know as a ritual.

Witch’s Coven

Many covens exist, but most witches belong to one of the following three: the Coven of Weal, the Coven of Wilds, or the Coven of Woe.

The Coven of Weal

The Coven of Weal embraces magic that heals, eases, and improves people’s physical and mental condition. Many witches of this coven find themselves practicing near a village and providing the people there with medical care using their magic. Others support their adventuring party with their beneficial spells and abilities.

Additional Spells

Witch level Spells

1 resistance, sanctuary

3 prayer of healing, warding bond

5 catnap, gentle repose

7 aura of purity, death ward

9 circle of power, greater restoration

Helpful Familiar

At 3rd level when you choose this coven, whenever your familiar takes the Help action it can give advantage on saving throws, including death saving throws.

Healer’s Assistant

At 9th level in this class, your familiar gains the ability to touch a creature that is unconscious with 0 hit points and restore 1 hit point to them as an action.

Witch’s Cauldron

When you reach 15th level in this class, your familiar can take the form of a Tiny floating cauldron bubbling with an aromatic brew. The liquid contained in the cauldron can restore a number of hit points equal to five times your witch level, and it replenishes at the end of a long rest.

As a bonus action, you or an ally can drink from the cauldron and restore a number of hit points up to the amount remaining in the pool or end a spell effect on themselves. The latter costs ten hit points per spell level. For example, if you are affected by slow, a creature could use thirty hit points worth of healing from the pool to end the effect on them, but any other creatures affected by the same spell remain slowed. The liquid cannot be removed from the cauldron except by being drunk by you or an ally.

On your turn, you can direct the cauldron to move up to 60 feet in any direction including vertically (no action required).

The Coven of Wilds

Witches who belong to or identify with the Coven of Wilds put nature and animals at the forefront of their practices. As a witch of this coven you revere wilderness and appreciate its bounty as well as its ferocity. Wild creatures, fey spirits, and even plants favor you, and you are at ease in their company.

Additional Spells

Witch level Spells

1 infestation, entangle

3 pass without trace, protection from poison

5 call lightning, erupting earth

7 charm monster, guardian of nature

9 tree stride, wrath of nature

Combat Familiar

When you reach 3rd level in this class, your familiar can take the Attack action. Additionally, it can take the form of a beast with CR 1/4 or lower.

Magical Might

Starting at 9th level in this class, your familiar gains a bonus to its attack rolls, damage rolls, and its AC equal to your proficiency bonus. Its attacks also become magical for the purposes of overcoming resistance and immunity.

Wild Form

When you reach 15th level in this class, your familiar can take the form of a beast with CR 2 or lower.

The Coven of Woe

It’s rare to meet a witch of the Coven of Woe as they seldom advertise themselves as such. Witches of this coven are often sought out by people seeking curses, poisons, and other nefarious magical services. You might find yourself in this coven if you dont mind putting others down to get ahead, or if you think the best defence is a good offence.

Additional spells

Witch level Spells

1 chill touch, ray of sickness

3 cloud of daggers, fear

5 bestow curse, speak with dead

7 blight, shadow of moil

9 cloudkill, dominate person

Bothersome Familiar

When you reach 3rd level in this class, your familiar can use its action to target one creature within 5 feet of it to gain disadvantage on the next attack roll or ability check it makes.

Utter Nuisance

Starting at 9th level in this class, creatures other than you and your allies gain the effect of bane while within 5 feet of your familiar. This does not stack with other instances of bane.

Triplicate Pest

At 15th level in this class, when you cast find familiar, it now summons three familiars of the same or different forms. All three familiars act on the same initiative and as long as at least one remains, any familiars that have disappeared return to you at the end of a short rest.

Witch Spell List

(spell slots follow those for other full caster classes)

Cantrips: control flames, druidcraft, guidance, gust, magic stone, produce flame, shape water, shillelagh, thaumaturgy

1st level: animal friendship, bane, beast bond, command, comprehend languages, detect magic, detect poison and disease, feather fall, healing word, guiding bolt, hex, identify, sleep, speak with animals, Tasha’s hideous laughter

2nd level: animal messenger, augury, beast sense, blindness/deafness, crown of madness, detect thoughts, enhance ability, enlarge/reduce, lesser restoration, locate animals or plants, locate object, magic weapon, mind spike, spike growth, suggestion

3rd level: clairvoyance, counterspell, haste, meld into stone, plant growth, slow, speak with plants, tongues, water breathing

4th level: arcane eye, charm montser, divination, locate creature, polymorph

5th level: commune with nature, geas, modify memory, reincarnate, scrying, synaptic static

6th level: bones of the earth, create homunculus, find the path, Otto’s irresistable dance, true seeing, wind walk

7th level: etherealness, mirage arcane, power word: pain, sequester, simulacrum, teleport

8th level: Abi-Dalzim’s horrid wilting, animal shapes, control weather, mind blank, power word: stun, feeblemind

9th level: foresight, mass polymorph, shapechange, storm of vengeance, true polymorph

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