hit dice:
d6 per Witch level
hit points at 1st level:
d6
hit points at higher levels:
d6 (or 4) + Con. modifier
armor proficiencies:
none
weapon proficiencies:
Simple weapon
tools:
None
saving throws:
Charisma, Wisdom
skills:
Choose two from Arcana, Deception, Medicine, Nature, Perception, and Survival
starting equipment:
Choose A or B:
(A) 2 Daggers, Arcane Focus (Quarterstaff), Grimoire, Explorer's Pack, and 10 GP; or (B) 55 GP
spellcasting:
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Witch spells, which appear in the Witch spell list later in the class’s description.
Cantrips. You know three Witch cantrips of your choice. Whenever you gain a Witch level, you can replace one of your cantrips with another cantrip of your choice from the Witch spell list. When you reach Witch levels 4 and 10, you learn another Witch cantrip of your choice, as shown in the Cantrips column of the Witch Features table.
Grimoire. Your Grimoire is the repository of all your knowledge taught to you by your coven throughout your years of study. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of pages bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Witch spells of your choice. Whenever you gain a Witch level after 1, add two Witch spells of your choice to your grimoire. Each of these spells must be of a level for which you have spell slots, as shown in the Witch Features table.
Spell Slots. The Witch Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your grimoire. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Witch levels, as shown in the Prepared Spells column of the Witch Features table. Whenever that number increases, choose additional Witch spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Witch, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your grimoire.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your grimoire.
Spellcasting Ability. Wisdom is your spellcasting ability for your Witch spells.
Spellcasting Focus. You can use an Arcane Focus or your grimoire as a Spellcasting Focus for your Witch spells.
Expanding and Replacing a Grimoire
The spells you add to your grimoire as you gain levels reflect your ongoing magical journey, but you might find other spells during your adventures that you can add to the book. You could discover a Witch spell in a long lost grimoire, for example, and then copy it into your grimoire.
Copying a Spell into the Book.
When you find a level 1+ Witch spell, you can copy it into your grimoire if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50GP. Afterward you can prepare the spell like the other spells in your grimoire.
Copying the Book.
You can copy a spell from your grimoire into another book. This is like copying a new spell into your grimoire but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your grimoire can use the same procedure to transcribe the Witch spells that you have prepared into a new grimoire.
class features:
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your grimoire. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Familiar
You gain the service of a familiar sent by Matka to aid and serve you. You know the spell Find familiar, which counts as a witch spell and does not count against the total spells you can know. Familiars you conjure with find familiar gain a number of additional benefits:
- The familiar speaks, reads, and understands all languages you know.
- The familiar gains a number of additional hit points equal to your Witch level
- If the familiar succeeds on a saving throw and would take half damage, it instead takes no damage.
- The familiar’s Intelligence score becomes 10 unless it is already higher.
Level 2: Witches Brew
Throughout your studies you’ve learned to craft a special elixir infused with your magic. When you finish a rest, you can create the elixir that transmits a spell you’ve selected by ingesting it. During the rest you do the following step to create the potion:
- You choose a spell and decide what level you want it to be cast at.
- You expend a spell slot up to 4th level and any material cost associated with the spell.
- You fill an empty potion bottle with the spell that takes on a colored hue associated with the spell.
Drinking the Brew. As a bonus action, a creature can drink the elixir becoming the target of the spell contained.
Administering the Brew. As an action, a creature can administer the elixir causing them to become the target of the spell contained.
All brews use the witch’s spell save DCs but any effect that requires concentration is based on the concentration of the brew consumer. If a creature must have prerequisites to be the spell’s subject, the elixir only works if those prerequisites are met.
You can only have a number of active brews equal to your wisdom modifier. An elixir retains its potency until you recover the spell slot used to create it.
Level 3: Witch Coven
You gain a Witch subclass of your choice. A subclass is a specialization that grants you features at certain Witch levels. For the rest of your career, you gain each of your subclass’s features that are of your Witch level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, and 16.
Level 9: Create Effigy
You've mastered the secret arts of sympathetic magic. Over the course of a long rest, you can fashion a doll replica of a target you have a body part from, such as a lock of hair, a vial of blood, or a fingernail. This body part is destroyed when the doll is created.
The doll is a tiny object with an AC of 10, 5 hit points, immunity to poison and psychic damage, the poisoned condition, and has vulnerability to fire damage.
When you cast a spell with a range of touch, if you have the doll in hand, you can instead cast the spell on the target so long as you are on the same plane of existence as the creature. After the third use of this feature, the doll is destroyed, without harming the target. If the doll is reduced to 0 hit points, it is destroyed, and the target must succeed on a Wisdom saving throw or take 8d10 psychic damage.
Additionally, you can communicate telepathically with the target as an action while you are holding the doll. The doll counts as a body part of the target for the purposes of spells like dream or scrying.
You can only have a number of active effigies equal to your wisdom modifier.
Level 10: Fine Fettle
At 10th level, you are perpetually healthy and resistant to conditions that could be the death of others. You have resistance to poison damage and to diseases. Additionally, you age only 1 year for every 5 years you grow older, are immune to the negative effects of aging, and cannot unwillingly die from old age.
Level 18: Witches Sanctum
You have learned to create a safe haven for you to practice your craft in peace. You can spend 1-hour animating a small hut that moves on two large legs. The animated hut is Considered a construct, and has an AC of 16, 140 hit points, and a speed of 60 feet. It is considered Gargantuan in Size. If the hut is reduced to 0 hit points, it returns to its inanimate state.
The inside of the hut has three rooms, which can fit 6 medium sized creatures, that are furnished and decorated as you choose. While inside the sanctum you are able to control its movements, and if no commands are given it goes prone and takes the appearance of a normal hut. The animated hut is unable to attack, and will actively avoid harming creatures or destroying objects while moving. The Animated Hut lasts until destroyed or you choose to release it with an action.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. (Boon of Spell Recall is recommended.)
Level 20: Split Mind
You and your familiar share an unbreakable bond, allowing them to carry the burden of your spells or you. When you are concentrating on a spell, you can use a bonus action to share the spell with your familiar, allowing them to concentrate on it for you. While your familiar is concentrating on a spell, you cannot cast other spells through your familiar, however you are free to concentrate on a different spell.
subclass options:
Coven of Destiny
Many diviners hold fate in the highest regard and see struggling against destiny as fruitless and unwise. However, witches of the destiny coven view fate as a tool to be manipulated and controlled. These witches consider themselves to be the arbiters of destiny, reading fate and either averting it or ensuring its completion. They believe that gaining a deeper understanding of a creature's destiny grants the power to change it.
Level 3: Divining Item
When you join this coven, you learn how to contact the spirits of dead witches to answer questions about the past and future. You obtain an item which fuels your coven features, called a "divining item": choose from a deck of tarot cards, a crystal ball, or a bag of carved bone runes. If your divining item is lost or destroyed, you can create a new one over the course of a long rest and by expending 10gp of materials.
As a magic action, you can enter a 10-minute-long ritual to use your divining item to ask the spirits one question. Unless something magical prohibits you from receiving an answer, your DM will answer with a "yes" or "no".
You can ask a question this way a number of times equal to your wisdom modifier (minimum once), after which you require a long rest to refresh its uses.
Level 6: Fate Reading
Random glimpses of the future have started to come to you while you are sleeping. Whenever you finish a Long Rest, roll a d20 and record the roll. You can replace any D20 Test made by you or a creature you can see within 30 ft of you. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Once you use this roll, it is then lost.
You gain an additional die at 10th level. When you finish a Long Rest, you lose any unused rolls.
Level 10: Pierce the Veil
Your powers of manipulating futures have grown to the point you can cheat death. As a reaction, when a creature of your choice that you can see within 30 feet would die as a result of failing a death saving throw, you may instead turn that roll into a success. Additionally, the creature regains one hit point and no longer suffers from the prone condition.
Altering one's fated death has its consequences, and you gain one level of exhaustion. You can use this ability twice per day, and regain the ability to do so when you finish a long rest.
Level 14: Predictive Defense
Your ability to glimpse the future has become clearer, allowing you to foresee potential threats and prepare for them. At the end of each long rest, you may select three first level spells from your grimoire. You can cast each of them once without expending a spell slot at third level. You may not prepare the same spell more than once at a time with this feature.
When you cast a spell with this feature, you can’t cast them in this way again until you finish a long rest.
Coven of Nature
Hidden deep within the woods around their communities, these witches prefer to live peaceful and reclusive lives. Witches of this coven spend their time restoring life and vitality to all manner of plants, animals and people seeking aid. However, those that dare harm the land, people, or animals under the protection of these witch’s will face their unbridled wrath.
Level 3: Floral Growth
When you join this coven, the very land around you slowly starts to seep into your magic. When you cast find familiar, your summoned familiar has its creature type changed to a plant instead of it's normal type.
Additionally, you gain a natural growth of vines, plants, or fungus that cover your body to protect you from harm. Your AC is equal to 10 + your dexterity modifier + your wisdom modifier. You must be unarmored and not wearing a shield to benefit from this.
Level 6: Healing Spores
You learn to utilize your ties to nature through your familiar to heal those around you. Your familiar gains a pool of healing that replenishes when you finish a long rest. With that pool, it can restore a total number of hit points equal to your witch level × 5.
Your familiar gains an action it can use on its turn. As an action, while within 5ft of another creature it can draw power from the pool to restore a number of hit points to that creature.
Level 10: Forest Guardian
You’ve learned to harness the power of nature to summon a powerful construct, called a forest guardian. This creature takes the general appearance of a beast that inhabits the land around your home, but also has features that clearly mark it as a creature made from magic, such as plant growths that emanate from its body or similar unnatural qualities.
It's friendly to you and your companions and it obeys your commands. See its game statistics in the Forest Guardian stat block, which uses your proficiency bonus (PB) in several places. As a magic action, you can summon this guardian as a ritual that takes 10 minutes to perform. You can only have one guardian summoned at a time. If you die, the guardian is immediately dismissed.
In combat, the guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action.
Forest Guardian
Level 14: Enemy of Nature
You’ve become so infused with nature that you become a part of it. As a magic action, you can mark any number of creatures within 20 feet of you as an Enemy of Nature for 1 minute. The next time you or an ally of yours hits the marked creature with an attack or a spell, any damage dealt by it is doubled, and then the mark fades away.
You can use this ability once per long rest.
Coven of Death
The speakers of those who are already dead, the intermediaries, the guardians of the veil, mediums stand in the gap between the living and the dead. Some utilize this special gift to protect the ones they love, or to restore the balance between life and death. While others seek to bind the spirits of the fallen to command them to do their bidding.
Level 3: Death's Advocate
When you join this coven, your connection to the dead allows you to partially harness it’s power. As a bonus action on your turn, you call an ancient warrior spirit into your body, allowing you to transform into it for 1 minute. While transformed this way, you gain the following benefits:
- While not wearing armor, your AC equals 13 + Your Wisdom Modifier.
- You gain 30 feet of ethereal sight.
- Creatures have disadvantage on attacks of opportunity against you.
- You conjure a spectral simple weapon with the versatile property. It deals 1d6 (1d8) slashing damage on hit. You are considered proficient with your spectral weapon and can use your Wisdom modifier, instead of Strength, for attack and damage rolls.
You have two uses of this feature. The number of uses of this feature increases to three at 10th level. You regain all expended uses when you finish a long rest.
Level 6: Souls of the Wicked
You have an almost reflexive grasp on the dark energies at your command, and can use them to summon the spirits of the dead to your aid. If a Medium or Small humanoid dies while within 10 feet of you or your familiar, you can use a reaction to instantly animate its spirits as a specter (Monster manual, p. ?) with the following additional benefits:
- The creature adds your proficiency bonus to its weapon damage rolls.
- The creature gains additional hitpoints equal to your witch level.
- The creature adds your proficiency bonus on rolls to resist effects that turn, control, or destroy undead.
In combat, the specter's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. Additionally, this creature lasts for up to one hour or until it is destroyed, after which it disintegrates into dust.
You can use this ability a number of times equal to your wisdom modifier (minimum once), after which you require a long rest to refresh its uses.
Level 10: Undead Fortitude
You can force an undead under your control to take a lethal blow instead of yourself. If damage or a magical effect would reduce you to 0 hit points, you can use your reaction to redirect the damage to an undead under your control that is within range of the triggering attack.
You can use this feature a number of times equal to your wisdom bonus, and you regain all expended uses when you finish a long rest.
Level 14: Limbo
Your connection to death corrupts your soul. If you are killed, your soul will latch on to the nearest inanimate object current being worn or carried by a friendly creature. You may remain in this object for an hour or depart towards the afterlife.
You may return to life by possessing the corpse of a creature that has been dead no longer than a week and is of the same size as your previous body. You lose your previous racial features and gain those of the new body. Coming back from the dead is an ordeal. You take a -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.
Once you use this ability, you cannot use it again until the penalty has disappeared.