Witch Class
Witch Class
Witch Class
Cursed
While others are blessed with magic, witches are cursed by
it. Afflicted by some hateful arcana, whether accidentally
or intentionally, witches are twisted inside and out by its
daily tortures. With gruesome effort, they can warp this
power into spells to wrack others with the same torture
which plagues them.
Familiar Masters
It is rare to find a witch without his or her constant
companion, the familiar. Though familiars might be
conjured by other spellcasters as well, a witch's familiar
with good reason is ubiquitous to common folk. Witches
command intuitive magic, and have a deep link to their
familiars. As a result, they can conjure more exotic
familiars, and command them more swiftly than other
spellcasters.
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Proficiency
Level
Bonus
The Witch
Features
1st
+2
Spellcasting, Witch's
Curse, Hexes
2nd
+2
Cackle, Familiar
3rd
+2
Witch's Craft
4th
+2
5th
+3
6th
+3
Craft feature
7th
+3
Improved Familiar
8th
+3
9th
+4
Cauldron
10th
+4
Craft feature
11th
+4
Grand Hex
10
12th
+4
10
13th
+5
Cauldron improvement
11
14th
+5
Craft feature
11
15th
+5
Grand Hex
12
16th
+5
12
17th
+6
13
18th
+6
Grand Hex
13
19th
+6
14
20th
+6
Hexmaster
14
Creating a Witch
Creating a witch necessarily involves a powerful, malicious
curse in your backstory. Who cast it? Did you take a curse
upon yourself for power? Was your entire lineage cursed
generations ago, leading to a bloodline of witches? Or did
another spellcaster use sinister, forbidden magic to curse
you for life? Decide on the nature of your witch's curse and
think about how you relate to it now. Do you feel like the
curse was secretly a blessing, or does the desire for
vengeance burn in your heart?
What negative effects does the curse leverage on your
personality and mind? Are you haunted by spirits, or is
your mind plagued by destructive thoughts? How do you
feel, manipulating the power of this curse outwards, into
hexes and spells?
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Quick Build
To build a witch quickly, make Charisma your highest
ability score, followed by Constitution. Second, choose the
charlatan background. Then, choose the eldritch blast and
minor illusion cantrips, and the spells bane, dissonant
whispers, hellish rebuke, and hideous laughter. Lastly,
choose the Hideous Witch's Curse, and the hexes Evil Eye
and Misfortune.
Class Features
As a witch, you gain the following class features.
Hit Points
Hit Dice: 1d8 per witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per witch level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple weapons, blowguns, shortswords, and
whips
Tools: Alchemist supplies, poisoner's kit
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, Nature, and Religion.
Equipment
You start with the following equipment, in addition to the
equipment granted to you by your background:
(a) a whip and blowgun, (b) a light crossbow and 20
bolts or, (c) any simple weapon
(a) a component pouch or (b) a totem
(a) a scholars pack or (b) a dungeoneers pack
Leather armor, any simple weapon, and a dagger
Spellcasting
You have learned to mold and reshape the magic that
curses you into spells.
Cantrips
You know two cantrips of your choice from the witch spell
list. You learn additional witch cantrips of your choice at
higher levels, as shown in the Cantrips Known column of
the Witch table.
Spell Slots
The Witch table shows how many spell slots you have to
cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spells level or higher.
You regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell bane and
have a 1st-level and a 2nd-level spell slot available, you
can cast bane using either slot.
Spellcasting Ability
Charisma is your spellcasting ability for your witch spells.
Your magic originates deep within yourself, where your
insidious curse stirs restlessly. You use your Charisma
whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when 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
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Ritual Casting
You can cast any witch spell you know as a ritual if that
spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
your witch spells.
Witchs Curse
You are wracked by a terrible curse which infects your
body and soul. At 1st level, choose the form that this curse
takes from the options below.
Hideous. Your appearance is ghastly to behold.
Creatures have disadvantage on saving throws against
being frightened by your hexes or spells.
Additionally, when you roll initiative, you can choose
one humanoid you can see to scare. That creature must
make a Wisdom saving throw or be frightened until the end
of your next turn.
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Hexes
You can learn a number of powerful incantations, known as
Hexes, derived from the same insidious magic which
cursed you.
At 1st level, you gain two hexes of your choice. Your
hex options are detailed at the end of the class description.
When you gain certain witch levels, you gain additional
hexes of your choice, as shown in the Hexes Known
column of the Witch table. Additionally, when you gain a
level in this class, you can choose one of the hexes you
know and replace it with another hex that you could learn
at that level.
Unless otherwise noted, you can only have one hex
active at a time and you concentrate on this hex like a spell.
You can concentrate on a hex and a spell at the same time,
and you make only one check to maintain your
concentration on both.
Cackle
At 2nd level, you can use your bonus action to cackle. The
duration of all your hexes within 60 feet extends by 1
round.
Not all witches laugh maniacally when they cackle.
Each witch's cackle ability is a unique expression, ranging
from the conventional, like the murmuring and gesturing of
incantations, to the truly bizarre.
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Familiar
At 2nd level, you learn the find familiar spell and can cast
it as a ritual. The spell doesnt count against your number
of spells known.
Additionally, as a bonus action, you can allow your
familiar to use its reaction to make one attack or cast a
spell. When your familiar makes an attack, it uses your
spell attack bonus instead of its own attack bonus on attack
rolls, and you can add your proficiency bonus to its damage
rolls.
When you cast the spell, you can choose one of the
normal forms for your familiar or one of the following
special forms: crawling claw, homunculus, imp,
pseudodragon, quasit, or sprite.
Witchs Craft
Your knowledge of magic has culminated in learning a
Craft, an innate variety of magic which exists apart from
the schools of magic. When you reach 3rd level, choose
White Magic or Black Magic. Your choice grants you
features at 3rd level, and again at 6th, 10th, and 14th level.
Craft Spells
Each craft is associated with a number of spells which
represent a branch of arcana that you learn at the witch
levels noted in the craft description. These spells count as
witch spells for you and dont count against your total
number of spells known.
Improved Familiar
At 7th level, you can cast a spell with range Self on your
familiar as if your familiar had cast the spell itself. Your
familiar concentrates on this spell for its duration.
Additionally, you can choose the following forms for
you familiar: red faerie dragon, spined devil, and will-owisp.
Cauldron
Black Magic
Witch Alchemy
Witch Level
9th
12th
15th
18th
Alchemy Points
3
4
5
6
Grand Hex
By 11th level, you have perfected deeply malevolent forms
of magic. You learn one Grand Hex, and you learn another
at 15th and 18th level. Grand hexes are detailed at the end
of the class description.
Hexmaster
By 20th level, you have mastered your foul magic.
Humanoid creatures have disadvantage on saving throws
against your hexes.
Witchs Crafts
A witch's craft is distinct from a school of magic. Whereas
magical schools seek to categorize spells, crafts are defined
by the use of magic. Though others also exist, there are two
primary crafts, White Magic, which seeks to mend and
restore, and Black Magic, which seeks to rend and destroy.
Spells
false life, inflict wounds
gentle repose, magic weapon
animate dead, vampiric touch
blight, death ward
cloudkill, contagion
Hex: Agony
Starting at 3rd level, you have mastered a hex that wracks a
creature with waves of pain. As an action, choose one
creature you can see within 60 feet to make a Constitution
saving throw. On a failed save, the creature is in agony.
The creature has disadvantage on concentration checks. At
the beginning of its turn, roll any die. On an odd roll, the
creature has disadvantage on attack rolls until the end of its
turn. This effect lasts until the beginning of your next turn.
Voodoo Doll
By 6th level, you have fashioned a voodoo doll to enhance
your black magic. As an action, you can modify this
voodoo doll to resemble a humanoid creature you can see
within 60 feet. For 1 minute, while the doll resembles this
creature, you can target the creature with spells, melee
weapon attacks, and hexes by targeting the doll instead.
The creature takes half damage from effects targeting it in
this way.
If you modify your doll with a possession of the target,
such as fabric from its garment or a lock of its hair, the
creature has disadvantage on saving throws against the next
hex or spell you target it with.
Share Pain
At 10th level, as a reaction when you take damage, you can
transfer some of that damage to another target. Choose a
creature you can see within 30 feet to make a Charisma
saving throw. On a failed save, the creature takes the
damage that would have been dealt to you, and you take no
damage. After using this ability, you must take a short or
long rest before you can use it again.
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Disrupt Life
At 14th level, you can wither away living things with a
wave of necrotic energy. As an action, you can expend 1
spell slot. Each living creature you choose within 20 feet of
you must make a Constitution saving throw. On a failed
save a creature takes 1d10 necrotic damage for each level
of the spell slot expended + your Charisma modifier, or
half as much on a successful save.
White Magic
White magic is fundamentally good and benevolent for all
living things. Witches that adopt this craft, in spite of the
hateful curse that infects them, often dedicate themselves to
healing and caretaking, with the intent of bettering the
world.
Spells
bless, cure wounds
lesser restoration, spiritual weapon
beacon of hope, revivify
death ward, guardian of faith
hallow, raise dead
Hex: Remedy
At 3rd level, you learn a hex which closes wounds and
eases pain. As an action, choose one creature you can see
within 60 feet. This creature regains a number of hit points
equal to 1d10 + your witch level. A creature affected by
this hex can't be affected by it again until it takes a short or
long rest.
Talisman of Protection
At 6th level, you can craft a talisman which wards off
harm. You can only have one of these talismans at a time.
A creature wearing this talisman has a +2 bonus to AC
while not carrying a shield, and can add a d4 to all saving
throws it makes.
Benevolent Surge
At 10th level, as a reaction when you, your familiar, or one
of your allies within 30 feet takes damage, that creature
regains hit points equal to 1d10 + your Charisma modifier.
After using this ability, you must take a short or long rest
before using it again.
Witchs Gift
Starting at 14th level, when you cast a spell or hex which
restores a creature's hit points, that creature gains a +3
bonus to AC until the end of your next turn.
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Hexes
The Hexes below are presented in alphabetical order.
Unless otherwise stated, if a hex calls for an attack roll or
saving throw, it uses your spell attack bonus or spell save
DC. All hexes require verbal or somatic components
(caster's choice at the time of casting.)
are within its reach, the creature acts normally. This effect
lasts until the end of your next turn.
Disguise
You can cast the disguise self spell, targeting both yourself
and your familiar, at will without expending a spell slot.
Abate
Disorient
Beckon Familiar
Duplicity
Bleeding
As an action, choose one creature you can see within 60
feet to make a Constitution saving throw. On a failed save,
each time this creature takes damage, it takes an additional
1d8 damage. This effect lasts until the end of your next
turn.
Charm
As an action, choose one creature you can see within 60
feet to make a Wisdom saving throw. On a failed save, the
creature is charmed by you until the end of your next turn.
When the hex ends, the creature knows it was charmed.
Cripple
As an action, choose one creature you can see within 60
feet to make a Constitution saving throw. On a failed save,
the creature can move a maximum of 10 feet or half its
movement speed on its turn, whichever is lower, until the
end of your next turn.
Evil Eye
As an action, choose one creature you can see that can see
you within 60 feet to make a Wisdom saving throw. On a
failed save, the creature is frightened of you until the end of
your next turn.
Fortune
As an action, choose one creature other than yourself you
can see within 60 feet. The creature has advantage on
saving throws until the end of your next turn.
Go Unseen
As an action, you and your familiar become invisible. The
effect ends at the end of your next turn, or if you or your
familiar attack or cast a spell.
Dire Familiar
Hesitate
As an action, choose one creature you can see that can see
you within 60 feet to make a Wisdom saving throw. On its
turn, the target can move or use an action to make an
attack, but not both. This effect lasts until the end of your
next turn.
Discord
As an action, choose one creature you can see within 60
feet to make a Wisdom saving throw. On a failed save, the
creature must use its action before moving to make a melee
weapon attack a creature that you choose. If no creatures
Mire
As an action, you can transform the ground within 30 feet
of where you cast this hex into murky swamp, which is
difficult terrain. You can move without penalty in this area.
This effect lasts until the end of your next turn.
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Misfortune
As an action, choose one creature you can see within 60
feet to make a Wisdom saving throw. On a failed save,
whenever this target makes an ability check or a saving
throw before the end of your next turn, it must roll a d6 and
subtract the number rolled from the ability check or saving
throw.
Nails
You grow unnaturally long and sharp fingernails. Your
unarmed strikes deal 1d4 slashing damage and count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. Additionally,
when you use the Attack action with an unarmed strike on
your turn, you can make one unarmed strike as a bonus
action.
This hex is always active and you can cast other hexes
while it is in effect.
Obfuscate
As an action, you create a 20-foot-radius sphere of fog
centered on yourself. The sphere spreads around corners,
and its area is heavily obscured. This effect lasts until the
end of your next turn or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.
Pestilence
As an action, you create a 5-foot radius cloud of toxic gas
around you. Each creature other than you and your familiar
that enters this area or begins its turn there must make a
Constitution saving throw or be poisoned until the end of
your next turn. This cloud follows you as you move, and
disperses at the end of your next turn
Ruin
As an action, choose one creature you can see within 60
feet to make a Constitution saving throw. On a failed save,
the creature's AC decreases by 4, to a minimum of 10, until
the end of your next turn.
Slumber
As an action, choose one creature you can see within 60
feet to make a Wisdom saving throw. On a failed save, the
creature falls unconscious until the target takes damage, or
until the end of your next turn. Undead, creatures which are
immune to being charmed, and creatures whose current hit
points are greater than three times your witch level are
immune to this effect.
Telepathy
You can communicate telepathically with any creature you
can see within 60 feet of you. You dont need to share a
language with the creature for it to understand your
telepathic utterances, but the creature must be able to
understand at least one language.
This hex is always active and you can cast other hexes
while it is in effect.
Tremors
As an action, you can create a small quake. Each creature
you choose on the ground within 30 feet of you must make
a Dexterity saving throw at the beginning of its turn or be
knocked prone. This effect lasts until the end of your next
turn.
Ward
As an action, choose 1 creature you can see other than
yourself within 60 feet. This creature has resistance to
bludgeoning, piercing, and slashing damage from
nonmagical weapons until the end of your next turn.
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Grand Hexes
The Grand Hexes below are presented in alphabetical
order. Unless otherwise stated, if a grand hex calls for an
attack roll or saving throw, it uses your spell attack bonus
or spell save DC.
Coven
Through a dark bargain, you have become a member of a
hag's coven. You can enlist the help of one of your foul
sisters, a green hag, by summoning her in a one minute
long ritual. Doing so dismisses your familiar, and you
cannot summon your familiar while your hag ally is
summoned.
In combat, the hag rolls its own initiative and acts on its
own turn. On each of your turns, you can use a bonus
action to mentally command the hag. You decide what
action the hag will take and where it will move during its
next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. The hag can choose
to ignore this action if she sees fit. If you issue no
commands, the hag acts and moves as she chooses. The hag
is friendly to you and your allies.
At the end of one hour, or when the hag is reduced to
zero hit points, it flees, instantly teleporting away.
After performing the ritual to summon your hag ally,
you must finish a long rest before you can do it again.
Dual Hex
When you cast a hex which targets one creature, you can
target two creatures instead.
Forceful Personality
Your Charisma score increases by 3, to a maximum of 23.
You gain proficiency in Intimidation and Persuasion, if you
did not have it before. When you make a Charisma
(Intimidation) or a Charisma (Persuasion) check, you can
add twice your proficiency bonus to the roll.
Insidious Hex
Choose one hex you know. Creatures have disadvantage on
saving throws made to resist this hex's effects.
Into a Toad
You learn the spells animate objects, flesh to stone,
polymorph, and two other 5th level or lower transmutation
spells of your choice. These spells don't count against your
total number of spells known. You can cast one of them
without expending a spell slot. After doing so, you must
complete a long rest before doing so again.
Remote Hex
The range of your hexes double and you can target
creatures within range of your hexes even if you cannot see
the target, provided you have seen the target in the last
minute and know that the target is within range.
Slow Death
As an action, choose 1 creature within your reach to make a
Constitution saving throw. On a failed save, the creature
takes 1 necrotic damage each hour for the next 100 days.
The damage can only be healed by magical means. A
remove curse spell ends this effect. You can cast other
hexes while this hex is active, but casting this hex again
ends its effect on its first target.
Weave of Fate
When you take a long rest, you can peer into the threads of
fate and foresee paths the future might take. Roll 2d20s and
record the numbers rolled. You can replace any attack roll,
saving throw, or ability check made by you or a creature
that you can see with one of these foretelling rolls. You
must choose to do so before the roll, and you can replace a
roll in this way only once per turn.
Each foretelling roll can be used only once. When you
finish a long rest, you lose any unused foretelling rolls.
Witchs Broom
While wearing no armor and carrying no shield, you can
enchant a mundane object like a broom, cauldron, or rug
to fly for you. You gain a flight speed equal to your base
movement speed while holding this item.
Witchs Hut
When you begin a long rest, you can summon a magical
domicile for the night. This domicile is an enchanted hut
with the properties of the tiny hut spell, but it also
physically resembles a witch's abode. While you are inside,
only creatures you choose can approach the hut. If a
creature you did not designate comes within 10 feet of the
hut, it rises up on a pair of magical legs, becoming a huge
animated object, as per the spell animate objects, and
defends itself. The huts occupants are physically safe and
undisturbed within. When your long rest is finished, or
when the hut is reduced to 0 hit points, it vanishes, and all
its occupants are deposited in its space.
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Witch Spells
Cantrips (0 Level)
Dancing Lights
Eldritch Blast
Mage Hand
Message
Minor Illusion
Prestidigitation
Resistance
True Strike
1st Level
Animal Friendship
Bane
Charm Person
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
Faerie Fire
Fog Cloud
Hellish Rebuke
Hex
Hideous Laughter
Protection from Evil and Good
Silent Image
Sleep
Thunderwave
Unseen Servant
2nd Level
Animal Messenger
Blindness/Deafness
Calm Emotions
Darkness
Detect Thoughts
Enthrall
Hold Person
Invisibility
Knock
Misty Step
Ray of Enfeeblement
Shatter
Suggestion
3rd Level
Bestow Curse
Clairvoyance
Dispel Magic
Fear
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Sending
Slow
Speak with Dead
Speak with Plants
Stinking Cloud
Tongues
4th Level
Arcane Eye
Banishment
Compulsion
Confusion
Dimension Door
Greater Invisibility
Locate Creature
5th Level
Dispel Evil and Good
Dominate Person
Dream
Geas
Hold Monster
Insect Plague
Mislead
Modify Memory
Planar Binding
Scrying
Seeming
6th Level
Eyebite
Guards and Wards
Magic Jar
Mass Suggestion
Programmed Illusion
True Seeing
7th Level
Etherealness
Forcecage
Mirage Arcane
Project Image
Plane Shift
Sequester
Symbol
8th Level
Antipathy/Sympathy
Demiplane
Dominate Monster
Feeblemind
Glibness
Mind Blank
Power Word Stun
9th Level
Astral Projection
Foresight
Imprisonment
Weird
Producers
Dylan VInyard
William Dunbar
James F
Thunberg
Joshua Cates
Jordan Snyder
SixAughtFive
Garrett Lloyd
Jared
Joe Shine
Eddie Freeman
Sasquatch
Brandon
Vegard Marvik
Helland
Jason McCray
Spencer Houston
Gumundur
Gumundsson
Kurt C Yost
Anthony
Zackary D
Szechenyi
Fernando
Fonseca
Blaine Conner
Wes Decker
Travis Prosser
Ryan Ely
The Palm of
Vecna
Eike Schultz
Patrick van der
Linde
Patrick Jackson
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15.
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Witch Copyright 2016, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson
END OF LICENSE