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Witch (V.

3)

Cornered by the enemies, a young elf is looking for a way to

escape her terrible situation. Suddenly, a large beast-like

creature jumps in front of her, ready to defend her.

In the shady ally of a major city, screams can be heard as a

human finishes off one of his targets. "He won't disrupt the

balance of the universe anymore," thought the assassin.

Between a feverish little girl and her parents, an old

gnomish figure is making the young girl drink a strange blue

and purple liquid contained in a small vial.

Witches are the worshippers and protectors of magic. They

can manipulate the arcane and divine forces of the world

around them to help others or to destroy the obstacles in

front of them.

True magic

For witches, magic is the essence of the world. Arcane or

divine, it is present in every single object, person,

phenomenon, act and thought. Some people have learned to

use its power by bending it and forcing it to oblige to their

wants, but the magic wielded by witches is much more fluid.

It flows through them in a much more primal state. It is an

art perfected by witches throughout the ages that is still not

understood by scholars.
Witches are worshippers of magic itself. The weave of Creating a Witch
magic is for them, the most precious gift the world has to
offer. When making a witch, consider how your character came
into having such a deep connection with the weave. Maybe
you were raised by witches and were taught at a young age
The weave the ancestral tradition of witchcraft, or maybe you survived a
The weave of magic is the source of all magic in traumatic incident where the weave got damaged. Perhaps a
the world. It is an unseen force that protects the witch once saved your life and you want to be strong as she
world from the chaos that is raw magic. It sifts was, or maybe a goddess of magic gave you the power to
magic to make it much less dangerous to use, but sense the weave.
the weave can be damage by recklessly using When creating a witch, it is also important to know how do
magical abilities or by defying its laws. This damage you want your character to defend the world. Is it by simply
can create areas of dead magic or even areas of
wild magic.
being kind, or is it by chasing down people who broke the
laws of magic? Perhaps, you want to help the dead pass to
the afterlife.
Witches also usually have unique ways of channelling their
Witches draw their magic directly into the weave. They act as magic. Do you craft poisons, potions and powerful elixirs, do
an intermediary between raw magic and our world. Their you have a familiar that can help you fight, or do you perform
magic is not arcane nor divine, it is both a the same time. ancient and intricate rituals to empower your abilities?
They wield true magic. Why are you now an adventurer? Do you want to parkour
the lands to find people to help you deal with a powerful foe
Defender of balance that is disturbing the weave, or perhaps you're looking for a
Life is magic, but so is death. Witches worship magic in all of group of witches that have disappeared on a mission? The
its forms. From the good to bad and the ugly. Magic is neither possibilities are endless.
kind nor is it hateful. It is a neutral and natural force that Quick Build
should be used with caution. It is a delicate push and pull You can make a witch quickly by following these suggestions.
between the forces of the world. If that balance gives out, the First, Wisdom should be your highest ability score, followed
world would be destroyed. After all, can good exist if there by Constitution. Second, choose the outlander background.
isn't evil?
Witches have for sacred mission to protect the weave. Each
of them has their way of helping, but they all want to protect
magic and the balance between good and evil. They have
sworn to never let those primordial forces fall out of order, no
matter the cost.

2
The Witch
Proficiency

Level Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Universal Magic 2 2 2 — — — — — — — —
2nd +2 Witch Coven 2 3 3 — — — — — — — —
3rd +2 Witchcraft Specialty 2 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 5 4 3 — — — — — — —
5th +3 ─ 3 6 4 3 2 — — — — — —
6th +3 Witch Coven feature 3 7 4 3 3 — — — — — —
7th +3 ─ 3 8 4 3 2 1 — — — — —
8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — —
9th +4 ─ 3 10 4 3 3 3 1 — — — —
10th +4 Witchcraft Specialty feature 4 11 4 3 3 3 2 — — — —
11th +4 Universal Magic improvement 4 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 13 4 3 3 3 2 1 — — —
13th +5 ─ 4 14 4 3 3 3 2 1 1 — —
14th +5 Witch Coven feature 4 15 4 3 3 3 2 1 1 — —
15th +5 ─ 4 16 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 17 4 3 3 3 2 1 1 1 —
17th +6 ─ 4 18 4 3 3 3 2 1 1 1 1
18th +6 Witchcraft Specialty feature 4 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 20 4 3 3 3 3 2 1 1 1
20th +6 Magic Weaver 4 21 4 3 3 3 3 2 2 1 1

Class Features Spellcasting


As a Witch, you gain the following class features. You can shape and bend magic to your will due to your
connection with the supernatural. See chapter 10 of the
Hit Points Player Handbook for the general rules of spellcasting and the
Hit Dice: 1d6 per Witch Level
end of this document for the witch spell list.
Hit points at 1st level: 6 + your Constitution modifier

Hit points at higher levels: 1d6 (or 4) + your Constitution Cantrips


modifier per Witch level after 1st At 1st level, you know two cantrips of your choice from the
witch spell list. You learn additional witch cantrips of your
Proficiencies choice at higher levels, as shown in the Cantrips Known
Armor: None
column of the Witch table.
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Spell Slots
Tools: None
The Witch table shows how many spell slots you have to cast
Saving Throws: Intelligence; Wisdom
your witch spells of 1st level and higher. To cast one of these
Skills: Choose two from Animal Handling, Arcana, Insight, witch spells, you must expend a slot of the spell’s level or
Medicine, Nature, Perception, and Survival. higher. You regain all expended spell slots when you finish a
long rest.
Equipment For example, if you know the 1st-level spell Sleep and have
You start with the following equipment, in addition to the a 1st-level and a 2nd-level spell slot available, you can cast
equipment granted by your background: Sleep using either slot.
(a) a quarterstaff, or (b) a dagger
(a) a component pouch or (b) a spellcasting focus
(a) a Dungeoneer’s pack or (b) an Explorer’s Pack

3
You can subtract your level to the first damage roll made with
Spells Known of 1st Level and Higher this spell.
You know two 1st-level spells of your choice from the witch
spell list Witch Coven
The Spells Known column of the witch table shows when At 2nd level, you choose a witch coven which will shape your
you learn more witch spells of your choice. Each of these magical abilities. You can choose between the Coven of Black
spells must be of a level for which you have spell slots. For Magic, the Coven of White Magic, the Coven of Spiritual
instance, when you reach 3rd level in this class, you can learn Magic or the Coven of Natural Magic. All of them are detailed
one new spell of 1st or 2nd level. at the end of the class description. Your choice grants you
Additionally, when you gain a level in this class, you can features at 2nd, 6th and 14th level.
choose one of the witch spells you know and replace it with
another spell from the witch spell list, which also must be of Coven Spells
a level for which you have spell slots. Each Coven has a list of spells - its Coven Spells - that you
Spellcasting Ability gain at the Witch levels noted in the Coven description. Once
Wisdom is your spellcasting ability for your witch spells since you gain a Coven spell, you always know it, and it doesn't
the power of your magic relies on your attunement to magic. count against the number of spells you know.
You use your Wisdom whenever a spell refers to your If you have a Coven spell that doesn't appear on the Witch
spellcasting ability. In addition, you use your Wisdom spell list, the spell is nonetheless a Witch spell for you.
modifier when setting the saving throw DC for a witch spell
you cast and when making an attack roll with one. Witchcraft Specialty
Spell save DC = 8 + your proficiency bonus + your Wisdom At 3rd level, you choose a way to express your magical
modifier prowesses. You can choose between the Potion Specialty, the
Familiar Specialty or the Ritual Specialty. All of the
Spell attack modifier = your proficiency bonus + your specialties are detailed at the end of the class description.
Wisdom modifier your choice grants you features at 3rd, 10th and 18th.
Spellcasting Focus Ability Score Improvement
Since you you have such a deep connection with magic, you When you reach 4th level, and again at 8th, 12th, 16th and
can use an arcane focus, a divine focus, a druidic focus, or 19th, you can increase one ability score of your choice by 2,
any magical object as a spellcasting focus for your witch or you can increase two ability scores of your choice by 1. As
spells. normal, you can't increase an ability score above 20 using this
feature.
Ritual Casting
You can cast a Witch spell that you know as a ritual if that Universal Magic improvement
spell has the ritual tag.
When you reach 11th level, you regain all expended uses of
Universal Magic your Universal Magic feature when you finish a short or long
rest.
Due to your attunement to magic, you can help or impede
other casters when they cast spells. When you cast a spell, or Magic Weaver
as a reaction when another creature you can see within 60
feet of you casts a spell, you can apply one of the following Starting at 20th level, when you roll for initiative, you regain 1
effects of your choice. Each spell can be altered by only one use of your Universal Magic feature. You can also apply 2
Universal Magic effect. You can use this feature only once per different effects to a spell at the same time.
turn, up to a number of times equal to your Wisdom modifier
(a minimum of one).
You regain any expended uses when you
finish a long rest.
Delayed Spell
The effect of the spell only takes effect at the start of the
caster's next turn. The caster can change the target when the
spell takes effect.
Enhanced Spell
The spell is cast as if the caster used a spell slot one level
higher.
Intensified Spell
You can add your level to the first damage roll made with this
spell.
Weakened Spell

4
Choose a creature that you can see. The creature must
Witch Coven make Dexterity saving throw. If it fails, a link made of dark
Each witch identifies themselves as being part of a Coven. energy connects the target to the ground for the next 1
Covens are communities of witches often lead by a High minute. The chosen creature's speed becomes 0, and it can't
Priest or a High Priestess that has for mission to protect the benefit from any bonus to its speed.
witches of their coven and to teach new witches how to use It can make another save at the end of each of its turn to
their powers. Each Coven has its ideals which shape the kind try to end the effect.
of magic they specialize in. Most witches see other members Also, the creature can't use any sort of extradimensional
of their coven as family which explains why most witches are travel.
protective of their coven. Due to the difference in ideas of Forms of movement barred by his curse include astral
certain covens, it's not rare for covens to be at war with one projection, blink, dimension door, etherealness, gate, maze,
another even if their end goal is the same: keeping the plane shift, teleport and any other similar spell-like or psionic
balance of magic. abilities. This curse also prevents the use of a gate or
teleportation circle for the duration of the spell.
The Coven of Black Magic An airborne creature affected by this spell safely descends
at 60 feet per round until it reaches the ground or this curse
Witches of the Coven of Black Magic believe that in order to ends.
keep the balance of the universe, they need to find and punish The curse of binding does not interfere with the movement
those who put that balance in danger. To do so, they mastered of creatures already in ethereal or astral form when the curse
the way of the black magic: a magic style focused on locking is cast, nor does it block extradimensional perception or
enemies down and negating their powers. attack forms.
Also, Curse of Binding does not prevent summoned
Coven of Black Magic Features creatures from disappearing at the end of a summoning spell.
Witch Level feature Only one creature can be affected by this curse at the time.
2nd Coven Spells, Universal magic: Dangerous You can use this feature a number of times equal to your
Spell Wisdom modifier (minimum of one).
6th Mark of the Dark Magic
The Coven of White Magic
14th Curse of Binding
Those who choose the Coven of White Magic are known for
Coven Spells
their willingness to help others. They believe that, by helping
You gain Coven spells at the witch levels listed in the Black the world, they will counteract the negative energy of the
Magic Coven Spells table. See the Coven Spells class feature world, thus keeping the world in balance. After years of
for how Coven spells work. mastering healing and regenerative techniques, the witches
of the Coven of White Magic are useful in and out of combat.
Coven of the Black Magic Spells
Witch Level
Spells
2nd Bane, Inflict Wounds
3rd Ray of Enfeeblement, Tasha's Mind Whip
5th Slow, Hunger of Hadar
7th Blight, Summon Greater Demon
9th Enervation, Negative Energy Flood

Universal Magic: Dangerous Spell


Starting at 2nd level. you can spend one use of your Universal
Magic feature to inflict damage to the caster. The caster takes
your level + your Wisdom modifier worth of necrotic damage.
Mark of the Dark Magic
Beginning at 6th level, Your use of black magic left a mark on
your soul. You now have resistance to necrotic damage and
you also have darkvision out to a range of 60 feet. You can
also see in magical darkness.
Curse of Binding
Starting 14th level, you can use your bonus action to invoke
the power of the curse of binding.

Coven of White Magic Features

Witch

Level feature

2nd Coven Spells, Universal magic: Amplified

Healing

6th Mark of the Light Magic

14th Blessing of Restoration

Coven Spells

You gain Coven spells at the witch levels listed in the White

Magic Coven Spells table. See the Coven Spells class feature

for how Coven spells work.

Coven of the White Magic Spells


Witch Level
Spells

2nd Bless, Cure Wounds

3rd Lesser Restoration, Enhance Ability


5th Haste, Revivify

7th Death Ward, Freedom of Movement

9th Greater Restoration, Mass Cure Wounds Coven of Spiritual Magic Features
Witch Level feature
Universal Magic: Amplified Healing 2nd Coven Spells, Universal magic: Quickened
Starting at 2nd level. you can spend one use of your Universal Spell
Magic feature to amplify a healing spell. When rolling healing 6th Sight of the Spirits, Mark of the Spirits
for the targeted spell, treat any dice rolled to determine the
hit points regained as having rolled their maximum value. 14th Knowledge of the Spirit World

Mark of the Light Magic Coven Spells


Beginning at 6th level, Your use of white magic left a mark on You gain Coven spells at the witch levels listed in the
your soul. Your maximum hit points increase by a number Spiritual Magic Coven Spells table. See the Coven Spells
equal to 3 x your wisdom modifier. class feature for how coven spells work.
Blessing of Restoration Coven of the Spiritual Magic Spells
Starting at level 14th, you learn the ability to help yourself or Witch Level
Spells
another creature regain expended spell slot at the cost of 2nd Cause Fear, Dissonant Whispers
your lifeforce. Once per day, when you finish a short rest,
choose a creature within 30 feet of you. Choose expended 3rd Augury, See Invisibility
spell slots for the creature to recover. For each spell slot 5th Animate Dead, Speak with Dead
recovered, roll a number of d8 equal to the level of the 7th Divination, Phantasmal Killer
combined spell. Take that much necrotic damage. This
damage can't be reduced in any way. 9th Legend Lore, Raise Dead
The level of the combined spells can't exceed 8 and none of
the slots can be 5th level or higher. You can use this ability on Universal Magic: Quickened Spell
yourself. Starting at 2nd level. you can spend one use of your Universal
For example, if you choose to restore a 2nd level spell slot Magic Feature to reduce the casting time of a spell. For a
and a 3 level spell slot, you will take, 5d8 necrotic damage. spell with a casting time of more than 1 action, the time
needed to cast the spell is reduced by half. For a spell that as
The Coven of Spiritual Magic a casting time of 1 action, the casting takes 1 bonus action.
Spirits are everywhere. Stuck on the other side of the veil, Sight of the Spirits
they are roaming the world to find someone able to help them Starting at 6th level, you can use an action to give yourself the
past to the other side. Witches of the Coven of Spiritual sight of the spirits. Once per long rest, you gain the ability to
Magic have for mission to help spirits all over the world pass see through solid objects to a range of 30 feet. Within that
into the afterlife. By doing that, they help maintain the range, you have darkvision if you don’t already have it. This
balance between the dead and the living. Due to the guidance special sight lasts for 1 minute or until your concentration
they give the dead, some ghosts are willing to lend them a ends (as if you were concentrating on a spell). During that
helping hand when they need it. Their help can come in time, you perceive objects as ghostly, transparent images.
different forms, but spirits have their specialty: information. Additionally, you can choose to also see in the ethereal
After all, they see everything. plane.

Mark of the spirits

Also starting at 6th level, undeads now have disadvantage on

attack rolls made against you.

Knowledge of the Spirit World

At 14th level, as a bonus action, you can ask the dead to

gather information about a target within 60 feet of you. You

gain the following information:

Its saving throws.

Its vulnerabilities, resistances and immunities.

The Coven of Natural Magic

The witches of the Coven of Natural Magic are protectors of

nature. Like druids, those witches are the ones that keep the

elements balanced, and protect the wildlife against any

menace. Nature is an important part of magic, which means

that at any time, a witch is present to assure its balance. The

nature-based abilities of this coven come from the friendship

that witches of this coven have with druids. It is not rare for a

witch or two to live with a group of druid since they all have

the same goal.

Coven of Natural Magic Features

Witch Level feature

2nd Coven Spells, Universal magic: Elemental

Bane

6th Mark of Nature

14th Enemie of Nature

Coven Spells

You gain Coven spells at the witch levels listed in the

Spiritual Magic Coven Spells table. See the Coven Spells


class feature for how coven spells work. Universal Magic: Elemental Bane
Starting at 2nd level. you can spend one use of your Universal
Coven of the Natural Magic Spells Magic Feature to change the damage type of any spell to fire,
Witch Level
Spells cold, thunder or lightning.
2nd Animal Friendship, Goodberry
Mark of Nature
3rd Barkskin, Spike Growth Starting at 6th level, nature bestowed upon you some of its
5th Call Lightning, Plant Growth knowledge. You gain the following benefits:
7th Grasping Vine, Guardian of Nature You can speak to animals as if you were under the
9th Commune with Nature, Tree Stride influence of the Speak with Animals spell.
You can communicate with plants as if you share a
language.
Every time you deal fire, cold, thunder or lightning
damage, you can choose to add 1d8 damage of the same
type. At level 14th, the damage increased to 2d8.
When you forage, you find twice as much food as you
normally would.
Enemy of Nature
Beginning at 14th level, you can use your action to declare a
creature within 60ft. of you has an Enemy of Nature. Until the
start of your next turn, any damage dealt by a beast or a plant
and any fire, cold, thunder or lightning damage is doubled.
You can use this feature once per long rest.

7

Only spells that target a single creature can be put into

potions. You can't have more than 2 potions prepared.
If you

craft more potions, a potion of your choice loses its

properties

Creating a potion requires you to have alchemist’s supplies

on your person.

As an action, a creature can drink the potion or administer

it to an incapacitated creature. If the spell asks for a saving

throw, the full effect of the spell takes effect even if the target

succeeds on its saving throw. If the spell requires

concentration, the effect lasts until the end of its full duration.

When you reach certain levels in this class, you can have

more potions prepared: three at 10th level and four at 18th

level.


Greater Potion Brewing

At 10th level, depending on your Witch Coven, you can give

additional effects to your potions on top of the spell stored in

them.

Coven of White Magic: Protection of the


Witch
Witchcraft Specialty The drinker gains 2d6 temporary hit points.
Casting a spell might be seen as trivial in a world like Coven of Black Magic: Poison of killing
Dungeons and Dragon, but, for witches, spellcasting is seen The drinker takes 4d8 necrotic damage.
as an art in of itself. Whether it is trough potions, familiars or
rituals, witches are taught how to express their magic via a Coven of Spiritual Magic: Sight of the
medium of their choice. If the coven chosen by the witch Spirits
answers of why they are casting spells, their witchcraft The drinker sees invisible creatures and objects as if they
specialty answers the question of how they cast spells. Each were visible for the next 10 minutes.
specialty usually coexists inside the same coven, making
covens recoupments of witches that express their power Coven of Natural Magic: Friend of Nature
differently. For the next 8 hours, the next time you take fire, cold, thunder
or lightning damage, divide the damage taken by 2.
Potion Specialty
Making potion takes time and patience, but witches that are The Ultimate Potion
ready to dedicate themselves to this art can create powerful At 18th level, you gain the ability to brew a potion with
elixirs that are either feared or admired throughout the powerful abilities. This potion requires 48 hours of crafting
nation. With enough preparation, a witch that specializes in and 750 gp. The drinker of this potion can increase an ability
potion-making can be a great ally or a deadly foe. score and its maximum by 2.
This Potion can only be crafted once. If rebrewed, the
Potion Specialty Features previous potion loses its properties.
Witch Level
feature
3rd Alchemist, Potion Brewing Familiar Specialty
10th Greater Potion Brewing Witches with the Familiar Specialty are known for the
strange creature they summon. Those witches formed a
18th Potion Resistance strong bond with a creature and use its abilities in battles or
in their everyday life. Growing together, familiar specialists
Alchemist are able to give some of their power to their familiar and
At 3rd level, you gain proficiency with alchemist’s supplies. If enhancing its capacities, making it stronger than before.
you already have this proficiency, you gain proficiency with
one other type of artisan’s tools of your choice. Familiar Specialty Features
Witch Level
feature
Potion Brewing 3rd Witch Familiar, United Soul
Starting at 3rd level. you gain the ability to create potions
infused with spells. During a short or long rest, you can 10th Faithful Servant
expend one or more spell slot of level 5 or lower and create 18th Greater Witch Familiar
potions containing a spell that you know of the level of the
expended spell slot.

8
This transformation lasts for 10 minutes, until you lose
Witch Familiar your concentration (as if you were concentrating on a spell)
At 3rd level, you learn the Find Familiar spell. This spell or until your familiar is killed.
doesn’t count against your number of spells known. You can use this feature once per long rest.
When you cast the spell, you can choose one of the normal
forms for your familiar or one of the following special forms: Greater Witch Familiar
chwinga, imp, pseudodragon, quasit, gazer or sprite. Starting at 18th level, You familiar gains the following
When you cast a spell, your familiar can deliver the spell as properties depending on your Witch Coven.
if it had cast the spell. Your familiar must be within 100 feet
of you, and it must use its reaction to deliver the spell when Coven of White Magic: Magical Fortitude
you cast it. If the spell requires an attack roll, you use your When your familiar transforms using the Faithful Servant
attack modifier for the roll. feature, chose up to 6 creature within 60 ft. of it (including
Additionally, when you take the Attack action, you can forgo itself). These creatures heal 20 hit points. If the target as all
one of your attacks to allow your familiar to make one attack of their hit points, they become temporary hit points.
with its reaction. Coven of Black Magic: Fury of the Servant
United Soul Add your wisdom modifier to any damage dealt by your
Beginning 3rd level, when you cast a spell targeting yourself, familiar
you can also affect your beast companion with the spell if the Coven of Spiritual Magic: Shadow Clones
beast is within 30 feet of you. Your familiar can use it's bonus action to create 1d4 Shadow
Faithful Servant clones of itself within 60 ft. of it. Your familiar can then use
Starting at 10th level, you can infuse your familiar with your their bonus action to swap places with them. When doing so,
magic, making it stronger. As a action, you can transform your familiar heals itself for 1d10 + your Wisdom Modifier.
your familiar into a beast, celestial, dragon, fey or fiend whose These clones last for up to 10 minutes, until they die (1 HP,
challenge rating is equal to or less than a third of your witch 10 AC) or until used.
level (rounded down). The familiar's game statistics are Coven of Natural Magic: Wrath of the
replaced by the statistics of the chosen creature. Your Elements
familiar transforms into an average example of that creature, Once per round, you can add 1d6 fire, cold, thunder or
one without any class levels or the Spellcasting trait. Your lightning damage to any damage made by your familiar.
Familiar also can't use any legendary actions or lair actions of
the new form. Your familliar plays at the end of your turn. Ritual Specialty
Even in its new form, your familiar still can use the United
Soul and the Greater Witch Familiar features. The Ritual specialty is dedicated to witches that are capable
When transformed, you can use your bonus action to order to performe long rituals to cast their spells without using too
your familiar to do one of the actions of his transformation. if much of their own energy. Witches that know the intricate
you Don't give him an order, the familliar will take the dodge rituals of this specialty are also able to enhance themselves
action. with a bit of the power of raw and untamed magic. The most

powerful witches of this kind are even referred to as being

The Chosen of the Weave.

9
Ritual Specialty Features Greater Ritual of the Magic Weaver
Witch Level
feature Beginning at 10th level, your spell, Ritual of the Arcane
Weaver, gains a new benefit depending on your Witch Coven.
3rd Potent Rituals, Ritual of the Magic Weaver
Coven of White Magic: Protection of the
10th Greater Ritual of the Magic Weaver
Sun
18th Chosen of the Weave You gain 3d6 temporary hit points after the casting of the
spell.
Potent Rituals
Starting at 3rd level you can cast any spell that you know of Coven of Black Magic: Wrath of the Moon
level 3 or lower as a ritual, even if the spell does not have the When a creature that you can see fails a saving throw against
ritual tag. See chapter 10 of the Player Handbook for the you, the next attack against that creature as advantage.
general rules of ritual casting. Coven of Spiritual Magic: Undead Scent
You can use this ability a number of times equal to your
Wisdom modifier. As a bonus action, you can know the location of any undead
You regain all uses of this ability after a long rest. within 60ft. of you. You can use this ability at will.
Additionally, the time needed to cast a ritual is divided by 2 Coven of Natural Magic: Elemental
if the spell already has the ritual tag. Resistance
Ritual of the Magic Weaver You gain resistance to either fire, cold, thunder or lightning
At 3rd Level, you gain the ability to cast the following spell. damage. Each time you cast the ritual, you can choose a
This spell doesn't count against your number of spells known. different damage resistance.


Chosen of the Weave
Starting at 18th level, The primal magic you use during your
rituals merged with your body and your soul making them
Ritual of the Magic Weaver
more powerful. You gain the following benefits:
(Ritual) For every 10 years that pass, your body ages only 1 year.
Casting Time: 1 hour When you roll a 1 on the d20 for an attack roll, ability
Range: Self check, or saving throw, treat the d20 roll as a 15.
Components: M, V, S (the blood of the caster and
an ornated knife)
Duration: 24 hours
During the next 24 hours, you are one with the
weave and its magic. You gain the following
benefits:

Arcane Protection. You gain +1 to your AC

Magic Resistance. You have advantage on saving


throws against spells and other magical effects.

Spellcasting Prodigy You can cast any cantrip that is


on the witch spell list, even if you don't know
them.

Ritual of the Magic Weaver


This ritual is ancient and, because of its complexity, only
witches that specialize in rituals can learn it. Even wizards that
studied this spell for years aren't able to grasp the inner
workings of this strange ritual. This spell isn't even part of any
known school of magic nor any known "level" of magic. This
spell can only be casted as a ritual. It is also the only spell not
reproducible with the Wish spell. It is said that this ritual was
entrusted to witches by Mystra, the goddess of magic, to help
witches all over the world maintain the balance of magic.

10

Cantrips (0 Level) Unseen Servant Mass Healing Word 6th Level


Dancing Lights Witch bolt Nondetection Contingency
Guidance Pulse wave + Drawmij's Instant Summons
Gust + 2nd Level Remove Curse Flesh to Stone
Light Aid Sending Harm
Lightning Lure + Boon of the Witch ^ Tiny Hut Heal
Message Calm Emotions Vampiric Touch Heroes' Feast
Primal Savagery + Darkness True Seeing
Produce Flame Dragon's Breath 4th Level
Spare the Dying Heat Metal Arcane Eye 7th Level
Thorn Whip Hold Person Banishment Finger of Death
Toll the Dead + Immovable Object + Confusion Magnificent Mansion
Invisibility Fabricate Forcecage
1st Level Levitate Greater Invisibility Plane Shift
Alarm Locate Object Locate Creature Simulacrum
Chaos Bolt + Magic Weapon Moonblast ^ Teleport
Color Spray Maximilian’s Earthen Grasp + Polymorph
Create or Destroy Water Misty Step 8th Level
Detect Evil and Good Moonbeam 5th Level Antimagic Field
Detect Magic Silence Animate Objects Feeblemind
Detect Poison and Disease Web Arcane Hand Maze
Faerie Fire Zone of Truth Circle of Power Telepathy
Feather Fall Enemy of the Weaver ^
Floating Disk 3rd Level Rary's Telepathic Bond 9th Level
Fog Cloud Arcane sight ^ Scrying Foresight
Guiding Bolt Bestow Curse Telekinesis Prismatic Wall
Healing Word Counterspell Wall of Force Time Stop
Hex Dispell Magic
Wish
Identify Fly

Magic Overload ^ Hypnotic Pattern

Sleep Magic Circle

Legend
^: Homebrew spell, see the next page.
+: Not in the Player Handbook

11
Arcane Sight
Magic Overload 3rd-level divination (Ritual)
1st-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: touch Components: S
Components: M, S (one small object weighing 1 to 5 pounds) Duration: Concentration, up to 10 minutes
Duration: instantaneous For the duration, you are able to see the flow of magic
Choose one small object weighing 1 to 5 pounds within within 60ft. of you. Seeing its movement, you are able to
range that isn’t being worn or carried. You infuse this object sense magical effects, magic items, and magic users.
with
magic, making it unstable. As part of casting the spell, Magical Effects. You see what school of magic the effect is
you launch the item to a creature within 30ft. of you. Make a from. If it is related to a spell, you know the level of the spell it
ranged spell attack against the target. On a hit, the target was cast from. You can also sense who is the caster of the
takes 3d8 force damage as the object explodes. spell if the caster is within the range of Arcane Sight

At Higher Levels. When you cast this spell using a spell Magic Items. If you touch the object, you are able to learn
slot of 2nd level or higher, each target takes 1d8 extra force the basic magical properties of the object and its rarity.

damage for each slot level above 1st. Magic Users. You can sense the magic energy flowing
through any magic-user. You learn if they use arcane or divine
Boon of the Witch
magic and what is the highest level of spell they can cast.
2nd-level abjuration Moonblast
Casting Time: 1 action 4th-level Evocation
Range: Touch Casting Time: 1 action
Components: V, S Range: 120 ft.
Duration: 12 hours Components: M, V, S (A moonstone worth at least 25 gp.)
Target a creature within range. The next time that creature Duration: Instantaneous
rolls a 1 on the d20 for an attack roll, ability check, or saving You invoke the power of the moon to smite down your
throw, treat the d20 roll as a 10. enemies. Choose a creature within 120ft. of you. that

creature must make a Constitution saving throw. On a failed

save, it takes 8d6 radiant damage, or half as much damage on

a successful save.

A shapechanger makes its saving throw with disadvantage.

If it fails, it also instantly reverts to its original form and can't

assume a different form for the next minute.

If the moon is in sight when casting the spell, this spell

deals an extra 2d6 radiant damage.

At Higher Levels. When you cast this spell using a spell

slot of 5th level or higher, the damage increases by 1d8 for

each slot level above 4th.


Enemy of the Weaver

5th-level abjuration


Casting Time: 1 action

Range: 120 ft.

Components: M, V, S (A pair of scissor and a silver string)

Duration: Concentration, up to 1 minute

You target a creature within 60 ft. of you and try to cut its

access to the Weave. The target must succeed on a Charisma

saving throw or be cut from its source of power. For the next

minute (or until you lose concentration), the target can't cast

spells of 5th level or lower. It also can't use any spell-like or

any magical abilities. However, it does not affect any ability or

spells the target activated before being targeted by this spell,

except if the effect needs the concentration of the caster.

Magic items aren't affected by this spell.

The target can make another save at the end of each of its

turn to try to end the effect.

At higher Levels. When you cast this spell using a spell

slot of 6th level or higher, the target can't cast spells of a level

less or equal to the spell slot you use for casting the spell.

12

Q: Why should I let my Players use this class?

Q&A R: I tried to make this class as balanced as possible. Of


Here are a couple of frequently asked questions and their course, this only being its third version, The class still needs
answer :) some adjustments. However, this class is playable without

being game-breaking in any way. When creating this class, I
Q: Why did you create the Witch class?

always had in mind if everybody at the table (players and DM)


R: I created the witch class because I had this idea of a would have fun with it.
magic-user connected to magic itself. I imagined the Also, for this class to be more balanced, I need people to
connection between that class and magic as being the same playtest it. So, let your players use this class, have fun and tell
as the one between druids and nature. After that idea came me how it goes!
into my mind, I quickly decided to call that class the witch,

because witches are (In my opinion) underrepresented in the Q: Will you be adding any new content?

source material of Dungeons and Dragons. The only things R: No. The class is already pretty long, and I don't want
you could call witches are the hags, and they are evil people to be intimidated by it. The last big thing I added was
monsters, which is not representative of what witches are. the Coven of Natural Magic, and I debated in my head for a

long time if I should add it or not. Since there was a natural
Q: What is the Subclass of the witch class?

feel missing from the witch class, I decided to add it anyway.


R: Well, the right question should be "What are the But, I will still try to make new versions of this class to try to
subclasses of the witch class". Yes, witches can choose two make it even more balanced.
subclasses: their coven and their specialty. This a unique

feature that I wanted to implement in this class, because it Q: How can I help you improve the class?

can create diversity, even in a party full of witches. R: Play the class! It is that simple! The only real way to know
Which is also why this document is 15 pages long: it might if an ability is fun/balanced is to test it, so feel free to use it
seem like a lot of information and text, but the truth is that, and tell me how it goes!
once you chose your subclasses, you will only use a fraction

of this document. Q: Why does the class uses spells known and not spells
Some might argue that having that much abilities might be prepared?

overpowered, but apart from the subclasses, witches get very R: Because, in an effort to make the class more balanced, I
few abilities. wanted them to be able to know more spells then a sorcerer,

but less than a cleric. Thinking back at it though, I think it
Q: Where can I contact you? also thematically fits the witch. They might be able to access
R: Either on the post you found this, on Reddit at u/nexica_ unimaginable amounts of energy, but they have to learn by
or on Discord at Nexica#7249. Feel free to ask me anything: themselves how to make it flow through them. Clerics might
Questions, Interrogations, thoughts, how your week went, have gods to teach them how to cast spells, but witches need
anything really!
If you end up using the class, hit me up, I to master this raw magic and give it a form, which is harder
want to know how it went! for them than any other class, because of the unfiltered magic
Also, if you spot any errors, tell me, I'll change it right away! they have access too.

13
V.3.0 Changelog
Disclaimer
Here is the list of modifications made from the
DUNGEONS & DRAGONS, D&D, Wizards of the version 2.0 of the witch class
Coast, Forgotten Realms, Ravenloft, the dragon
ampersand, and all other Wizards of the Coast
product names, and their respective logos are
Changes
Corrected some gramatical errors
trademarks of Wizards of the Coast in the USA and
Witches have 2 spell known at 1st level instead
other countries.
of 3.
Witches now longer have proficiency in Light
Armor.
The Coven spells for the Coven of Black Magic
This work contains material that is copyright have been modified.
Wizards of the Coast and/or other authors. Such The Mark of Nature feature now allows you to
material is used with permission under the add 1d8 damage to any spell you cast if they
Community Content Agreement for Dungeon deal fire, cold, thunder or lightning damage.AT
Masters Guild.
All other original material in this 14th level, this damage becomes 2d8.
work is copyright 2020 by Nexica and published The Mark of the spirits ability and a new ability
under the Community Content Agreement for names Sight of the Spirits was created
Dungeon Masters Guild. The potion brewing abbility last indefinitly, until
the potion is drank or until you make a new
potion.
The Coven of Natural Magic: Friend of Nature
was modified
Credit The CR restriction of the Faithful Servant ability

is now equal to a third of your witch level
This class was made by me (Nexica). (rounded down).

It now takes a bonus action to command your


familliar with the Faithful Servant ability.
I would like to give a special thank: The Faithful Servant ability now lasts for up to
Dado Bojart, who helped me with ideas and homebrew 10 minutes.
spells. The wording of Coven of Natural Magic: Wrath
Every artist I used the images of. Go check them out! of the Elements and Coven of Black Magic: Fury
of the Servant were modified to allow looser
Each and every person who gave me insight into the class
use of the abilities
and how to make it better. You can now kill the shadow clones created
The people who used or will use this class in their game from the Coven of Spiritual Magic: Shadow
Every person who reads this document. I made it with love, Clones ability.
so I hope you enjoyed it! The Potent Ritual ability now only allows spells
of 3rd level of lower to be casted as ritual.
The Potent Ritual ability can only be used a
number of time equal to your wisdom modifier

per long rest.

Added a couple of new spells from some of the

newer book that came out to the Spell list.

The Enemy of the Weaver spell now let's the

target remake it's saving throw at the end of

each turn.

14

Photo Credit

Cover page: Ashwyn C by Astri-Lohne:

https://www.deviantart.com/astri-
lohne/art/Ashwyn-C-679999401

P.2: Witch by Toshia-san:

https://www.deviantart.com/toshia-san/art/witch-

625751755

p.3: Through The Days by yuumei:

https://www.deviantart.com/yuumei/art/Through-

The-Days-525606661

p.4: Magical Circle by Doomed-AfterMath-2:

https://www.deviantart.com/doomed-aftermath-

2/art/Magical-Circle-257504960

p.5: A bit of Drow alchemy! by Galder:

https://www.deviantart.com/galder/art/A-bit-of-
Drow-alchemy-827960877
p.6: No time to look back by Vetyr:
https://www.deviantart.com/vetyr/art/No-time-to-
look-back-888105875
p.7, left: Valley of Twins by kvacm:
https://www.deviantart.com/kvacm/art/Valley-of-
Twins-815822276
p.7, right: Witch by Astri-Lohne:
https://www.deviantart.com/astri-lohne/art/Witch-
637184056
p.8: Gathering in the Woods by Nele-Diel:
https://www.deviantart.com/nele-
diel/art/Gathering-in-the-Woods-797129894
p.9: An Encounter + Video Process by
JeremyPaillotin:
https://www.deviantart.com/jeremypaillotin/art/An-
Encounter-Video-Process-594797910
p.10: Witch Boy by Vincent-Engelmann:
https://www.deviantart.com/vincent-
engelmann/art/Witch-Boy-796388985
p.11: The king's journey : The moon's cult by
AnatoFinnstark:
https://www.deviantart.com/anatofinnstark/art/The-
king-s-journey-The-moon-s-cult-793851006
p.12: Norse Witch by NatsumeWolf:
https://www.deviantart.com/natsumewolf/art/Norse-
Witch-801168657
p.13: Amethyst Kingdom by kvacm:
https://www.deviantart.com/kvacm/art/Amethyst-
Kingdom-795607968
p.14: Synth Waterfall by Kvacm:
https://www.deviantart.com/kvacm/art/Synth-
Waterfall-802641072
p. 15: Witch by arnaerr :
https://www.deviantart.com/arnaerr/art/Witch-
642820137

15

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