Professional Documents
Culture Documents
Witch (V.3) - The Homebrewery
Witch (V.3) - The Homebrewery
3)
human finishes off one of his targets. "He won't disrupt the
front of them.
True magic
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
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
Witch
Level feature
Healing
Coven Spells
You gain Coven spells at the witch levels listed in the White
Magic Coven Spells table. See the Coven Spells class feature
Witch Level
Spells
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
nature. Like druids, those witches are the ones that keep the
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
Bane
Coven Spells
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.
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
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:
10
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
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?
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).
14
Photo Credit
https://www.deviantart.com/astri-
lohne/art/Ashwyn-C-679999401
https://www.deviantart.com/toshia-san/art/witch-
625751755
https://www.deviantart.com/yuumei/art/Through-
The-Days-525606661
https://www.deviantart.com/doomed-aftermath-
2/art/Magical-Circle-257504960
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