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RACE/SUBRACE BACKGROUND

Witch CLASS
SUBCLASS
CHARACTER NAME
ALIGNMENT EXPERIENCE POINTS
Green Magic LEVEL

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


Inspiration INITIATIVE

SPEED
ARMOR
CLASS

PROFICIENCY CLIMB SIZE


BONUS
SWIM
FLY

EX SKILLS SAVING THROWS


___ Acrobatics (Dex) ___ Strength HIT POINTS TEMP HP
___ Animal Handling (Wis) ___ Dexterity
___ Arcana (Int) ___ Constitution WITCH’S CURSE
PICK ONE: 1
___ Athletics (Str) ___ Intelligence
___ Deception (Cha) ___ Wisdom • BURNED. You have resistance to fire damage, and
HIT DICE
you know the produce flame cantrip, which doesn’t
___ History (Int) ___ Charisma
count against your number of cantrips known.
___ Insight (Wis) MAX HIT POINTS • DROWNED. You can breathe air and water.
___ Intimidation (Cha) Additionally, you have a swimming speed equal to
___ Investigation (Int) your walking speed.
PROFICIENCIES SUCCESS FAILURE • FERAL. You have proficiency in the Survival skill.
___ Medicine (Wis) Light Armor Additionally, while you aren’t wearing armor
___ Nature (Int) Medium Armor or wielding a shield, your AC equals 13 + your
___ Perception (Wis) Heavy Armor Dexterity modifier.
___ Performance (Cha) MELEE ATTACK RANGED ATTACK • HIDEOUS. You have proficiency in the Intimidation
Shields
BONUS ATTACKS BONUS skill. When you roll initiative, you can choose one
___ Persuasion (Cha) Simple Weapons Humanoid you can see to scare. That creature
___ Religion (Int) Martial Weapons must make a Wisdom saving throw against your
___ Sleight of Hand (Dex) spell save DC or be frightened of you until the end
___ Stealth (Dex) of your next turn.
ATTACK
BONUS • HOLLOW. When you or your familiar reduces a
___ Survival (Wis) Passive (Wisdom) ATTACK DAMAGE / NOTES hostile creature to 0 hit points, you drain some of
Perception
its life force, gaining temporary hit points equal
to your Charisma modifier + your witch level
TOOLS, LANGUAGES, AND SENSES (minimum of 1).
• INFESTED. As a result, you are immune to disease.
Additionally, you can command these pests as your
own. Starting at 2nd level, you can choose the form
of a swarm of rats for your familiar. Starting at 7th
level, you can choose a swarm of insects.
• LOVELESS. You are immune to being charmed.
• POSSESSED. You learn an additional witch spell at
a level for which you have spell slots at 1st level,
and again at 4th level, 8th level, and 12th level.
These spells don’t count against your number of
spells known.
PP GP SP CP • STARVING. You don’t need to eat or drink, but can
still imbibe and benefit from potions. Additionally,
you are immune to the poisoned condition.
• VISIONS. You can add your Charisma modifier to
your initiative rolls.
• WHISPERS. You can telepathically speak to any
INVENTORY
creature you can see within 30 feet of you. You
SPELL SLOTS don’t need to share a language with the creature
1st SPELL for it to understand your telepathy, but the creature
ATTACK SPELL
2nd BONUS SAVE DC must be able to understand at least one language.
3rd
4th
RACIAL TRAITS
5th
CANTRIPS SPELLS
6th KNOWN KNOWN
7th
8th
9th

MAX
FAMILIAR
HP
AC
ATTACK
DAMAGE

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SPELLCASTING
You can reshape your curse into spells. 1 WITCH’S FAMILIAR
As a witch, familiars you summon are imbued with your
HEX
1
CANTRIPS. You know four cantrips of your insidious magic, granting them the following benefits:
choice from the witch spell list. You learn additional • Your familiar can use your spell attack modifier for
witch cantrips of your choice at higher levels, as its attack rolls.
shown in the Cantrips Known column of the Witch • Your familiar adds your proficiency bonus to its
table. Armor Class, saving throws, and damage rolls.
SPELL SLOTS. The Witch table shows how many
• You add twice your witch level to your familiar’s hit
spell slots you have to cast your witch spells of 1st point maximum.
level and higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You regain
all expended spell slots when you finish a long rest.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER. You
GREEN MAGIC: PRIMAL ALLY
Whenever you summon your familiar, you 3
HEX
1
know two 1st-level spells of your choice from the conjure one that is hardier than normal. Add
witch spell list. The Spells Known column of the Witch three times your witch level, instead of twice your
table shows when you learn more witch spells of your witch level, to your familiar’s hit point maximum.
choice.
Each of these spells must be of a level for which
you have spell slots, as shown on the table. For
instance, when you reach 3rd level in this class, you
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 4
can learn one new spell of 1st or 2nd level.
by 2, or you can increase two ability scores of your
Additionally, when you gain a level in this class,
choice by 1. As normal, you can’t increase an ability
you can choose one of the witch spells you know and
replace it with another spell from the witch spell list,
score above 20 using this feature. HEX
2
which also must be of a level for which you have spell
slots.
RITUAL CASTING. You can cast any witch spell you
INSIDIOUS SPELL
When you cast a witch spell that affects a 5
know as a ritual if that spell has the ritual tag.
creature that is under the effect of your hex, that
SPELLCASTING FOCUS. You can use an arcane
creature has disadvantage on its first saving throw
focus as a spellcasting focus for your witch spells.
against the spell. This feature only applies to a hostile
SPELLCASTING ABILITY. You use your Charisma
creature that is the sole target of your hex.
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. GREEN MAGIC: TWIN FAMILIAR
When you summon your familiar, you can divide 6
BLOOD
MAGIC: HEX
ELDER TONGUE 3
its spirit into two bodies. When summoned in As a bonus action, you can attune yourself to the
SPELL SAVE DC = 8 + your proficiency bonus + your
this way, your familiar is two identical creatures that forest, granting you the ability to speak with Beasts
Charisma modifier and Plants in a limited manner until the end of your
share a single pool of hit points. Your twin familiars act
on subsequent turns. You can use your bonus action next turn. Most Beasts and Plants lack the intelligence
SPELL ATTACK MODIFIER = your proficiency bonus +
to command one twin to attack and your action to to convey or understand sophisticated concepts,
your Charisma modifier but could relay what they have seen or heard in the
command the other to attack. A spell or feature that
targets or dismisses your familiar affects both twins. recent past. While you can speak with them, you have
advantage on all Charisma checks directed at Beasts
HEXES
You gain two hexes of your choice. When you 1 and Plants.
gain a level in this class, you can choose one of
the hexes you know and replace it with another hex.
IMPROVED FAMILIAR
Your familiar’s attacks count as magical for the 7
Unless otherwise stated, if a hex requires an purpose of overcoming damage resistance and
immunity to nonmagical attacks and damage.
HEX
5
attack roll or saving throw, it uses your spell attack
modifier and spell save DC. All hexes require either Additionally, you can choose the following forms for
verbal or somatic components (your choice at the time your familiar: brass dragon wyrmling (can’t use its
of casting the hex). breath weapon), fright, grep, imp, or quasit.
Unless otherwise noted, if a hex lasts for a
duration, you concentrate on it as you would a
spell. You lose your concentration on a hex if you
cast another hex; however, you can concentrate
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 8
on a hex and a spell at the same time, making only by 2, or you can increase two ability scores of your
one Constitution saving throw to maintain your choice by 1. As normal, you can’t increase an ability
concentration on both. score above 20 using this feature. HEX
9
CACKLE
You can use your bonus action to cackle. 2
DYING CURSE
When a creature reduces you to 0 hit points but 9
Doing so extends the duration of a hex on which doesn’t kill you outright, you can lay a nefarious
you are concentrating by 1 round. If the hex has one curse upon it. The creature is cursed for up to 24
or more targets, a target must be within 60 feet of you hours. While cursed, the creature has disadvantage on
for the hex’s duration to extend for it. attack rolls, ability checks, and saving throws. If you
regain consciousness or the creature is targeted by
the remove curse spell, the curse ends at the end of
FAMILIAR
2
the creature’s next turn.
Once you use this feature, you can’t use it again
HEX
13
You learn the find familiar spell and can cast it
as a ritual without expending material components. until you finish a long rest.
This spell doesn’t count against your number of spells
known. The spell is improved in the following ways:
Your familiar takes its turn immediately before or after
your turn each round (your choice).
GREEN MAGIC: VITAL NOURISHMENT
When you finish a long rest, plant life within 10
120 feet of where you finished your long rest
• Once on each of your turns as an action or a bonus grows as if a month had passed with abundant food,
action, you can mentally command your familiar to water, and other necessities. If the plants would
use its reaction to make one attack. produce fruits, berries, or vegetables, the plants grow
• You can use the find familiar spell to deliver spells enough food to feed six creatures for one day.
that have ranges other than touch through your Additionally, choose up to six creatures you can
HEX
17
familiar. see at the end of the rest. Those creatures each gain
• When you cast the spell, you can choose one temporary hit points equal to half your witch level +
of the normal forms for your familiar or one of your Charisma modifier. You can also end one disease
the following special forms: death snail, flying affecting each creature, or end one of the following
book, homunculus, mock, moon jelly, pet rock, conditions: blinded, deafened, paralyzed, or poisoned.
pseudodragon, rag doll, sprite, tin soldier, winter
wolf pup, and yarn golem.
GRAND
HEX 11 GRAND
HEX 18 FEATS AND NOTES

ABILITY SCORE IMPROVEMENT


You can increase one ability score of your choice 12 ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 19
by 2, or you can increase two ability scores of your by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability choice by 1. As normal, you can’t increase an ability
score above 20 using this feature. score above 20 using this feature.

GRAND
HEX 13 HEXMASTER
Creatures have disadvantage on saving throws 20
against your hexes and grand hexes.

MAGIC ITEMS

GREEN MAGIC: SACRIFICIAL FAMILIAR


Whenever you are targeted by an attack while 14
your familiar is within 5 feet of you, you can use
your reaction to command it to dive in the way of
the attack, causing the attack to target your familiar
instead.
You can use this feature a number of times equal
to your Charisma modifier (a minimum of once). You
regain all expended uses when you finish a long rest.

GRAND
HEX 15

ABILITY SCORE IMPROVEMENT


You can increase one ability score of your choice 16
by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Cha 3 SPELL SLOTS CONC.
6 SPELL SLOTS CONC.
Conjure Animals
SPELLCASTING ABILITY SAVE DC SPELL ATTACK
BONUS
Plant Growth

Cantrips
0

1 SPELL SLOTS
Entangle
CONC.
4 SPELL SLOTS
Conjure Woodland Beings
CONC.
7 SPELL SLOTS CONC.

Goodberry Stoneskin

Find Familiar

8 SPELL SLOTS CONC.

2 SPELL SLOTS
Barkskin
CONC.
5 SPELL SLOTS
Awaken
CONC.

Locate Animals or Plants Tree Stride

9 SPELL SLOTS CONC.

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