Professional Documents
Culture Documents
GB_Witch Class V1.6
GB_Witch Class V1.6
GB_Witch Class V1.6
On the Cover
In this amazing scene illustrated by Marin Lurii, the eyes
of the witch shine as she casts her mind rip, a dark
shadow cantrip that distorts reality and curses her target.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section
1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, deities, etc.), new rules,
classes, plots, story elements, locations, characters, races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: The Open content in this book includes material taken from the Systems Reference Document. No other portion of this
work may be reproduced in any form without permission.
Witch: 5e Class
he Dwarf awoke from her nightmare damp
T
with sweat. Her dreams were filled with Coven Affiliation
terrible nightmares as if a dark wanderer Unlike the shaman, who seeks guidance from departed
had emerged from her mind. As she sat up souls, a witch looks only to entrap and manipulate
and scanned the room, she saw her spirits unfortunate enough to cross their path. No
nightmare was indeed reality. A witch sat matter their intent, the passion exhibited by a witch can
staring at the Dwarf, smiling wide as two be argued to overshadow the zeal of a paladin. This
spirits, bound in chains, flickered in and out behind her. passion bleeds into their coven, manipulating the
environment around them and the personalities of the
An Elf, covered in various markings and tattoos, drew a witches who call the coven home. When creating your
large piece of chalk from her leather satchel. Wasting witch, consider the witch coven you would be affiliated
not a moment, the Elf began outlining incantations on with and what the coven may ask of the witch in return
the floor, chanting an ominous hymn. After the outlining for acceptance.
was complete, the floor flared red as chains shot out
around the room, pulling three struggling spirits out of Creating A Witch
the Ethereal Plane and alongside the Elf. Pleased with When you create your Witch character, consider the
the results, the Elf walked out of the room as the chains critical aspects of your character’s backstory. A witch
pulled the subjugated souls close behind. often gravitates to this sinful lifestyle as a means to an
Witches are stricken magic-users who manipulate and end. What goal or traumatic event in your character’s
bind souls to their will. Some Witches use their soul life drove them into this lifestyle?
essence to grow armies of undeath, while others see While other spellcasters tether into the bond left behind
soul essence as fuel to twist the bond and cast powerful by the Architect Al’Madoon, the Witch twists the bond,
spells. Walking the unholy path of the Witch carries warping its power with gruesome effort. This dark
grave consequences, resulting in a life shunned from the ability is powered by souls stolen from the afterlife,
outside world. which serve the Witch until set free, or worse.
Witch Class V1.6
from your spellbook equal to your Intelligence modifier Copying a Spell into the Book
+ your witch level (minimum of one spell). The spells When you find a witch spell of 1st level or higher, you can
must be of a level for which you have spell slots. add it to your book of agony if it is of a level for which you
have spell slots and if you can spare the time to decipher and
For example, if you’re a 5th-level witch, you have four copy it.
1st-level and two 2nd-level spell slots. With an For each spell level, the process takes 2 hours and costs 50
Intelligence of 16, your list of prepared spells can gp. The cost represents the material components you expend
include six spells of 1st or 2nd level, in any combination, as you write the spell into your book and the special ink
chosen from your spellbook. If you prepare the 1st-level needed to transcribe it. Once you have spent this time and
spell witch bolt, you can cast it using a 1st-level or a money, you can prepare the spell just like your other spells.
2nd-level slot. Casting the spell doesn’t remove it from Replacing the Book of Agony
your list of prepared spells. Your book of agony is bound to your soul and lives on in the
You can change your list of prepared spells when you ethereal plane. If your book of agony is destroyed, you can
finish a long rest. Preparing a new list of witch spells replace the spellbook by expending one soul essence and
reaching into the ethereal plane.
requires time spent studying your spellbook and
memorizing the incantations and gestures you must
make to cast the spell: at least 1 minute per spell level Bind Spirit
for each spell on your list. At 2nd level, whenever you finish a long rest you can
Spellcasting Ability conduct a binding ritual. After drawing chalk outlines in
Intelligence is your spellcasting ability for your Witch the ground and chanting unnatural incantations, you
spells, since their magic reflects your ability to twist the can bind a number of spirits around you as shown in the
bond in dark and horrible ways. You use your Spirits Bound column of the Witches table. These
Intelligence whenever a spell refers to your spellcasting spirits faintly manifest around you, if you choose, or
ability. In addition, you use your Intelligence modifier remain invisible to anyone who cannot see into the
when setting the saving throw DC for a Witch spell you Ethereal Plane.
cast and when making an attack roll with one. Each spirit bound to you in this way provides you with
certain benefits while it remains bound to you. As a
Spell save DC = 8 + your proficiency bonus + your bonus action, you can force one of the spirits bound to
Intelligence modifier you to latch onto another creature within 60 feet,
cursing them with misfortune. When a spirit is attached
Spell attack modifier = your proficiency bonus + your to a different target, you lose the benefit of the bound
Intelligence modifier spirit but gain the ability to cause the spirit attached to
Learning Spells of 1st Level and Higher the target to scream in agony. For 1-minute, when the
Each time you gain a witch level, you can add one witch target makes an attack roll or ability check, you can use
spell of your choice to your spellbook. The spell must be your reaction to cause your spirit to scream in agony.
of a level for which you have spell slots, as shown on the Roll a misfortune die as shown in the misfortune
Witch table. column of the Witch table and subtract the result from
the target’s roll.
Ritual Casting After screaming in agony or if the 1-minute duration
You can cast a witch spell as a ritual if that spell has the ends, the bound spirit disappears. Spirits not attached
ritual tag and you have the spell in your spellbook. You to other targets remain bound to you until you begin a
don’t need to have the spell prepared. long rest. A target can only have one spirit bound to it at
a time. Once you bind a spirit to another target, the
Spellcasting Focus spirit cannot return to you until it is resummoned with
You use an arcane focus as a spellcasting focus for your another binding ritual. Refer to the Bind Spirits section
Witch spells. below when choosing which spirits to bind to you after
completing a ritual. You cannot have duplicate spirit
types when binding spirits.
4 Witch Class | Gamingbrew
Soul Essence
At 2nd level, you’ve learned to manipulate the souls
around you in the Ethereal Plane to fuel special
abilities. Your access to this power is represented by
soul essence. You have a number of soul essence equal
to your proficiency bonus and you regain all expended
soul essence when you finish a long rest. You can spend
your soul essence to fuel various witch features.
You know four such features: Call Familiar, Dark
Shadows, Despair and Soul Siphon, and learn more
features as you gain levels in this class.
Call Familiar
As an action, expend one soul essence to cast the find
familiar spell, without material components. When you
cast find familiar in this way, the familiar disappears
after a number of hours equal to your Witch level.
Dark Shadows
As an action, expend one soul essence to learn one
cantrip from the dark shadows cantrip list until you
finish a long rest. After completing a long rest, your
memory of the dark shadow cantrip fades and must be
relearned by consuming another soul essence.
Despair
When you hit a creature with an attack roll, you can
expend one soul essence and curse the target for 1-
minute or until you lose concentration (as if you were
concentrating on a spell). The first time on each of your
turns that you hit your cursed target and deal damage to
it, including when you curse it, you can increase that
damage by 1d4.
Additionally, choose one ability when you curse the
target. The target has disadvantage on ability checks
with the chosen ability.
Despair’s damage increases when you reach certain
levels in this class: to 1d6 at 6th level and to 1d8 at 14th
level.
Soul Siphon
As an action, you can siphon one soul bound to you with
your Bind Spirit feature. As an action, you consume the
bound spirit and regain one expended soul essence.
Witch Coven
At 3rd level, you are inducted into a Witch Coven and
learn the magical secrets guarded by the coven.
Your choice grants you features at 3rd level, and again
at 6th, 10th and 14th level.
Animate Hut You gain a new feature fueled by your soul essence.
At 18th level, you can spend 1-hour animating a small Alluring Aura. As an action, expend two soul essence to
hut or house that moves on two large chicken legs. The create an aura of pollen that swirls around you at a 10-
animated hut is considered a construct, and has an AC foot radius for a number of rounds equal to your
of 16, 140 hit points, and a speed of 60 feet. It is Intelligence modifier. A creature that cannot smell is not
considered Gargantuan in size. If the hut is reduced to 0 affected by this aura.
hit points, it returns to its inanimate state. When a creature enters your pollen aura for the first
While inside the Animated Hut, which comfortably fits 6 time on a turn or starts its turn there, it is engulfed in
medium sized creatures, you are able to control its pollen and must make a Constitution saving throw. On a
movement. As an action, you can cause the hut to either failed save, the creature has disadvantage on attack
Dash or Dodge. The animated hut is unable to attack, rolls while it remains within the pollen aura. On a
and will actively avoid harming creatures or destroying successful save, the creature is immune to the pollen
objects while moving. The Animated Hut lasts until aura for the next 24 hours.
destroyed or you choose to release it with an action. Your pollen aura becomes more prominent as you gain
Shriek of Agony levels in this class. 6th level (15-feet) and 14th level (20
At 20th level, you have mastered your curse. You can feet).
shriek loudly regaining 3 expended soul essence. Once Nectar Coated Weaponry
you use this feature, you must finish a long rest before
you can do so again. 6th-level Coven of Alluring Flora feature
If you remain encased within your hardened petals for As an action, you can destroy an active skeleton or
at least 10 minutes, you gain the benefit of a short rest, zombie. Doing so immediately restores 1 expended soul
recover two expended spell slots, and you can add your essence and gives all active skeletons or zombies
proficiency bonus to the number of hit points you regain advantage on their next attack, if it attacks before the
if you spent hit dice as part of a short rest there. start of your next turn. You can use this ability twice,
and you regain any expended uses when you finish a
Intoxicating Spores long rest.
14th-level Coven of Alluring Flora feature Additionally, skeletons and zombies you create with
your Soldier of Rot feature can be commanded with
When a creature is within your pollen aura, they have your bonus action instead of your action.
disadvantage on saving throws to resist your
enchantment spells (charm person, enthrall, geas, etc.) Blood and Gore
10th-level Coven of the Grave feature
Coven of the Grave
You’ve joined a coven that takes great delight in You can quickly repair a damaged skeleton or zombie.
puppeteering undead creations to serve them. As a When a skeleton or zombie takes damage, as a reaction,
Coven of the Grave member, your dominion over life expend a number of hit dice up to your proficiency
and death grants you little acceptance from the mortal bonus to heal it as if it had finished a short rest.
world, outside of the allies you create for yourself from Additionally, any skeleton or zombie you create with
piles of bone and discarded corpses. your Soldiers of Rot feature add your proficiency bonus
Soldiers of Rot to its weapon damage rolls.
3rd-level Coven of the Grave feature
Your ties to the flux around you can keep others at bay.
As a bonus action, a creature of your choice you can see
must make a Strength saving throw against your spell
save DC or be pushed or pulled 15 feet towards or away
from you in a straight line. If the creature hits another
creature or obstacle, they take bludgeoning damage
equal to a roll of your misfortune die.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest, unless you expend one
soul essence to use it again.
Disruptive Flow
6th-level Coven of the Unseen Flux feature
6th-level Coven of the Veil feature You can use the dreams of creatures to traverse
undetected. As an action, touch an unconscious
You can invade a sleeping creature’s dream. As an creature, disappearing into their dream. You
action, touch an unconscious creature and choose one instantaneously appear adjacent to a second sleeping
of the following options. creature within 1-mile. The second creature can either
Breath deep. You lean over the creature and breath
be a specific humanoid creature you choose, or you can
deeply, inhaling a bit of their soul. The target takes one select a location, and the DM determines whose dream
level of exhaustion, and you regain one expended soul you exit from.
essence. After breathing deeply the unconscious When performing dreamwalker, you can bring up to 8
creature wakes up. willing creatures who link hands with you before you
If the creature is unconscious from falling to 0 hit enter the dream.
points, breathing deep has no effect.