GB_Witch Class V1.6

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Credits Table Of Contents

Writing and Design Witch Class 2


Gamingbrew Witch Covens 6
Additional Subclass Design Coven of Alluring Flora 6
Nano Coven of the Grave 7
Coven of Unseen Flux 8
Cover Art Coven of the Veil 9
Marin Lurii Bind Spirits 10
Interior Art Dark Shadow Cantrips 10
Begemot, Breakermaximus, Dean Spencer, Marin Lurii Witch Spell List 11
Legal 12
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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

2 Witch Class | Gamingbrew


The Witch
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Spirits Bound Misfortune 1st 2nd 3rd 4th 5th
1st +2 Eidolon Sight, Spellcasting — — 2 — — — —
2nd +2 Bind Spirit, Soul Essence 2 d6 2 — — — —
3rd +2 Witch Coven 2 d6 3 — — — —
4th +2 Ability Score Improvement 2 d6 3 — — — —
5th +3 — 3 d6 4 2 — — —
6th +3 Witch Coven Feature 3 d6 4 2 — — —
7th +3 — 3 d8 4 3 — — —
8th +3 Ability Score Improvement 3 d8 4 3 — — —
9th +4 — 3 d8 4 3 2 — —
10th +4 Witch Coven Feature 3 d8 4 3 2 — —
11th +4 — 4 d10 4 3 3 — —
12th +4 Ability Score Improvement 4 d10 4 3 3 — —
13th +5 — 4 d10 4 3 3 1 —
14th +5 Witch Coven Feature 4 d10 4 3 3 1 —
15th +5 Soul Ward 4 d12 4 3 3 2 —
16th +5 Ability Score Improvement 4 d12 4 3 3 2 —
17th +6 — 5 d12 4 3 3 3 1
18th +6 Animate Hut 5 d12 4 3 3 3 1
19th +6 Ability Score Improvement 5 d12 4 3 3 3 2
20th +6 Shriek of Agony 5 d12 4 3 3 3 2

Class Features Quick Build


As a Witch, you gain the following class features. You can make a Witch quickly by following these
suggestions. First, make Intelligence your highest ability
Hit Points score, followed by Constitution or Dexterity. Second,
Hit Dice:1d8 per Witch level choose the hermit background.
8 + your Constitution modifier
Hit Points at 1st Level:
Hit Points at Higher Levels:1d8 (or 5) + your Eidolon Sight
Constitution modifier per Witch level after 1st At 1st level, you are familiar with looking into the spirit
Proficiencies world. As an action, you can see 60 feet into the
Armor: Light armor Ethereal Plane for up to 1-minute or until you end it as
Weapons: Simple weapons, blowguns and whips an action. You can use this feature a number of times
Tools: Alchemist supplies, poisoner’s kit equal to your Intelligence modifier (minimum 1) and
Saving Throws: Intelligence, Wisdom
regain any expended uses when you finish a long rest.
Skills: Choose two from Arcana, Deception, Insight, Additionally, you learn the Eidolon language. A
Medicine, Nature, Religion, Survival language capable of communicating with spirits, and
Equipment vice versa, if the spirit has an intelligence of 4 or higher.
You start with the following equipment, in addition to Spellcasting
the equipment granted by your background: Your curse allows you to twist the bond. See chapter 10
(a) a light crossbow and 20 bolts or (b) any simple of the Player’s Handbook for the general rules of
weapon or (c) a whip spellcasting and below for the Witch spell list.
(a) explorer’s pack or (b) scholar’s pack
Leather armor, dagger, spellbook and an arcane Book of Agony
focus At 1st level, you have a spellbook containing six 1st-level
Alternatively, you can ignore the equipment here and witch spells of your choice. Your spellbook is the
in your background. Instead buy 4d4 × 10 gp worth of repository of the witch spells you know. On your
equipment from Chapter 5 of the Player’s Handbook. adventures, you might find other spells that you can add
to your spellbook (see “Your Book of Agony”).

Witch Class | Gamingbrew 3


Preparing and Casting Spells
The Witch table shows how many spell slots you have to Your Book of Agony
cast your witch spells of 1st level or higher. To cast one Your spellbook is a unique spellbook known as the book of
of these spells, you must expend a slot of the spell’s agony. It has a bond with you, unlike other spellcasters and
level or higher. You regain all expended spell slots when their spellbooks. Your book of agony is written in Eidolon, the
you finish a long rest. language of the afterlife, and connects your spellcasting
prowess with the souls of the dead.
You prepare the list of witch spells that are available for As you discover new spells from scrolls or books, you can
you to cast. To do so, choose a number of witch spells copy them into your book of agony in the Eidolon language.

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.

Witch Class | Gamingbrew


5
Ability Score Improvement Witch Covens
When you reach 4th level, and again at 8th, 12th, 16th, At 3rd level, you are inducted into a Witch Coven and
and 19th level, you can increase one ability score of learn the magical secrets guarded by the coven. Your
your choice by 2, or you can increase two ability scores choice grants you features at 3rd level, and again at 6th,
of your choice by 1. As normal, you can’t increase an 10th and 14th level.
ability score above 20 using this feature.
Soul Ward Coven of Alluring Flora
You’ve joined a coven uniquely connected to nature.
At 15th level, you’ve learned to protect yourself with an Members of this coven undergo a metamorphosis,
aura of souls which flit around you to a distance of 15 emerging as a creature that resembles humanoid
feet. When a friendly creature, excluding yourself, vegetation. Covered in flower petals of various shapes
within your soul ward is reduced to 0 hit points but not and colors, the witch’s new form is a unique look and a
killed outright, you can expend one soul essence, powerful transformation.
bringing the friendly creature to 1 hit point instead.
Spread Pollen
You can use this feature twice, and you regain any
expended uses when you finish a long rest. 3rd-level Coven of Alluring Flora feature

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

As an action, you can coat a melee weapon with sweet-


scented nectar. Your nectar is applied like a poison
providing a unique effect on the weapon and retaining
potency for 1 minute before drying.
When you or an ally hit a creature with the nectar-
coated melee weapon, it deals an additional 1d6 poison
damage. Additionally, the creature must make a
Wisdom saving throw against your Witch spell save DC.
On a failed save, the creature has disadvantage on
attack rolls against the Witch who provided the nectar
until it dries.
Poison damage increases by 1d6 when you reach 11th
level (2d6) and 17th level (3d6). Once you coat a
weapon, you can’t do so again until you finish a short or
long rest.
Art by
Dean Spencer
6 Witch Class | Gamingbrew
Chrysalis Petals Your summon undeath obeys your commands as best as
10th-level Coven of Alluring Flora feature possible and takes its turn on your initiative. On your
turn, you can verbally command them where to move
As an action, you magically vanish, encasing yourself in (no action required by you). You can use your action to
hardened petals. While wrapped, you can hear the area verbally command them to take the Attack, Dash,
outside but cannot see. Spells and other magical effects Disengage, or Help action. If you have multiple active
can’t extend through your hardened petals or be cast undeath summoned, you must issue the same command
through them. You exit early if you use a bonus action to to each.
leave, if you die, or if your hardened petals are
destroyed. When you exit, you appear in an unoccupied If you don’t issue a command, they takes the Dodge
space closest to it. Once you encase yourself in action. If you are incapacitated, your summoned
hardened petals, you can’t do so again until you finish a undeath acts on their own, focusing on protecting you
long rest. before themselves.
Your hardened petals AC equals your spell save DC. Its Return to the Soil
hit points equal your witch level plus your proficiency
bonus, and it is immune to poison and psychic damage. 6th-level Coven of the Grave 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

You seek to grow an army of undeath. As an action, you


expend two soul essence to raise either one skeleton or
zombie. You can have a number of active skeletons
and/or zombies equal to one-third of your witch level
(rounded down). These creatures use the statistics
found in the monster manual, except for the creatures’
health which is calculated as follows:
Creature Health = 10 + your Witch level + your
Intelligence modifier Art by
Creatures created with Summon Undeath cannot have Dean Spencer

their hit points restored and last until they are


dismissed as a bonus action or slain. They are
immediately destroyed if you move farther than 300 feet
from your summon undeath.
Witch Class | Gamingbrew 7
Create Golem
14th-level Coven of the Grave feature

Expend two soul essence to create a modified Flesh


Golem, which is controlled alongside your summoned
skeletons and zombies with a bonus action. You can
only have one active Flesh Golem at a time.
A flesh golem created in this way does not count against
the total number of creatures summoned by the
Soldiers of Rot feature and cannot benefit from your
Blood and Gore or Return to Soil features. The flesh
golem uses the statistics found in the monster manual
except for the following:
Size increases to Huge.
Remove the aversion to fire, berserk and lightning
absorption traits.
Slam reach increases to 10 feet.
Coven of Unseen Flux
Studying a form of magic that seems to mix the material
and the arcane, members of this coven gain control over
the magnetic bonds that connects everything to one
another. With a strength unbound and unknown, it is
possible to influence the battlefield and even defy
gravity.
Coercive Force
3rd-level Coven of the Unseen Flux 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

You can disrupt the magnetic resonance of those


around you and knock them off their feet. As an action,
you can expend two soul essence to make every
creature of your choice within 30 feet of you make a
Strength saving throw against your spell save DC. On a
failed save, the creature is knocked prone.

Witch Class | Gamingbrew


8
Polar Propulsion Memory Lapse. You glimpse one of the creature’s
memories. You can declare a specific memory you hope
10th-level Coven of the Unseen Flux feature to see before performing dream seed; otherwise, the
Adjusting your magnetic poles, you can take flight at dungeon master determines which memory you see.
will. As an action, you gain a flying speed of 60 feet for The memory must have occurred within the last month.
10 minutes. If you are still aloft at the end of the If you wish to seek a memory older than a month, the
duration, you float gently to the ground. Once you use creature can attempt a Wisdom save against your Witch
this feature, you can’t use it again until you finish a long spell save DC to prevent it from being uncovered.
rest unless you expend two soul essence to use it again.
Ghost Puppet
Electromagnetic Potency 10th-level Coven of the Veil feature
14th-level Coven of the Unseen Flux feature You can force influence over an incorporeal undead
When you cast a Witch spell that deals damage to a (ghost, shadow, wraith) with a challenge rating of 4 or
creature, you deal an extra amount of lightning damage lower within 30 feet. The incorporeal undead must
equal to a roll of your misfortune die. Until the end of make a Wisdom saving throw against your Witch spell
your next turn, the target creature is vulnerable to save DC. On a failed save, it is bound to your control.
lightning damage or loses resistance to lightning In combat, your ghost puppet acts during your turn. It
damage if it has it. can move and use its reaction on its own, but the only
action it takes is the dodge action, unless you take a
Coven of the Veil bonus action to command it to take another action
You’ve joined a coven more interested in divination and included in its stat block. Your ghost puppet lasts until it
the dream world. Preying on the dreams of others, you is dismissed as a bonus action or slain.
siphon the memories of your enemies, clawing at their If your ghost puppet has died within the last hour, you
minds with delight. can expend three soul essence to return it to life with all
It Was All A Dream its hit points restored. If you already have a ghost
puppet from this feature and attempt to bind a new one,
3rd-level Coven of the Veil feature
the previous ghost puppet vanishes. It also vanishes if
You seek to invade your enemy’s dreams, even when you die.
they are awake. Dealing damage with a Dark Shadows You can attempt to influence stronger incorporeal
cantrip against a target currently latched by one of your undead at higher levels, 12th level (CR5), and 15th level
bind spirits causes the creature to become drowsy. (CR6). Once you use this feature, you cannot do so
While a creature is drowsy, your bound spirit can again until you finish a long rest.
scream in agony to not only reduce an attack roll or
ability check, but also a saving throw. Dreamwalker
Dream Seeds 14th-level Coven of the Veil 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.

Witch Class | Gamingbrew


9
Bind Spirits Dark Shadow Cantrips
The spirits you can bind with your Bind Spirit feature
are presented in alphabetical order below. Mind Rip
Divination Cantrip
Spirit of the Acrobatic Wonder
While bound to you, you are considered under the Casting Time: 1 action
effects of the jump spell. Range: 60 feet
Components: V, S
Spirit of the Dancing Fey Duration: Instantaneous
While bound to you, you have advantage on saving You strike out at a creature with a reality distorting
throws against being charmed. curse, blending pain and ecstasy as one. The creature
must make a Intelligence saving throw or take 1d8
Spirit of the Demon Lord psychic damage. If the target has taken damage from
While bound to you, you know the firebolt cantrip. Mind Rip within the last minute, it instead takes 1d12
Spirit of the Forgotten Thief psychic damage.
While bound to you, you gain proficiency with thieves The spell’s damage increases by one die when you
tools. reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12),
and 17th level (4d8 or 4d12).
Spirit of the Howling Wolf Soul Scythe
While bound to you, you have advantage on Wisdom
(Perception) checks that rely on hearing or smell. Necromancy Cantrip
Casting Time: 1 action
Spirit of the Loyal Knight Range: 15 feet
While bound to you, gain proficiency with martial Components: V, S
weapons. Duration: Instantaneous
Spirit of the Mad King You swing a scythe made from the remnants of
While bound to you, you have advantage on Charisma agonizing souls in a wide arc. Make a melee spell attack
(Intimidation) checks against humanoid creatures. against one creature within 15 feet of you. On a hit, the
creature takes 1d8 necrotic damage. In addition, you
Spirit of the Night Hunter can choose a creature that you can see within this
While bound to you, you can see in dim light within 60 spell’s reach. It takes half as much damage.
feet of you as if it were bright light, and in darkness as if The spell’s damage increases by 1d8 when you reach
it were dim light. If you already have darkvision, gain an 5th level (2d8), 11th level (3d8), and 17th level (4d8).
additional 30 feet.
Spirit of Resonant Knowledge Multi-classing
While bound to you, you always know which way is The prerequisitie for multi-classing as a Witch is an
north and you have proficiency in tinker’s tools. Intelligence of 13.
Spirit of the Shield Maiden When you multi-class into a Witch you gain proficiency
While bound to you, you gain proficiency with medium with simple weapons and light armor only.
armor and shields. Changelog v1.6
Spirit of the Silent Monk Revisions may occur after more play testing and will be
While bound to you, you know the message cantrip. recorded here for reference.
Spirit of the Thunder Born New subclass: Coven of Unseen Flux
While bound to you, you know the shocking grasp New Soul Essence Features
cantrip. New Bind Spirit options
Updated layout and design
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10 Witch Class | Gamingbrew


Witch Spell List
1st Level Alter Self Fear Dimension Door
Alarm Animal Messenger Fly Great Invisibility
Animal Friendship Blindness/Deafness Gaseous Form Locate Creature
Bane Calm Emotions Haste Phantasmal Killer
Cause Fear Darkness Hypnotic Pattern Polymorph
Caustic Brew Detect Thoughts Magic Circle Shadow of Moil
Charm Person Enthrall Major Image Summon Aberration
Chaos Bolt Hold Person Nondetection Summon Elemental
Comprehend Languages Invisibility Remove Curse Summon Greater Demon
Detect Magic Knock Sending
Disguise Self Levitate Slow 5th Level
False Life Locate Object Speak with Dead Animate Object
Feather Fall Mind Spike Stinking Cloud Awaken
Fog Cloud Mind Whip Summon Fey Contact Other Plane
Hellish Rebuke Misty Step Summon Lesser Demons Dominate Person
Hideous Laughter Ray of Enfeeblement Summon Shadowspawn Dream
Identify See Invisibility Summon Undead Geas
Mage Armor Spider Climb Vampiric Touch Far Step
Ray of Sickness Suggestion Hold Monster
Shield Web 4th Level Insect Plague
Sleep Arcane Eye Legend Lore
Thunderwave 3rd Level Banishment Mislead
Unseen Servant Animate Dead Black Tentacles Modify Memory
Witch Bolt Bestow Curse Blight Planar Binding
Clairvoyance Charm Monster Rary’s Telepathic Bond
2nd Level Counterspell Compulsion Scrying
Dispel Magic Confusion Teleportation

Witch Class | Gamingbrew


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