The Witch
The Witch
The Witch
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Witch’s Coven 2 2 2 — — — — — — — —
2nd +2 Craft Magic 2 3 3 — — — — — — — —
3rd +2 ─ 2 4 3 2 — — — — — — —
4th +2 Ability Score Improvement 3 5 4 3 — — — — — — —
5th +3 — 3 6 4 3 2 — — — — — —
6th +3 Coven Feature 3 7 4 3 3 — — — — — —
7th +3 Improved Find Familiar 3 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — —
9th +4 — 3 10 4 3 3 3 1 — — — —
10th +4 Empowered Craft Magic 4 11 4 3 3 3 2 — — — —
11th +4 — 4 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1 — — —
13th +5 — 4 13 4 3 3 3 2 1 1 — —
14th +5 Coven Feature 4 13 4 3 3 3 2 1 1 — —
15th +5 — 4 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 —
17th +6 — 4 15 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Masterful Concentration 4 15 4 3 3 3 3 2 2 1 1
Quick Build
The Witch You can build a Witch quickly by following these suggestions.
Witches are usually (but not always) women that specialize in First, Intelligence should be your highest ability score,
ancient natural magic to heal, charm, or harm their enemies followed by Constitution. Second, choose the Outlander
and allies alike. Using their superior intellect and calling on a background.
Familiar to assist them, they are capable of astonishing feats
of magical prowess. Class Features
While Witches have a reputation for being cruel and evil,
many of them are quiet, benign, and helpful to those around As a Witch, you gain the following class features.
them. In either case, they tend to be shunned by polite society
because of their unusual connection to nature and the magic Hit Points
within. Hit Dice: 1d6 per Witch Level
Most witches will learn from an older, more experienced Hit points at 1st level: 6 + your Constitution modifier
witch, often in a secluded part of nature where their Hit points at higher levels: 1d6 (or 4) + your Constitution
unorthodox casting methods will go unnoticed. However, modifier per Witch level after first.
some witches learn on their own through careful study.
Proficiencies
Creating a Witch Armor: None
Weapons: Simple weapons
When creating your Witch, consider how you acquired your Tools: Alchemist’s Tools
power. Were you instructed by another witch? Or maybe you Saving Throws: Intelligence; Wisdom
discovered your power through careful study and evaluation. Skills: Choose two from Arcana, Deception,
Perhaps you discovered a long-lost tome that gave you the Medicine,Nature, Perception, and Survival.
basics of natural magic. Or you could have a natural talent for Multiclass: Simple weapons; Witches require a score of
bending the forces of nature to your will. 13 Intelligence.
Equipment
You start with the following equipment,
in addition to the equipment granted by
your background:
(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
Spellcasting:
See chapter 10 for the general rules of spellcasting and
chapter 11 for the witch spell list.
Cantrips At 1st level, you know two cantrips of your choice
from the witch spell list. You learn additional witch cantrips
of your choice at higher levels, as shown in the Cantrips
Known column of the Witch table.
Spell Slots The Witch table shows how many spell slots
you have to cast your spells of 1st level and higher. To cast
one of these Witch 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. For example, if you know the 1st-
level spell Fog Cloud and have a 1st-level and a 2nd-level spell
slot available, you can cast Fog Cloud using either slot.
Spells Known of 1st Level and Higher You know two 1st-
level spells of your choice from the witch spell list. The Spells Witch’s Coven
Known column of the Witch table shows when you learn At 1st level, choose a magical specialization that you follow.
more witch spells of your choice. Each of these spells must You may choose Black Magic, Natural Magic, or White Magic.
be of a level for which you have spell slots. For instance, Each specialization gives you features at 1st level, and again
when you reach 3rd level in this class, you can learn one new at 6th, 14th, and 18th level.
spell of 1st or 2nd level. Additionally, when you gain a level in
this class, you can choose one of the witch spells you know Coven Spells
and replace it with another spell from the witch spell list, Each Coven has a list of spells - Coven Spells - that you gain
which also must be of a level for which you have spell slots. at the Witch levels noted in the Coven description. Once you
Spellcasting Ability Intelligence is your spellcasting ability gain a Coven spell, you always know it, and it doesn't count
for your witch spells, since the power of your magic relies on against your total number of spells known.
your ability to interpret and coerce the forces of nature. You If you have a Coven spell that doesn't appear on the Witch
use your Intelligence whenever a spell refers to your spell list, the spell is nonetheless a Witch spell for you.
spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a witch spell Craft Magic
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your In your study of natural magic, you have unearthed Craft
Intelligence modifier Magics, fragments of knowledge that imbue you with an
Spell attack modifier = your proficiency bonus + your abiding magical ability.
Intelligence modifier At 2nd level, you gain three Crafts of your choice. Your craft
Spellcasting Focus You can use an arcane focus (found in options are detailed at the end of the class description.
chapter 5) as a spellcasting focus for your witch spells. Additionally, when you gain a level in this class, you can
choose one of the crafts you know and replace it with another
Ritual Casting craft of your choice.
You can cast a Witch spell that you know as a ritual if that
spell has the ritual tag. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Find Familiar 19th level, you can increase one ability score of your choice
At 1st level, you gain the Find Familiar spell. This spell does by 2, or you can increase two ability scores of your choice by
not count against your total number of spells known. 1. As normal, you can’t increase an ability score above 20
using this feature.
Improved Find Familiar
By 7th level, your control over your Familiar
improves. You may now cast Find Familiar as an action.
Your familiar gains a bonus to its AC equal to your proficiency
bonus, and a bonus to its hit points equal to twice your Witch
level. Additionally, as an action, you may allow your familiar to
use its reaction to deliver a spell with any range, instead of
only those spells with a range of touch. Your familiar must be
within 60 feet of you to cast a spell with a range other than
touch. Calculate the range of the spell using the familiar’s
position. All other rules for casting via your familiar still
Witch’s Coven
apply. Coven of White Magic
Witches aligned with the Coven of White Magic focus their
Empowered Magic study on those magics that heal and protect themselves, their
At 10th level, your Craft Magic is empowered. You learn 2 allies, and the natural world around them.
additional Crafts of your choice. Additionally, as an action you
may use your knowledge of nature and its power to inscribe White Magic Adept
an object with a rune, phrase, sigil, or other similar effect. When you choose this magical specialization at 1st level, you
When you use this feature you may choose whether the are able to more easily cast spells that heal and help your
inscription is visible or not, and how it can be seen if it is not allies. When you cast a spell that restores hit points, the
visible. You may also choose how long the inscription lasts, or target of the spell receives temporary hit points equal to your
if it is permanent. Intelligence modifier plus the level of the spell cast.
Additionally, you gain proficiency in the Medicine skill if you
Masterful Concentration do not already have it, or you may add twice your proficiency
bonus if you are already proficient.
At 20th level, for up to 1 minute you can maintain two
'concentration' spells at once, so long as both spells are Witch
spells, and at least one of the spells is of 3rd level or lower.
While concentrating on two spells in this manner, if you take
damage you make one concentration save for both spells.
This save is made at disadvantage, and if you fail the save you
lose both spells. Once you use this feature, you must finish a
long rest before you may use it again.
White Magic Coven Spells Transmutation Expert
Witch Level Spells At 6th level you gain a sharper focus on transmutation magic.
1st Bless, Cure Wounds You gain one Craft Magic of the Transmutation school. This
Craft does not count against the other crafts you may choose,
3rd Gentle Repose, Lesser Restoration but follows all other Craft Magic rules.
5th Protection from Energy, Revivify
Natural Herbalist
7th Death Ward, Otiluke's Resilient Sphere At 14th level, your time spent traveling the land gives you a
9th Dispel Evil and Good, Greater Restoration better knowledge of harvesting its flora and fauna. When
traveling for 8 hours or more, or during a long rest, you are
Charms Expert able to harvest enough herbs to create a number of potions or
At 6th level you gain a sharper focus on charming creatures. poisons equal to your Intelligence modifier. Potions and
You gain one Craft Magic of the Charm school. This Craft poisons created using this feature cost only 5 gold to make,
does not count against the other crafts you may choose, but as you only need empty vials and other minor ingredients to
follows all other Craft Magic rules. make them. The poisons or potions you create at any one
time using this feature can have a total gold cost of no more
Gift of Protection than 1500 gp.
By 14th level your ability to protect your allies heightens. You
learn the Leomund’s Tiny Hut spell and may cast it at will. Master of Nature
This spell does not count against your total number of spells By 18th level, your knowledge of herbs and plants in nature
known. Additionally, you gain advantage of Charisma makes your crafted potions stronger. Any potions you make
(Persuasion) checks. that do not deal damage or restore hit points have their
duration doubled. Additionally, you gain the Conjure
Witch's Grace Woodland Beings and Commune with Nature spells, and
At 18th level, your bond with nature can prevent death. As a once per long rest may cast them each without expending a
reaction when a friendly creature within 60 feet of you would spell slot. These spells do not count against your total
be reduced to 0 or fewer hit points, you may intervene, taking number of spells known.
half the damage dealt. This damage cannot reduce you below
1 hit point, and you must complete a long rest before using Coven of Black Magic
this feature again. Witches focusing their efforts in the Coven of Black Magic
tend to care little for others, outside of how those people can
Coven of Natural Magic help them achieve their goals, though they are not inherently
Witches of this Coven tend to focus their magical abilities on evil. They use their magic to curse and poison their enemies,
shaping the organic matter around them into salves, poisons, and those who would bring harm to their allies.
potions, and other natural ways to heal their allies or harm
their enemies. These witches are usually neutral and Black Magic Adept
generally wish only to maintain harmony with nature. When you choose this magical specialization at 1st level, you
are able to more easily cast spells that harm your enemies.
Natural Magic Adept When you cast a spell that targets only one creature and
When you choose this Coven at 1st level, you gain the ability deals damage to it, the target of the spell takes additional
to more easily poison your enemies or heal your allies using Necrotic damage equal to your Intelligence modifier.
various potions and salves. You gain proficiency in the Nature Black Magic Coven Spells
and Medicine skills if you do not already have them, you may Witch Level Spells
craft poisons and potions in one-quarter the normal time and
for one-quarter the normal gold cost, and when a poison or 1st Bane, Witch Bolt
potion you made deals damage or restores hit points, add 3rd Crown of Madness, Darkness
your Intelligence modifier to the damage or healing dealt.
Additionally, your poisons ignore resistance to poison 5th Bestow Curse, Fear
damage, and your poisons and potions deal an extra die of 7th Blight, Evard's Black Tentacles
damage or healing. 9th Antilife Shell, Insect Plague
Natural Magic Coven Spells
Witch Curse Expert
Level Spells At 6th level you gain a sharper focus on cursing creatures.
1st Detect Poison and Disease, Entangle You gain one Craft Magic of the Curse school. This Craft does
not count against the other crafts you may choose, but
3rd Locate Animals and Plants, Protection from
Poison
follows all other Craft Magic rules.
5th Speak with Plants, Lightning Bolt
7th Blight, Stoneskin
9th Commune with Nature, Contagion
Wh
creat
the h
betwe
Photo Credit
Cover:
http://2.bp.blogspot.com/-1LkiFmjiYwM/VocYXz72wkI/AAAAA
70U/s640/celeste.jpg
Page 3: Female Human Necromancer
https://i.pinimg.com/originals/43/7f/0a/437f0a6df3b81fda686
Page 4: Necromancer by Bogdan-MRK
https://i.pinimg.com/originals/b9/5c/2c/b95c2c010553a4969f
Page 6: Witch House by VityaR83 on DeviantArt
https://i.pinimg.com/originals/79/5b/aa/795baa352411d9d08
Page 7: Dragon Faarie on Twitter
https://pbs.twimg.com/media/CxP5yQvUQAAX1v3.jpg