Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

Witch Class

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

Dark Charm Bane of the Simple Mind (Charm)


By 14th level your ability to manipulate others heightens. You Using an action and this Craft, you can attempt to cause a
learn the Charm Person spell and may cast it at will. This creature's thoughts to become muddled and simple. Choose a
spell does not count against your total number of spells creature within 30 feet to make an Intelligence saving throw.
known. Additionally, you gain advantage on Charisma On a failed save, the targets mind becomes unable to process
(Intimidation) checks. complex ideas, and the target can gain neither advantage nor
disadvantage from any source for 1 minute. You must
Limbo concentrate on this effect as if concentrating on a spell. The
At 18th level, your Black Magic corrupts your soul. If you are creature may make a new Intelligence saving throw at the
killed, your soul will latch on to the closest inanimate object end of each of its turns. On a success, the effect ends.
currently being worn or carried by another creature. You may
remain in the object or depart for the afterlife. While locked Cheering Charm (Charm)
to this item, you imbue it with power. The item becomes As an action, you may weave a charm of happiness and
magical if it isn't already, allowing its wielder access to the confidence towards a creature you can see within 60 feet.
Craft Magic you knew before death. You may also That creature gains advantage of saving throws against
telepathically speak to the user. This communication cannot charm and fear effects for 1 hour. You may use this charm
be stopped in any way. You may return to life by possessing twice between short or long rests.
the corpse of a creature that has been dead no longer than a
week and is of the same size as your previous body. You lose Enduring Charm (Charm)
your previous racial features and gain those of the new body. As an action, you may weave a charm of endurance into a
Coming back from the dead is an ordeal. You take a -4 penalty creature you can see within 60 feet that has one or more
to all attack rolls, saving throws, and ability checks. Every levels of exhaustion. The target loses one level of exhaustion.
time you finish a long rest, the penalty is reduced by 1 until it Once affected by this charm, the target cannot be affected
disappears. Each time you use this feature, the penalty again until it completes a short or long rest.
increases by two. When you reach a total penalty of -12, you
can no longer benefit from this feature. For every month you Invigorating Charm (Charm)
go without using this feature, the total penalty is reduced by As an action or reaction, you may Charm an ally with
one, to a minimum of -4. invigorating magic. That ally gains advantage on the next
attack roll, saving throw or ability check it makes. Once
Craft Magic affected by this charm, the target cannot be affected again
The Craft Magics presented here are shown in order by until it completes a short or long rest.
School: Charms; Curses; Transmutations. If a craft has Madness Charm (Charm)
prerequisites, you must meet them to learn it. You can learn As an action, you can cause a creature to see visions of
the craft at the same time that you meet its prerequisites. madness floating before it. Choose a creature within 60 feet
Alluring Charm (Charm)
to make a wisdom saving throw. On a failed save, the creature
As an action, you can make yourself or a target briefly takes 2d6 psychic damage and is afflicted by one random
irresistible. You or your target gains advantage on the next short-tern madness effect. If you target the same creature
Charisma check they make. Once affected by this charm, the more than once with this Charm, the creature has advantage
target cannot be affected again until it completes a short or on the saving throw for all saves after the first. The damage
long rest. increases by 1d6 at 5th (3d6), 11th (4d6), and 17th (5d6)
level.
Revitalizing Charm (Charm)
Prerequisite: Coven of White Magic
Toughness Charm (Charm)
Prerequisite: 10th level
As a reaction when an ally within 60 feet is
hit with a damaging attack or spell, you can weave
a charm into that creature, toughening its skin. The
creature gains resistance to all damage until the end
of its next turn. You may also use this charm on your turn as
an action instead, without requiring the triggering effect.
Curse of Agony (Curse)
As an action, you may curse a creature you can see within 60
feet with unspeakable pain. The target must make a
constitution saving throw or take 2d6 psychic damage and be
affected by one level of exhaustion. If you target the same
creature more than once with this Curse, the creature has
advantage on the saving throw for all saves after the first. The
damage increases by 1d6 at 5th (3d6), 11th (4d6), and 17th
(5d6) level.
Debilitating Curse (Curse) Curse of Vulnerability (Curse)
Prerequisite: 10th level Prerequisite: 10th level
As an action, you may choose one creature within 60 feet As a action, you may choose a creature you can see within
that you can see and force it to make a wisdom saving throw. 60 feet, and weave a curse of vulnerability towards it. The
On a failed save, the creature is affected by debilitating creature must succeed on a Wisdom saving throw or have its
thoughts. The next spell or magical effect that causes damage resistances reduced by one level for 1 minute. For example, if
used by the creature deals minimum damage. Once affected a creature has immunity to fire damage and is affected by this
by this curse, a creature cannot be affected again within 24 curse, it only has resistance to fire damage for the duration.
hours. The creature knows it was cursed, but does not know You must concentrate on this effect as if concentrating on a
the effects of the curse unless it has previously learned them. spell. Once a creature has been affected by this curse, it
cannot be affected again within 24 hours.
Curse of Hives (Curse)
As an action, you may curse an enemy with hives. It must Curse of Weakness (Curse)
make a Constitution saving throw or be poisoned for 1 Prerequisite: 10th level
minute. The affected creature may use an action on its turn to As a action, you may choose a creature you can see within
repeat the saving throw. On a success, the effect ends. 60 feet, and weave a curse of weakness towards it. The
creature must succeed on a constitution saving throw or
Curse of Lethargy (Curse) suffer disadvantage on strength saving throws and ability
When you cast a spell requiring a single enemy to make a checks for 1 minute. Additionally, while affected, the
saving throw, you may Curse it with lethargy, giving it creatures weapon attacks deal half their normal damage. At
disadvantage on the saving throw. Once a creature has the end of its turn, the affected creature may make a new
suffered this curse, it cannot suffer it again within 24 hours. constitution saving throw. On a success, the effect ends. Once
a creature has been affected by this curse, it cannot be
Curse of Pain (Curse) affected again within 24 hours.
When you cast a spell that deals damage to a single target,
you may weave a curse into the casting. Maximize the Create/Alter Sound (Transmutation)
damage dealt. The curse of pain is taxing to use and can be Upon gaining this Craft, you learn to manipulate the very air
used only once between short or long rests. around you. You gain the Minor Illusion cantrip, it counts as a
Witch spell for you, and does not count against your total
Curse of Tongues (Curse) number of Cantrips known.
As an action, you may weave a complicated curse towards a Additionally, you may use the Minor Illusion cantrip
creature you can see within 60 feet. That creature must make granted by this Craft to alter the sound of a musical
a wisdom saving throw. On a failed save, the creature speaks instrument for 1 hour. For example, a lute could sound like a
in tongues and cannot cast spells until the end of its next flute, or a drum could sound like bagpipes.
turn. On a successful save the creature is not affected. You
may use this craft twice between short or long rests.
Defensive Craft (Transmutation)
As a reaction when you or a friendly creature within 30 feet
of you is hit with a ranged weapon or single-target ranged
spell attack, you may weave a craft into the incoming energy
or projectile, preventing any damage from the attack. A
physical projectile is turned into a harmless feather or similar
object of your choice. A spell's energy is changed into
raindrops, or a similarly harmless form of your choice. You
may use this craft twice between short or long rests.
Soul Shift (Transmutation)
Prerequisite: 10th level
You may cast the Etherealness spell as a 7th level spell
once without expending a spell slot. You can't do so again
until you finish a long rest.
Stolen Spell (Transmutation)
Through careful study and experimentation, you learn how to
cast a spell previously unknown to you. Choose one Cantrip
from any spell list. You learn that Cantrip, it counts as a
Witch spell for you, and does not count against your total
number of Cantrips known.
Familiar's Sacrifice (Transmutation)
You share a deeper connection to your familiar. While within
10 feet of your familiar, as a reaction when you are hit with an
attack, you can cause your familiar to take half the damage
dealt, rounded down.
Touch of Fire (Transmutation)
As an action, you may point your finger at an object not being
worn or carried within 60 feet, and magical flames shoot
towards the object, setting it on fire. The fire fills a space no
larger than 5 feet, and can spread normally. Non-flammable
objects take no damage and cannot spread the flames, but
otherwise burn for up to 1 hour. You may use an action to
extinguish flames within 60 feet caused by this Craft in a 5
foot area.
Witch Spells 2nd Level 4th Level 6th Level
Animal Messenger Blight Bones of the Earth
Cantrips (0 Level) Darkvision Charm Monster Druid Grove: Witch Coven
Acid Splash Earthbind Confusion Find the Path
Chill Touch Enhance Ability Control Water Heal
Druidcraft Find Traps Freedom of Movement Heroes’ Feast
Guidance Flame Blade Giant Insect Investiture of Flame
Infestation Flaming Sphere Grasping Vine Investiture of Ice
Mending Gust of Wind Hallucinatory Terrain Investiture of Stone
Mold Earth Healing Spirit Ice Storm Investiture of Wind
Produce Flame Heat Metal Locate Creature Mental Prison
Resistance Hold Person Polymorph Move Earth
Shillelagh Lesser Restoration Stone Shape Sunbeam
Thorn Whip Locate Object Stoneskin Wall of Thorns
Toll the Dead Moonbeam Vitriolic Sphere Wind Walk
1st Level Nystul’s Magic Aura Wall of Fire
Pass without Trace Watery Sphere 7th Level
Animal Friendship Fire Storm
Protection from Poison
Cause Fear 5th Level Mirage Arcane
Spike Growth
Charm Person Antilife Shell Plane Shift
Create or Destroy Water 3rd Level Awaken Power Word Pain
Detect Magic Bestow Curse Contagion Regenerate
Detect Poison and Disease Dispel Magic Dream Reverse Gravity
Disguise Self Erupting Earth Geas Whirlwind
Earth Tremor Fear Greater Restoration
Entangle Feign Death Hold Monster
8th Level
Fog Cloud Hypnotic Pattern Insect Plague Abi-Dalzim's Horrid
Goodberry Life Transference Maelstrom Wilting
Healing Word Meld into Stone Mass Cure Wounds Antipathy/Sympathy
Hex Plant Growth Planar Binding Control Weather
Ray of Sickness Protection from Energy Reincarnate Earthquake
Silent Image Remove Curse Seeming Feeblemind
Speak with Animals Sleet Storm Scrying Maddening Darkness
Tasha's Hideous Laughter Wall of Water Transmute Rock Sunburst
Thunderwave Water Breathing Tree Stride Tsunami
Unseen Servant Water Walk Wall of Stone 9th Level
Wind Wall Wrath of Nature Foresight
Shapechange
Storm of Vengeance
True Resurrection
Disclaimer
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, the dragon
ampersand, and all other Wizards of the Coast
product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and
other countries.
This work contains material that is copyright
Wizards of the Coast and/or other authors. Such
material is used with permission under the
Community Content Agreement for Dungeon
Masters Guild. All other original material in this
work is copyright 2017 by Neil Evans and
published under the Community Content
Agreement for Dungeon Masters Guild.

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

You might also like