The Witch
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Slot Level Witch's Brew Recipes Craft Points
1st +2 Coven, Craft Magic 2 2 1 1 -- --
2nd +2 The Craft, Witch's Brew 2 3 2 1 2 2
3rd +2 Coven Feature 2 4 2 2 2 3
4th +2 Ability Score Improvement 3 5 3 2 3 4
5th +3 -- 3 6 3 3 3 5
6th +3 Coven Feature 3 7 3 3 4 6
7th +3 -- 3 8 3 4 4 7
8th +3 Ability Score Improvement 3 9 3 4 4 8
9th +4 -- 3 10 4 5 5 9
10th +4 Coven Feature 4 10 5 5 5 10
11th +4 Shadow Ally 4 11 4 6 5 11
12th +4 Ability Score Improvement 4 11 5 6 5 12
13th +5 Secret Magick 4 12 5 6 5 13
14th +5 Coven Feature 4 12 5 6 5 14
15th +5 Secret Magick 4 13 5 6 6 15
16th +5 Ability Score Improvement 4 13 5 6 6 16
17th +6 Coven Feature, Secret Magick 4 14 5 6 7 17
18th +6 -- 4 14 5 6 7 18
19th +6 Secret Magick 4 15 5 6 8 19
20th +6 The Eternal Craft 4 15 5 6 9 20

Class Features

As a witch, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per witch level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

Proficiencies


  • Armor: Shields
  • Weapons: Clubs, Daggers, Sickles, Slings, Spears, and Quarterstaves
  • Tools: Herbalisim Kit

  • Saving Throws: Wisdom, Intelligence
  • Skills: Arcana, and choose two from: Deception, History, Perception, Nature, Religion, Animal Handling and Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Spear or (b) a quarterstaff
  • (a) a dagger or (b) a sickle
  • (a) an explorer's pack or (b) a scholar's pack
  • A spell component pouch, a Herbalism kit and a sling with ten bullets

Coven

Starting a first level, you have been initiated into a Coven of Witches, from whom you have received schooling and instruction in the Craft. Your Coven clings tightly to a particular discipline of the Craft. Choose between the Coven of the Athame, the Coven of the Shadows, or the Coven of the Meek. Your choice will grant you features at First, Third, Sixth, Tenth, Fourteenth, and Seventeenth level, as detailed at the end of this Class Description.

Craft Magic

Your coven has taught you the ins and outs of powerful

magic, inherit in the world around you and infused with pure willpower. See the end of this Class description for a complete Spell List, and refer to Chapter 10 in the Player's Handbook for the descriptions of said spells.

Cantrips

You know two cantrips of your choice from the witch spell list. Your study of The Craft never stops, however, and you learn new Witch cantrips of your choice at higher levels, as indicated on the Witch table.

Spell Slots

The Witch table shows how many spell slots you have. The table also shows what level those spell slots are; all of your spell slots are the same level and, when you cast a spell, it is considered to be cast at your Spell Slot level. To cast any Spell you know using your Craft Magic, you expend one of your Spell Slots. All of your Spell Slots “refresh” and can be used again upon finishing a Short or Long Rest.

For Example, at Fifth level, your spell slots grow to third level. In order to cast the first-level spell Cure Wounds, you must expend one of your three Spell slots, and you will always cast it as a third-level Spell.

Spellcasting ability

Intelligence is your Spellcasting ability for your Witch spells, since your magic comes from a lifelong and careful study of The Craft. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Waitch spell you cast and when making an attack roll with one.

SPELL SAVE DC = 8 + your proficiency bonus + your Intelligence modifier
SPELL ATTACK MODIFIER = your proficiency bonus + your Intelligence modifier

Spells Known of 1st Level and Higher

At first level, you know two 1st-level Witch spells of your choice from the witch spell list.

The Spells Known Column of the Witch table shows when you learn more with spells of your choice between first level and higher. A spel you choose must be of a level no higher than what's shown on the table's Spell Slot Lovel column for your level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spells from the witch spell list, which also must be of a level for which you have spell slots.

The Craft

Upon reaching second level, you free yourself from the rigid constraints of your teachings of the Craft. You have internalized the truth that your spells, and the spells of others, even others of The Craft, are unique. What you use to coax the fabric of reality works for you, and not necessarily others. Your deepening knowledge of The Craft allow you to tinker with spells even in the middle of casting.

You gain access to a number of Craft Points equal to your level, and can use them to fuel various spell variants. All witches know the Empty Spell, the Little Magic and the Crushing Magic variants, but your Coven or other class abilities may grant you access to more. Spent Craft Points are recovered at the end of a Long Rest.

Empty Spell

Other spellcasters are bound to their spell components and foci; you are not so limited. When casting a spell, you can choose to spend 1 Craft Point to pull the magic from the air, itself, without the need for components. For components with a monetary value, you can negate the cost of the spell at a rate of 25 gold pieces per Craft Points spent. Any spells that consume their material components still consume components whose costs are partially compensated for in this manner.

Little Magic

When casting a spell, you can choose to spend 1 Craft Point and cast it at a lower level than normal. Make an Arcana check against your Spell Save DC. Upon a successful Arcana check, the spell slot is successfully cast at a lower level and the Spell Slot is not expended. If you fail the check, the spell is still cast at the lower level, but the Spell Slot is expended as normal. You cannot use this spell to lower a spell level beyond its minimum – you cannot, for example, cast Lightning Bolt as a first-level spell this way.

Crushing Magic

You can power your spells through a force of will and ingenuity, causing them to overflow the bounds of your normal power. If you wish to cast a spell at a higher level than your spell slots will normally allow you to, you may spend a number of Craft Points equal to the desired spell level, (A fifth-level Witch attempting to cast Fireball as a fourth-level spell, for instance, would spend four of their available Craft Points), and make an Arcana check against their Spell Save DC. If they are successful, the spell is cast at the higher Level. If unsuccessful, the Spell is instead cast at its normal level, with an Extra Spell Slot burned for the effort. Your Craft Points are still Spent.

Witch's Brew

As the secrets of the Craft reveal themselves to you, you learn a number recipes for potions, poisons oils, unguents, salves, and more collectively known as Witch's Brews, as indicated on the Witch class table.

During a Short or Long Rest, you may spend any number of Craft Points to create a number of potions equal to the Craft Points spent to brew various flora, fauna, and small components into a container. This container is brought into existence as part of the brew and need not be provided by the Witch, themselves prior to brewing. Each completed Brew confers a magical effect upon being applied, (Potions and poisons are drunk, oils and salves and spread upon the affected creature or object, Et. Cetera.) and are completely spent upon use. A given Brew need not be used immediately, but will remain magically active until the next Sunrise or Sunset, whichever happens second, at which point the Magic leaves them and they essentially become mundane concoctions without any Magical uses (Even if potions and poisons are now refreshing and delicious drinks!)

Additionally, whenever you gain a level in this class, you can choose one of the recipes you know and replace it with another recipe you could learn at that level.

Ability Score Improvement

When you reach fourth level, and again at eighth, twelfth, sixteenth and nineteenth level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 by using this feature.

Shadow Ally

When the Witch reaches eleventh level, their connection to The Craft becomes solid and resolute, and you gain a shadowy reflection of yourself as an ally. The creature appears to be a featureless projection of the same race and size as you, though its form carries no items but what you strap to it or give it to hold. The Shadow has a movement speed equal to yours and obeys your commands to the best of your abilities. The Shadow Ally will never willingly move more than 200 feet from you, though it cannot fly or pass through walls to achieve this.

If, at the end of your turn, you Ally is more than 200 feet away, the Shadow will blink out of existence, dropping all held items to the ground where it stood.

The Shadow Ally moves on its own initiative count and has an initiative bonus equal to yours. You may use a bonus action to command the Shadow Ally to cast a single spell you know as its action, expending one of your spell slots, but it otherwise makes no attacks. You communicate with the Shadow Ally telepathically and it understands all languages you do. The Shadow Ally has advantage on all Stealth checks relying on sight and makes those checks with your Proficiency bonus + your Wisdom bonus. You can dismiss the Shadow Ally as an action, which will cause it to drop all held items. Summoning it again will cost you a Craft Point, at which point, it will appear in a space adjacent to you of your choosing.

The Shadow Ally has a number of Hit Points equal to your Intelligence Modifier times your Level, and an armour class and saving throw proficiencies equal to your own. When the Shadow Ally is summoned, it always appears with full hit points.

Secret Magick

At thirteenth level, your dedication to the Craft has allowed you to unlock the mysteries of greater spells, collectively known as Secrets. Choose one seventh-level spell from the Witch spell list to serve as this Secret.

You may cast your Secret once without expending a Spell slot. You can spend Craft points to modify the spell as normal, but the spell fizzles out and is lost if you fail to use Crushing Magic, in addition to losing two spell slots. You must finish a Long Rest before you can cast your Secret again.

At higher levels, you gain additional Secrets which can be cast in the same way; one eighth-level spell at fifteenth level, and one ninth-level spell at seventeenth. You regain all uses of all Secrets upon finishing a Long Rest.

The Eternal Craft

By the time you reach twentieth level, your ingenuity with the Craft knows no bounds. Whenever you roll Initiative, if you have no Craft points remaining, you immediately gain three Craft points.

Covens

Beginning at first level, you are a member of a Coven, a loose organization of Witches roughly analogus to a wizard school, a bardic troupe, or a platoon of soldiers. While relatively loosely-knit, the Coven you belong to guided your learning in the Crat and affected the way you learned to channel your spells.

There are untold Covens scattered throughout the world, each containing anywhere from three of four to scores of Witches. However, the do tend to fall within a number of broad categories. When selecting your Coven, feel free to speak with your Dungeon Master to determine the exact name of the Coven, as well as any codes of conduct or behaviour you're expected to adhere to as a member of the Coven.

The Coven of the Athame

Some Witches channel their magic through blades, using the wicked, cutting edges both to split the energy of magic and the Craft throughout the world and, at least for Adventuring witches, slay both their enemies and the enemies of the Craft.

The Iron Hand

Beginning at first level, you gain proficiency in one simple or martial melee weapon without the two-handed or heavy properties of your choice and add it as a choice to your starting equipment, in lieu of a quarterstaff or spear. This weapon is known as your Athame. Whilst wielding your Athame in one hand, that hand is considered empty for the purposes of casting spells with somatic components.

At your discretion, you may instead choose a weapon which which you already have proficiency to become your Athame.

The Bonded Blade

By the time you have reached third level, you have learned to bond an Athame to yourself. At the end of a long rest, you may “bind” one Craft Point into a weapon of the type you selected as your Athame in the Iron Hand class Feature. This bound Craft Point will not be restored until you choose to no longer bind yourself to the weapon. If the weapon does not have the Thrown property, it gains the Thrown property with a range of 10/20. Otherwise, you ignore disadvantage for attacking at long range with your bonded Athame.

Additionally, as an action, you may call your bonded Athame to your hand. All creatures in a line no longer than thirty feet drawn between you and the Athame make a Dexterity saving throw against your spell save DC or take damage as though they had been struck by the weapon. Creatures that successfully save take no damage. The line begins at the Athame's starting position an ends either thirty feet later, or when it intersects with its Bonded Witch, whichever happens first. If the Athame is more than 30 feet away from the Witch, it drops useless to the ground at the end of this distance, and it cannot penetrate full cover or travel through walls.

If your bonded Athame is being held by another creature and that creature is not friendly, they may make a Strength saving throw against your Spell Save DC to negate this effect entirely.

You can only be bonded thusly to one Athame at a time.

Extra Attack

Beginning at sixth level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Channel the Magick

From Sixth level onward, when you successfully strike a creature with your Athame, bonded or otherwise, you may cast a spell with a casting time of 1 action that has a range of touch as a bonus action provided it's targeting the same creature you hit with the attack.

Sibling to Steel

When you reach tenth level, your mastery of your Athame in combat has been enhanced, allowing you to defend yourself reflexively. Whilst wielding your Athame in one hand and wearing no armour, you gain a bonus to your Armour Class equal to your Wisdom modifier.

Additionally, whilst wielding your Athame in one hand, you may Dodge or Disengage as a bonus action.

Ally's Hands

By the fourteenth level, when making the Attack action, you may attack three times instead of once, provided at least two of the attacks are directed at a creature both you and your Shadow Ally are adjacent to. Additionally, if a creature both you and your Ally are adjacent to would provoke an Opportunity attack from either of you, you may spend a Craft point to make two Opportunity attacks against it as a Reaction.

These Wounds Cut Deep

When attacking with your Athame or spells channeled through your Athame with your Channel the Magick class feature, you ignore Resistances.

The Coven of the Hedge

Witches of the Coven of the Hedge tend to focus on the workings of the Craft, itself. They are adept at infusing magic into the seemingly random detritus of the world, whispering spells into stones, and even crafting talismans to expand their awarness and guard their allies.

Ritual Caster

Witches of the Coven of the Hedge learn at first level to perform more precise, measured forms of spellwork. They may cast spells they know with the Ritual tag as Rituals in order to save on Spell Slots.

Whispers to the Craft

As an action, you can whisper a spell into any small, handheld object you touch to fill it with the spell. For the next hour, you can trigger the spell upon the activation of a simple trigger, such as it being touched by a living creature, a sudden pressure, or upon the utterance of a command word of your choice. You can also choose to activate the object at any point as a bonus action. When the spell is cast, it treats the imbued object as the caster as far as range and area of effect are concerned.

Self-Sustaining Magick

When you whisper a spell into an object with Whispers to the Craft and the object triggers, you may spend 1 craft point. If you do, the spell is not expended from the object and may be cast again if it is triggered a second time. Additionally, you may now charge ammunition with spells.

Linked by the Craft

Beginning at sixth level, you gain the ability to piece together talismans from the natural world around you and imbue them with The Craft. After spending one hour piecing the talisman together, you are able to understand and communicate telepathically with any creature who wears the talisman pressing against their skin (or the closest analogue for creatures without skin), provided they are not more than one mile away. You can only create a number of talismans equal to your Wisdom modifier and, if you attempt to create more (or if your Wisdom modifier is reduced), you must choose which talisman to permanently deactivate, becoming an inert bundle of woods, leaves, and spent Magic.

Omnipresent Magick

Starting a tenth level, as an action, you can shift your awareness in a Talisman created by your Linked By The Craft class feature. The Talisman need not be touching the skin of a living creature, but if it is, you can still communicate telepathically with the creature, as per normal. Your awareness from the Talisman is omnidirectional and ignores the skin of the Talisman's bearer (You can look through them and literally behind their back, just as easily as if you were turning your head to look behind you), as well as follows all the normal rules for your special senses, allowing for Darkvision and even the sensation of Taste to flow through the Talisman to you.

By spending an additional Craft point, you may cast any spell you know through the Talisman (expending a Spell Slot as normal). All sense from your own body are completely deadened when you are perceiving through the Amulet, except for your sense of touch, and your body is considered Incapacitated. You may only perceive through one Talisman at a time.

Chasing Shadows

Your Shadow Ally's range becomes unlimited, and it will freely move well beyond its normal 200 foot range. As a Reaction, you may spend a Craft point to switch places with your Ally, with you teleporting to its location and it teleporting to yours.

Additionally, at any time, you may choose to spend a Craft point as a Bonus Action to have your Shadow Ally become a perfect simulacrum of you, indistinguishable from the real you to any creature without True Sight (this even fools scent-based perception, echolocation and Tremorsense!). This effect expires when us swap places with the Ally.

Balance of Magick

Starting at seventeenth level, whenever you cast a spell that deals damage, you may change the damage type to any one you desire.

Coven of the Meek

Many witches choose to pull their magic from the flora and fauna around them and form tight bonds with the souls of the small creatures amongst and around them, binding themselves to the various fey creatures that roam the wilds of the world.

Friend of the Small

As part of your induction into this Class, at first level, you know the Find Familiar spell and can cast it as a Ritual. This doesn't count against your number of spells known. If this trait is acquired in character creation, you may also begin play with a Familiar of your choice without paying the 10gp material component cost for the initial summoning. Additionally, your Familiar can understand one additional language that you speak.

Bonded to the Small

By the time you reach third level, you have learned to form a deeper bond with your familiar, so that it can understand and anticipate your needs. You lend your familiar a small mote of your power In the form of one craft point in order to Bond with it. This Craft point does not return to you with a short or long rest until you and your familiar both consent to breaking the bond. While so bonded, the range with which you can communicate with your familiar telepathically is doubled, and it may shift forms as an Action on its turn to another valid Familiar form. You can only be bonded thusly to one familiar at a time.

Conveyed by the Meek

When you reach Sixth level, you learn the Find Steed spell and can cast it using a Witch spell slot. This doesn't count against your number of Spells Known.

Menagerie of the Meek

Upon attaining tenth level, you are no longer bound by the normal constraints of a summoner-familiar relationship and may now have a number of summoned familiars equal to your Wisdom modifier.

Ears Everywhere

Beginning at fourteenth level, you may spend a Craft point as an action to alter your Shadow Ally's appearance to appear absolutely real and in any form you desire. You may even change the Ally's size to anything between Tiny and Medium. The Ally may additionally counts as your Familiar for all purposes except for the limit of Familiars you may have summoned at any one time.

Inherit The Earth

At seventeenth level, your Familiars may now take the Attack action. Their attack bonus is equal to your Spell Attack modifier, and they deal 1d6+your Intelligence modifier points of damage on a successful hit. This damage counts as Magical for the purposes of overcoming damage reduction.

Witch's Brews

If a Witch's Brew recipe has prerequisites, you must meet them to learn it. You can learn the recipe at the same time that you meet it prerequisites.

Befuddling Brew

Prerequisite: Level 7

Upon ingestion, the drinker may cast Confusion once without expending a spell slot within the next 24 hours. If the drinker does not normally have a Spellcasting ability, Charisma is their Spellcasting ability for this spell.

Bewitching Brew

Prerequisite: Level 7

Upon ingestion, the drinker may cast Compulsion once without expending a spell slot within the next 24 hours. If the drinker does not normally have a Spellcasting ability, Charisma is their Spellcasting ability for this spell.

Buoying Brew

Upon ingestion, the drinker gains 1d4+4 temporary hit points for the next 24 hours.

Charlatan's Ointment

After applying this ointment, the anointed may cast Disguise Self upon themselves at will for the next 24 hours.

Cursed Poison

Prerequisite: Level 5

Upon ingestion, the consumer makes a Wisdom saving throw with Disadvantage against the Witch's Spell Save DC. If they fail this saving throw, they immediately come under the effects of the Bestow Curse spell. The Witch may choose what curse to apply. If they succeed at the saving throw, they know they have resisted a magical effect of some sort, but are left with no information as to what it is. This poison has a bitter taste, easily masked with ale or other bitter drinks.

Darkness-Banishing Draught

Upon ingestion, the drinker can see in Darkness, both magical and non magical, up to 120 feet, in full colour, for the next 24 hours.

Dead-Calling Brew

Prerequisite: Level 9

Upon ingestion, the drinker may cast Speak With Dead at will for the next 24 hours.

Elemental-Calling Ointment

Prerequisite: Level 9

Upon applying this ointment, the anointed may cast Conjure Elemental once without expending a spell slot within the next 24 hours. If the drinker does not normally have a Spellcasting ability, Charisma is their Spellcasting ability for this spell.

Longstrider Draught

Prerequisite: Level 9

Upon ingestion, the drinker may cast Jump once without expending a spell slot within the next 24 hours. If the drinker does not normally have a Spellcasting ability, Charisma is their Spellcasting ability for this spell.

Lover's Draught

This potion is brewed in two equal, magically joined measures. Upon ingestion, both drinkers can use an action to perceive through the other's senses for 24 hours from the time the second potion is drunk. If only one half of the potion is drunk before the Witch's Brew becomes inert, it fails automatically. You must use your Action every turn to maintain sight through the other person's senses, and you are cut off from the entirety of your own sense while doing so.

Luckless Poison

Upon ingestion, the consumer immediately makes a Charisma saving throw with Disadvantage against the Witch's Spell Save DC. If they fail this saving throw, they immediately come under the effects of the Bane spell. If they succeed at this saving throw, they know they have resisted a magical effect of some sort, but are left with no information as to what it is. This poison has a sour taste, easily masked by most citrus.

Eye-calling Ointment

Prerequisite: Level 15

Upon applying this ointment, the anointed may cast Arcane Eye at will for the next 24 hours.

Oil of Bloodthirst

Prerequisite: Coven of the Athame, Level 12

Upon applying this oil to a simple or martial melee weapon, it begins to thrum with necrotic energy. For the next 24 hours, whenever a creature struck by this weapon is reduced to zero hit points of fewer, the weapon's wielder gains temporary hit points equal to the damage dealt with the killing blow.

Oil of The Elements

Prerequisite: Coven of the Athame

Upon applying this oil to a simple or martial melee weapon, it begins to crackle with elemental power, for the next 24 hours, it deals additional damage equal to the Witch's Intelligence modifier. The type of damage it deals is chosen by the individual applying the oil from the following list: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant

Ointment of Abeyance

Prerequisite: Level 5

Upon applying this ointment, the anointed may cast Slow once without expending a spell slot within the next 24 hours. If the drinker does not normally have a Spellcasting ability, Charisma is their Spellcasting ability for this spell.

Practitioner’s Ointment

After applying this ointment, the anointed is considered to be under the effects of the Detect Magic spell for the next 24 hours. If this effect is dispelled, it asserts itself against after one hour.

Rising Draught

Prerequisite: Level 9

Upon ingestion, the drinker may cast Levitate on themselves at will for the next 24 hours.

Scholar's Ointment

After applying this ointment, the anointed can read all writing for 24 hours

Shadow-friend Brew

Prerequisite: Level 5

Upon ingestion, for the next 24 hours, when in an area of dim light or darkness, the drinker may use their action to become invisible. The invisibility dispels itself when they move, or take an action or reaction, but they may apply said invisibility again immediately afterward, provided they are willing to spend another Action.

Shared Magic Ointment

Prerequisite: Coven of the Hedge, level 12

This ointment comes in two separate, equally-sized containers. For 24 hours after the second ointment is applied. Both anointed parties may cast spells known from the other's known and prepared spell list, using their own spell slots, spell attack bonuses, spell save DCs, and spellcasting attributes. If one or both parties does not possess spells or spell slots, then the magic fails and the ointment is wasted. If both portions of ointment are not applied before the magic of the Witch's Brew expires, the ointment fails and is wasted.

Shed-Form Draught

Prerequisite: Level 15

Upon ingestion, the drinker may cast Alter Self at will expending a spell slot within the next 24 hours. If the drinker does not normally have a Spellcasting ability, Charisma is their Spellcasting ability for this spell.

Silver-Tongue Draught

Upon ingestion, the speaker may add their proficiency bonus to Deception and Persuasion for the next 24 hours.

Skill-Thief Poison

Prerequisite: Coven of the Hedge

Upon ingestion, the consumer makes a Charisma saving throw with disadvantage against the witch's Spell Save DC. If they fail this saving throw, they take a penalty to all attack rolls, ability checks and saving throws equal to the Witch's proficiency bonus for the next 12 hours. If they succeed at the saving throw, they know they have resisted a magical effect of some sort, but are left with no information as to what it is. This poison has a sharp flavour, easily masked by most cheeses.

Stolen Form Poison

Prerequisite: Level 7

Upon Ingestion, the consumer makes a Constitution saving throw with Disadvantage against the Witch's spell save DC. If they fail this saving throw, they immediately come under the effects of the Polymorph spell. The Witch may chose the new form that their victim takes on. If they succeed at the saving through, they know they have resisted a magical effect of some sort, but are left with no information as to what it is. This poison has a sweet taste, easily masked by fruit.

Stolen Voice Poison

Prerequisite: Coven of the Small

Upon ingestion, the consumer makes a Charisma saving throw with disadvantage against the witch's Spell Save DC. This saving throw automatically fails if they willingly consume the poison (the witch may have lied to them, saying it was a healing potion, for instance). If they fail the saving throw, they are immediately struck mute and cannot speak for the next 24 hours, unless the witch chooses to end the effect prematurely. During this time, the witch may perfectly mimic the consumer's voice without difficulty. If the consumer succeeds at the saving throw, they know they have resisted a magical effect of some sort, but are left with no information as to what it is. This poison has a salty taste, and is easily masked with most meats.

Veil-Piercing Ointment

Prerequisite: Level 15

Upon applying this ointment, the anointed can see the true form of any shapechanger or creature concealed by illusion or transmutation magic, provided the creature is within 30 feet and the anointed's line of sight.

Warding Draught

Upon ingestion, for the next twenty-four hours, the drinker's base AC become 13 + Dexterity modifier when they're not wearing armour.

Wood-Tongue Draught

Upon ingestion, the drinker is considered to be under the effects of the Speak With Animals spell for the next 24 hours. If this effect is dispelled, it asserts itself again after one hour.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Burning Grasp
  • Dancing Lights
  • Freezing Grasp
  • Friends
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Shocking Grasp
  • True Strike
1st Level
  • Alarm
  • Animal Friendship
  • Bane
  • Bless
  • Charm Person
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Expedious Retreat
  • Feather Fall
  • Magic Missile
  • Shield
  • Silent Image
  • Thunderwave
  • Witch Bolt
2nd Level
  • Alter Self
  • Arctic Ray
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Levitate
  • Locate Object
  • Scorching Ray
  • See Invisibility
  • Spider Climb
  • Suggestion
  • Web
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Fireball
  • Fly
  • Greater Acid Spray
  • Haste
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection From Energy
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Slow
  • Speak With Dead
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Control Water
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Secret Sanctum
  • Polymorph
  • Stone Shape
  • Stone Skin
5th Level
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Creation
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Modify Memory
  • Scrying
  • Telekinesis
  • Teleportation Circle
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Disintegrate
  • Flesh to Stone
  • Harm
  • Heal
  • Mass Suggestion
  • Move Earth
  • Otiluke's Freezing Sphere
  • Programmed Illusion
  • Sunbeam
  • True Seeing
  • Wall of Ice
7th Level
  • Delayed Blast Fireball
  • Fire Storm
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Resurrection
  • Teleport
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Power Word: Stun
  • Sunburst
9th Level
  • Mass Heal
  • Power Word: Kill
  • Time Stop
  • True Resurrection
  • Wish

Arctic Ray

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three blue/black rays of bitter cold and hurl them at targets within range. You can hurl them at one target or several.

Make a Ranged spell attack for each ray. On a hit, the target takes 2d6 cod damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot above 2nd.

Burning Grasp

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Fire Springs from your hand to scorch a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Freezing Grasp

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instananeous

Your hand becomes cloaked in bitter, blue-black cold to freeze a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 cold damage, and its speed is halved until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Greater Acid Spray

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (100 feet line)
  • Components: V, S, M (the venom sac from a venomous creature)
  • Duration: Until dispelled

A concentrated stream of acid forming a line 100 feet long and 5 feet long explodes forth from your outstretched finger. Each creature in the line must make a Dexterity saving throw. A creture takes 8d6 acid damage on a failed save, or half as much damage on a succesful one.

Any solid objects not hardened against acid take the full brunt of the spell's damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.