```metadata title: Witch Class description: An Intelligence-based, spells-known, ancient arcane spellcasting class. tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {{frontCover}} {{logo ![](/assets/naturalCritLogoRed.svg)}} # The Witch Class ## By P. G. Macer ___ {{banner HOMEBREW}} {{footnote Explore the primal roots of learned arcane magic with this spellcasting class. Contains five Coven subclasses! }} ![background image](https://upload.wikimedia.org/wikipedia/commons/c/c6/Witch_of_Endor_%28Martynov%29_detail.jpg){position:absolute,bottom:0,left:0,height:100%} \page ## Witch As the gaggle of despearate peasants crowd around the hut, a small girl peers on her father’s shoulders peers over his head to see through a window. Inside, she is suprised to see a kindly-looking half-elf dressed in white tending to her cousin’s illness, and more suprised to see that the half-elf’s magic seems to be working well. The angry mob chants in rage as it corners its victim, a non-binary human wearing a red cloak. The human utters a word and strikes the ground with their staff, and a wave of thunderous radiance bursts forth from them, decimating the mob. A gnome flees into a forest clearing, a pair of hell hounds dogged in their pursuit of him. Turning around, he begins to sing an ancient song, and flocks of forest fey emerge from the foliage in order to greet him and face his foes. Tapping into ancient magicks, witches share in common an affinity for folk arcane magic, passed down through semi-secret societies known as Covens. The Covens’ practical uses of magic very greatly, but what they share in common is a deep respect for the magic that pervades the Multiverse. ### Magicians on the Margins Generally, while exceptions exist, happy people don’t become witches. To be a witch is to live a life of suspicious onlookers constantly questioning one’s moves. Therefore, witch covens tend to attract those who already have a chip on their shoulder regarding society at large. If witches are suspicious of society at large, society definitely returns the favor. Many uneducated people see no difference between a benevolent and timid White Witch and a vile Black Witch bent on domination through necromancy. The most ignorant of folk may mistake witchs for warlocks making pacts with fiends, undead, and unknowable aberrations. ### Ancient Origins Witchcraft predates wizardry, a fact that many wizards would like to forget. In fact, it is the oldest trained arcane magic, arising before bardic magic and warlocks’ pacts were known to the mortal races, and well before the magic of artifice graced the multivese. The art of witchcraft originates from the druidic tradition, exchanging a degree of harmony over the natural world for better understanding of the underpinnings of reality. ### Creating a Witch When creating a witch, one of the first things to consider is their relationship as a witch to their society. Are they shunned? Feared? Persecuted? Lauded? Or something less extreme? Your answer should heavily influence how you play your witch character. A witch who has comfortable relationship with the people living around them will differ greatly from one who lives in mutual fear. Also consider how your witch’s Coven shapes their outlook on life. #### Quick Build You can make a witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Hermit, Sage, or Haunted One background. Third, choose the *light*, *ray of frost*, and *primal savagery* cantrips, along with the 1st-level spells *dissonant whispers*, *hex*, and *shield*. ## 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:** :: Light armor **Weapons:** :: Daggers, darts, quarterstaffs, sickles, slings, shortbows **Tools:** :: Herbalism kit, poisoner’s kit **Saving Throws:** :: Constitution, Intelligence **Skills:** :: Choose two from Arcana, Insight, Investigation, Medicine, Nature, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a component pouch, or *(b)* an arcane focus, or *(c)* a druidic focus - *(a)* a scholar’s pach or *(b)* a priest’s pack - An herbalism kit - Leather armor and a dagger If you forego this starting equipment, as well as the items offered by your background, you start with 4d4 × 10gp to buy your equipment. #### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose the revised warlock as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a witch. ***Proficiencies Gained.*** If Witch isn’t your initial class, here are the proficiencies you gain when you take your first level as a witch: light armor, herbalism kit. ***Spell Slots.*** Add your levels in the witch class to the appropriate levels from other classes to determine your available spell slots. {{pageNumber 1}} {{footnote PART 1 | Class Features}} \page {{classTable,frame,decoration,wide ##### The Witch | Level | Proficiency |Class Features| Cantrips | Spells | --- Spell Slots Per Spell Level ---||||||||| | ^| Bonus ^| ^| Known ^| Known ^|1st |2nd |3rd |4th |5th |6th |7th |8th |9th | |:-----:|:-----------:|:-------------|:--------:|:------:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:| | 1st | +2 | Spellcasting, Witch Coven| 3 | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 |Jinx (d4), Witching Recovery| 3 | 4 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Witch’s Familiar | 3 | 5 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 |Ability Score Improvement| 4 | 6 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Improved Familiar, Jinx (d6)| 4 | 7 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Witch Coven Feature | 4 | 8 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Magickal Mischief | 4 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 |Ability Score Improvement| 4 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 4 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Witch Coven Feature | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Jinx (d8) | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 |Ability Score Improvement| 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Witch Coven Feature | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 |Ability Score Improvement| 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Jinx (d10) | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Witch Coven Feature | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 |Ability Score Improvement| 5 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Magickal Maven | 5 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | }} ### Spellcasting Through trial, error, and experimentation, you have learned to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting, and the end of this document for the witch spell list. #### Cantrips You know three 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 spells, you must expend a spell 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 *witch bolt*, and you have a 1st-level and a 2nd-level spell available, you can cast *witch bolt* using either slot. #### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice. A spell you choose must be of a level for which you have spell slots. When you reach 3rd level in this class, for example, you can learn one new spell, which can be 1st or 2nd 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 spell from the witch spell list, which must be of a level for which you have spell slots. #### Spellcasting Ability Intelligence is your spellcasting ability for your witch spells. Your sharp mind, worldly knowledge, and occult research have allowed you to unlock the secrets of arcane magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence when setting the saving throw DC for a witch 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
#### Ritual Casting You can cast any witch spell you know as a ritual if the spell has the ritual tag. #### Spellcasting Focus You can use an arcane focus or a druidic focus (see Chapter 5 of the *Player’s Handbook*, “Equipment”) as a spellcasting focus for your witch spells. {{pageNumber 2}} {{footnote PART 1 | Class Features}} \page ### Witch Coven At 1st level, you enter a coven, a loose fellowship of witches specializing in a type of magic. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level. #### Coven Spells Each coven has a list of spells—its coven spells—that you gain at the witch levels noted in the witch description. Once you gain a coven spell, you always know it, and it doesn’t count against the number of spells you know. If a coven spell is not on the witch spell list, it is nonetheless a witch spell for you. You cannot replace coven spells when you gain a level in this class. ### Jinx Starting at 2nd level, your forays into ancient magicks vex your foes. You have a pool of unpropitious energy represented by a number of jinx dice, d4s equal to your proficiency bonus. When a creature you can see within 60 feet of you makes an attack roll or ability check, you can use your reaction to expend and roll a jinx die and subtract the result from the roll. Only one jinx die can apply to a roll. You regain all expended jinx dice when you finish a long rest. Your jinx dice change when you reach certain levels in this class. The dice become d6s at 5th level, d8s at 11th level, and d10s at 17th level. ### Witching Recovery Also staring at 2nd level, you can harness residual magical energy. During a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your witch level (rounded up), and none of the spell slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. ### Witch’s Familiar At 3rd level, you learn the *find familiar* spell, which is a witch spell for you. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: crawling claw, gazer, imp, juvenile mimic, pseudodragon, quasit, quickling, sprite, tressym, or any Tiny beast of a Challenge Rating less than or equal to 1. You can also choose for your familiar’s creature type to be an aberration, an elemental, or an undead with advantage on saving throws that turn undead. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. \column ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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 can’t increase an ability above 20 using this feature. If your DM and campaign use the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Improved Familiar At 5th level, your familiar increases in potency and durability. Its hit point maximum becomes equal to one fourth of your hit point maximum, unless it is already higher. Additionally, it gains a bonus to its armor class equal to half your proficiency bonus rounded up, you can command it to attack with its reaction as a bonus action, and any saving throws the familiar forces use your spell save DC. ### Magickal Mischief Starting at 7th level, the energy pool from which your jinxes originate recovers more quickly. You regain all expended Jinx dice when you finish a short or long rest. ### Magickal Maven At 20th level, you have achieved supremacy in your magical art. Your Intelligence score increases by 4, and your maximum for this score is now 24. Additionally, when you roll initiative and have no jinx dice remaining, you regain 2 jinx dice. {{artist,bottom:120px,right:60px ##### The Sorceress [John William Waterhouse, Public domain, via Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Waterhouse,_JW_-_The_Sorceress_(1913).jpg) }} {{pageNumber 3}} {{footnote PART 1 | Class Features}} \page ## Witch Covens A witch’s coven often determines their outlook towards life and society. A witch’s coven is often a second (or first, in societies where witches are shunned) family to them. Covens can be benign, ambiguous, or malicious depending on the beliefs of their members, but the members share a focus, and when a coven truly sets a goal, little can stand in its way. ### Coven of the White Witches of the Coven of the White specialize in healing magic. The witches of lore known for aiding heroes of legend often originate from this coven. Known a White Witches, they have a reputation for kindness, but those that mistake their kindness for weakness rarely get a chance to make that mistake a second time. ##### Coven of the White Spells |Witch Level| Coven Spells | |:--------:|:-----------------:| | 1st | *cure wounds*, *healing word*| | 3rd | *healing spirit, lesser restoration* | | 5th | *aura of vitality*, *mass healing word*| | 7th |*aura of life*, *aura of purity*| | 9th |*greater restoration, mass cure wounds*| #### Bolstering Healing Beginning at 1st level when you join this Coven, your healing spells are bursting with vitality. When a creature other than yourself regains all missing hit points from a witch spell that you cast, half of any leftover hit points of healing are converted into temporary hit points (mini-mum of 1 temporary hit point). #### Dual Beacons of Salubrity At 6th level, you gain the ability to channel healing spells from your familiar. When you cast a spell that restores hit points or ends/suppresses a condition, you can have that spell originate from your familiar instead of yourself. #### Augmented Healing Starting at 10th level, when a spell of yours restores hit points, you can expend and roll a Jinx die and add the number rolled to the amount of hit points restored. You can expend a Jinx die this way this once per round. #### Advanced Restoration Techniques At 14th level, you learn the *heal* and *regenerate* spells. These spells count as Coven Spells for you. #### Supreme Restoration Techniques At 18th level, you learn the *mass heal* and *power word heal* spells. These spells count as Coven Spells for you. \column {{artist,top:520px,right:85px ##### Medea [Frederick Sandys, Public domain, via Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Frederick_Sandys_-_Medea,_1866-1868.jpg) }} ::::::::::::::::::::::::::::::::::::::: ### Coven of the Blue Coven of the Blue witches specialize in fortunetelling and the pursuit of hidden knowledge, though they lack the prestige of wizards of the School of Divination. It is the Blue Witches, however, that poor and desperate people turn to when they seek knowledge beyond mortal reckoning. ##### Coven of the Blue Spells |Witch Level| Coven Spells | |:--------:|:-----------------:| | 1st |*detect evil and good*, *detect magic*| | 3rd | *augury, fortune’s favor* | | 5th |*clairvoyance*, *speak with dead*| | 7th |*arcane eye*, *divination*| | 9th |*commune, scrying*| #### Nudge the Future Starting at 1st level when you join this Coven, you begin to tug at the skeins of fate. As a reaction, when a creature other than yourself that you can see makes an attack roll, ability check, or saving throw, you can impose advantage or disadvantage on the roll. You can use this reaction a number of times equal to half your proficiency bonus, rounded up, and regain all expended uses when you finish a long rest. {{pageNumber 4}} {{footnote PART 2 | Witch Covens}} \page #### Premonitory Combat Starting at 6th level, as a bonus action, you can choose one creature you can see within 30 feet of yourself. Your magic grants you a brief vision of the target’s defenses. Until the end of your next turn, you gain one of the following effects of your choice: * The next time you make an attack roll against the target, expend one of your Jinx dice and add the number rolled to the total. * The next time the target must make a saving throw against a spell you cast, you can expend one of your Jinx dice and subtract the number rolled from the saving throw. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Burgeoning Third Eye Starting at 10th level, your second sight becomes less reliant on outside sources. You can ignore material components for witch spells of the divination school that have a monetary cost or are consumed by the spell. #### Immediate Prescience Starting at 14th level, your reflexes or force of will gains a preternatural tenacity. You gain proficiency in Wisdom saving throws. If you are already proficient, you gain proficiency in your choice of Dexterity or Charisma saving throws. Additionally, you cannot be surprised, and other creatures can automatically understand your speech, regardless to if you share a language. #### As was Foretold At 18th level, your visions of the future bend to your desire and will. When a creature within 30 feet of you that you can see makes an ability check, attack roll, or saving throw, you can decide before the d20 is rolled whether the roll succeeds or fails. If the roll is an attack roll, a success is a critical hit. If the roll is a saving throw, this feature supersedes Legendary Resistance. Once you use this feature, you can’t use it again until you finish a long rest. {{artist,bottom:60px,right:42px ##### Any Old Fairy Tale [Arthur Wilde Parsons (1854-1931), Public domain, via Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Arthur_Wilde_Parsons_-_Any_Old_Fairy_Tale.jpg) }} \column ### Coven of the Green Witches of the Coven of the Green maintain the strongest connection to witchcraft’s druidic roots. They therefore have the ability to call upon the forces of nature to do their bidding. ##### Coven of the Green Spells |Witch Level| Coven Spells | |:--------:|:-----------------:| | 1st | *goodberry*, *wild cunning*| | 3rd |*spike growth, summon beast*| | 5th | *conjure animals*, *summon fey*| | 7th |*conjure woodland beings*, *grasping vine*| | 9th |*commune with nature, summon draconic spirit*| #### Primal Roots Beginning at 1st level, you can speak, read, and write Druidic. Additionally, your connection to nature allows you to eschew armor entirely. When not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. #### Marshal of the Wilds Starting at 6th level, any creature summoned or created by a spell that you cast has 2 temporary hit points for each level of the spell slot used for the spell, and its weapon attacks count as magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. #### Natural Summoner Starting at 10th level, creatures of all sorts instinctively answer your call. You can ignore the material components for witch spells of the conjuration school which summon or create a creature that have a material cost or are consumed by the spell. #### Cycle of Nature At 14th level, you harness the vitality of the creatures you summon when as they leave you. When a creature under your control is reduced to 0 hit points and disappears, you can use your reaction to regain hit points equal to 4 × the creature’s Challenge Rating, or 5 × the base level of the spell used to summon the creature if the creature doesn’t have a Challenge Rating. #### One Mind with Nature Starting at 18th level, your mastery of nature and summoning magic reaches unprecedented territory. You can maintain concentration on two different spells at once, provided both spells are among your Coven Spells. You make separate Constitution saving throws to maintain concentration on these spells should the need arise. {{pageNumber 5}} {{footnote PART 2 | Witch Covens}} \page ### Coven of the Red Coven of Red witches are both respected and feared, because more than any of the other covens they focus their magic on direct offense. Rather than bolstering allies, they take delight in blasting their enemies to bits. ##### Coven of the Red Spells |Witch Level| Coven Spells | |:---------:|:----------------:| | 1st |*chaos bolt*, *magic missile*| | 3rd |*cloud of daggers, spiritual weapon*| | 5th | *fireball*, *lightning bolt*| | 7th |*Evard’s black tentacles*, *vitriolic sphere*| | 9th |*cone of cold, destructive wave*| #### Pang of Witchcraft Beginning at 1st level when you join this Coven, your damaging spells have a remarkable consistency to them. When you roll damage on a witch spell, you can reroll a number of dice up to your Intelligence modifier. You must use the new rolls. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. {{watercolor12,top:450px,left:90px,width:300px,background-color:#BBAD82,opacity:70%}} \column {{artist,bottom:48px,left:300px ##### Fated Conflagration [Adam Paquette](http://www.adampaquettemtg.com/), © Wizards of the Coast }} #### Friendly Havoc Starting at 6th level, you gain the ability to protect your allies from your destructive tendencies. When you cast a damaging witch spell that requires a saving throw and affects other creatures that you can see, you can choose a number of them equal to up to your proficiency bonus. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. If the spell creates a continuous area of effect that triggers a saving throw upon entering the area or starting a turn there, the chosen creatures still automatically succeed on their saving throws. #### Vigorous Spellcasting Starting at 10th level, your cantrips ooze with potency. You add your Intelligence modifier to the damage roll of any witch cantrip you cast. #### Deleterious Jinx Beginning at 14th level, your jinxes can take on a more destructive nature. As a bonus action, you can expend a jinx die and add it to one damage roll of a spell you cast. A jinx die expended in this manner is only regained when you finish a long rest. #### Empowering Witchcraft At 18th level, your channeling of destructive energies nears its apex. You regain all expended uses of your Pang of Witchcraft feature when you finish a short or long rest. {{pageNumber 6}} {{footnote PART 2 | Witch Covens}} \page ### Coven of the Black The most ominous of the Witch Covens, the Coven of the Black concern themselves with matters of undeath. They are the most likely to fall into the “wicked witch” stereotype of children’s tales. Playing a witch of the Coven of the Black requires explicit special permission from the Dungeon Master, as the actions of such witches often run counter to the expected behavior of a typical adventuring party, while summoning and controlling large numbers of undead may cause logistical issues for player and DM alike. ##### Coven of the Black Spells |Witch Level| Coven Spells | |:---------:|:----------------:| | 1st |*false life*, *inlfict wounds*| | 3rd |*darkness, ray of enfeeblement*| | 5th | *animate dead*, *summon undead*| | 7th |*shadow of Moil*, *spirit of Death*| | 9th |*danse macabre, negative energy flood*| #### Servant of Death Starting at 1st level when you choose this Coven, whenever you or a creature under your control reduces a creature to 0 hit points, you can regain hit points equal to your proficiency bonus + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a short or long rest. #### Undead Minions Starting at 6th level, your capabilities in creating undead take on witchcraft’s peculiarities. The weapon attacks of undead creatures created by spells you cast count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks. \column Additionally, when an undead created by a spell you cast hits with an attack, you can use your reaction to expend 1 Jinx die and add it to the damage roll. You can do this a number of times equal to half your proficiency bonus (rounded up), and regain all expended uses when you finish a short or long rest. #### Dark Warding At 10th level, you gain resistance to necrotic damage. If you already have resistance to necrotic damage from your race, you reduce all necrotic damage you take by 3 points after applying damage resistance. Additionally, when you or a creature under your control is attacked by a celestial, fiend, or undead, you can use your reaction to force the attacking creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature must change the target of its attack to a creature other than you or a creature under your control, or lose its attack. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. #### Advanced Necromantic Techniques At 14th level, you learn the *create undead* and *finger of death* spells. These spells are Coven Spells for you. Additionally, you can ignore the costly material components of witch spells of the necromancy school. #### Between Life and Death At 18th level, negative energy suffuses your body so thoroughly that you straddle the line between living being and corpse. When you are targeted or affected by a feature, trait, or spell, you can choose whether your creature type is the default creature type of your race or undead for the purposes of the effect. Aditionally, you can maintain concentration on two different spells at once, provided both spells are among your Coven Spells. You make separate Constitution saving throws to maintain concentration on these spells should the need arise. :: {{note ##### Variant: “Benign” Black Witches If you want to play a Coven of the Black witch that doesn’t rely on undead you can potentially lose control over, with the Dungeon Master’s permission you can replace *animate dead* in Coven Spells with *summon warrior spirit*, and replace *create undead* from the Advanced Necromantic Techniques feature with *soul cage*. }} {{artist,bottom:360px,left:120px ##### Summon Undead [Dallas Williams](https://www.artstation.com/dallaswilliams), © Wizards of the Coast }} {{pageNumber 7}} {{footnote PART 2 | Witch Covens}} \page ## Witch Spells ::: {{spellList,wide ##### Cantrips (0 Level) - Acid Splash - Chill Touch - Control Flames - Create Bonfire - Dancing Lights - Druidcraft - Fire Bolt - Frostbite - Gust - Infestation - Light - Lightning Lure - Mage Hand - Magic Stone - Mending - Message - Mind Sliver - Minor Illusion - Mold Earth - Poison Spray - Primal Savagery - Sapping Sting - Shape Water - Shocking Grasp - Spare the Dying - Thunderclap ##### 1st Level - Absorb Elements - Alarm - Animal Friendship - Bane - Beast Bond - Burning Hands - Catapult - Ceremony - Charm Person - Color Spray - Create or Destroy Water - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Disguise Self - Dissonant Whispers - Earth Tremor - Expeditious Retreat - Faerie Fire - Feather Fall - Fog Cloud - Frost Fingers - Gift of Alacrity - Grease - Guiding HandUA - Healing ElixirUA - Hex - Ice Knife - Identify - Illusory Script - Jump - Longstrider - Protection from Evil & Good - Puppet - Purify Food and Drink - Ray of Sickness - Sanctuary - Sense Emotion - Shield - Silent Image - Sleep - Snare - Speak with Animals - Sudden AwakeningUA - Tahsa’s Caustic Brew - Tasha’s Hideous Laughter - Thunderwave - Witch Bolt ##### 2nd Level - Aganazzar’s Scorcher - Alter Self - Animal Messenger - Barkskin - Beast Sense - Blindness/Deafness - Blur - Borrowed Knowledge - Calm Emotions - Cloud of Daggers - Continual Flame - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Dust Devil - Earthbind - Enhance Ability - Enlarge/Reduce - Enthrall - Flaming Sphere - Flock of Familiars - Gentle Repose - Gust of Wind - Heat Metal - Hold Person - Invisibility - Knock - Levitate - Locate Animals or Plants - Locate Object - Maximilian’s Earthen Grasp - Melf’s Acid Arrow - Mind Spike - Mirror Image - Misty Step - Moonbeam - Nathair’s Mischief - Nystul’s Magic Aura - Phantasmal Force - Protection from Poison - Pyrotechnics - Rime’s Binding Ice - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Skywrite - Spider Climb - Spray of Cards - Suggestion - Tasha’s Mind Whip - Warding Wind - Web - Wither and Bloom - Wristpocket ##### 3rd Level - Antagonize - Beacon of Hope - Bestow Curse - Blink - Call Lightning - Catnap - Counterspell - Create Food and Water - Daylight - Dispel Magic - Enemies Abound - Erupting Earth - Fear - Feign Death - Fly - Gaseous Form - Haste - House of CardsUA - Hypnotic Pattern - Leomund’s Tiny Hut - Life Transference - Magic Circle - Major Image - Meld into Stone - Melf’s Minute Meteors - Nondetection - Phantom Steed - Plant Growth - Protection from Energy - Remove Curse - Sending - Sleet Storm - Slow - Speak with Dead - Speak with Plants - Stinking Cloud - Summon Fey - Summon Lesser Demons - Summon Shadowspawn - Summon Warrior SpiritUA - Tidal Wave - Tongues - Vampiric Touch - Water Breathing - Water Walk - Wind Wall ##### 4th Level - Banishment - Blight - Charm Monster - Compulsion - Confusion - Conjure Minor Elementals - Control Water - Death Ward - Dimension Door - Dominate Beast - Elemental Bane - Evard’s Black Tentacles - Fire Shield - Freedom of Movement - Galder’s Speedy Courier - Giant Insect - Greater Invisibility - Hallucinatory Terrain - Ice Storm - Locate Creature - Phantasmal Killer - Polymorph - Sickening Radiance - Stone Shape - Storm Sphere - Summon Aberration - Summon Elemental - Summon Greater Demon - Wall of Fire - Watery Sphere }} {{pageNumber 8}} {{footnote PART 3 | Witch Spells}} \page {{spellList ##### 5th Level - Animate Objects - Antilife Shell - Awaken - Bigby’s Hand - Cloudkill - Conjure Elemental - Contact Other Plane - Contagion - Control Winds - Dispel Evil and Good - Dominate Person - Dream - Enervation - Far Step - Geas - Hold Monster - Immolation - Infernal Calling - Insect Plague - Legend Lore - Mislead - Passwall - Planar Binding - Reincarnate - Seeming - Skill Empowerment - Synaptic Static - Teleportation Circle - Transmute Rock - Tree Stride - Wall of Light - Wall of Stone ##### 6th Level - Bones of the Earth - Chain Lightning - Circle of Death - Conjure Fey - Disintegrate - Drawmij’s Instant Summons - Eyebite - Find the Path - Flesh to Stone - Guards and Wards - Harm - Heroes’ Feast - Investiture of Flame - Investiture of Ice - Investiture of Stone - Investiture of Wind - Mass Suggestion - Mental Prison - Move Earth - Otiluke’s Freezing Sphere - Primordial Ward - Programmed Illusion - Psychic CrushUA - Scatter - Summon Fiend - Sunbeam - Tasha’s Otherworldly Guise - Wall of Ice - Wall of Thorns ##### 7th Level - Crown of Stars - Draconic Transformation - Dream of the Blue Veil - Etherealness - Fire Storm - Mirage Arcane - Plane Shift - Power Word Pain - Project Image - Sequester - Teleport - Tether Essence - Whirlwind ##### 8th Level - Abi-Dalzim’s Horrid Wilting - Animal Shapes - Antimagic Field - Antipathy/Sympathy - Control Weather - Dominate Monster - Feeblemind - Illusory Dragon - Incendiary Cloud - Maddening Darkness - Mind Blank - Power Word Stun - Sunburst ##### 9th Level - Astral Projection - Blade of Disaster - Foresight - Gate - Imprisonment - Mass Polymorph - Power Word Kill - Psychic Scream - Shapechange - True Polymorph - Weird }} {{watercolor2,top:5px,right:35px,width:350px,background-color:#BBAD82,opacity:60%}} {{artist,top:870px,right:80px ##### Tasha, the Witch Queen [Martina Fačková](https://martinafackovaart.com/), © Wizards of the Coast }} {{pageNumber 9}} {{footnote PART 3 | Witch Spells}} \page ## Appendix: Personal Decision If you are using the “This is Your Life” section of *Xanathar’s Guide to Everything*, choose or roll on the following table to determine how you became a witch. ##### Witch | d4 |
I became a witch because…
| |:----:|:-----------------| | 1 | I was always an outcast in society. My coven gave me a new home and family as well as a way to defend myself.| | 2 | I always desired to get to the root of arcane magic, and that led me to witchcraft. | | 3 | I wanted to learn arcane magic, but the more mainstream methods were unavailable to me. I eventually came into contact with my coven.| | 4 | One or both of my parents were witches; I grew up in a coven. Following this path was a natural course of action.| \column ::::::::::::::::::: {{artist,top:640px,left:17px ##### Natural Connection [Wesley Burt](https://www.artstation.com/artwork/rlog5), © Wizards of the Coast }} {{watercolor7,top:-5px,right:10px,width:355px,background-color:#BBAD82,opacity:69%}} ::::::::::::::::::::::::::: ::::::::::::::::::::::: {{wide
Witch is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC. Thumbnail image “Macbeth and Banquo with the Witches” by Henry Fuseli is public domain. Cover art is detail of [“The Shade of Samuel Invoked by Saul”, D. Martynov, public domain via Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Witch_of_Endor_(Martynov)_detail.jpg)
}} {{pageNumber 10}} {{footnote APPENDIX | Personal Decision}}