Witch

A hooded woman bends low over a cauldron, stirring it
while speaking incantations. After a few minutes, the contents bubble, and she knows the contents are ready to
be bottled. She dips vials into the cauldron, filling them up and labeling them Healing Potion: 50gp. She sets them on the shelf for the next visitor who might need her help.

A tattooed elf, veiled and cloaked, draws his obsidian dagger across the sand, calling forth to the spirits of the
fallen for direction. Then he turns over a tarot card, clear
in its divining guidance.

An old gnome sits beneath a willow tree, casting a spell over a doll. An hour later as she's wandering from shadow
to shadow around town, she hears word of the magistrate falling ill. It seems her job is done.

These are all fledgling witches—spellcasters adept in the art of witchcraft, concocting potions, asking the dead for answers, and cursing their marks.

Spiritual Magic

The Weave is the home of all magic. It is a mysterious plane from which spellcasters pull the energy required to cast spells, altering reality to their will. But there is another plane rife with magic, if you know how to harness it—the spirit realm, the place souls go to before their final resting place. Common spellcasters such as clerics and wizards are widely ignorant of this source of power—but those more in tune with the natural world, such as druids, shamans, and witches, have learned to harness this power.

Witches are most akin to wizards, in that they study the arcane and occult in order to harness magic for their own. But witches have learned how to harness the largeley untapped and generally willing spirit realm. Asking the former and fallen to lend their power is not an easy task—
it requires fortitude of mind and body. With the assistance of spirits and lost souls, witches can command the arcane, and sometimes even the divine and primal, to assist them in the casting of spells.

Power Together

With very few exceptions, witches believe in the power of numbers: what one witch can do well, a dozen can do infin-itely better. For this reason, witches are most commonly found amongst a coven—groups of like-minded witches who pool their power together, teaching each other and helping each other in their spellcasting.

The vast majority of covens are actually good in nature, seeking only to better themselves without harming others. Some covens are neutral, wanting to grow in power with reckless abandon. And few covens are evil, working with dark forces to bring about misery and suffering to others.

Witches tend to work in the background, preferring to
stay on the outskirts of civilization; covens are just the same. Coven members meet in basements, hidden alleyways, or secluded forest clearings. This gives them a generally bad reputation as being sneaky and mischievous, a misconception which is largely propelled due to bias and fear.

























































This witch class is unofficial 5e content, homebrewed by LtKodiak. The content you see here has been custom created by LtKodiak to fit this rendition of a witch into 5e.

PLAYER CLASSES | WITCH

The Witch
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known

1st

2nd
Spell
3rd
Slots
4th
per
5th
Spell
6th
Level
7th

8th

9th
1st +2 Spellcasting, Witch Coven 3 4 2
2nd +2 Witch's Familiar, Coven Feature 3 5 3
3rd +2 Cast as One 3 6 4 2
4th +2 Ability Score Improvement 4 7 4 3
5th +3 4 8 4 3 2
6th +3 Coven Feature 4 9 4 3 3
7th +3 Improved Familiar 4 10 4 3 3 1
8th +3 Ability Score Improvement 4 11 4 3 3 2
9th +4 Improved Cast as One 4 12 4 3 3 3 1
10th +4 Coven Feature 5 14 4 3 3 3 2
11th +4 5 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 15 4 3 3 3 2 1
13th +5 Improved Familiar 5 16 4 3 3 3 2 1 1
14th +5 Coven Feature 5 18 4 3 3 3 2 1 1
15th +5 Improved Cast as One 5 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 19 4 3 3 3 2 1 1 1
17th +6 5 20 4 3 3 3 2 1 1 1 1
18th +6 Joint Spellcasting 5 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 22 4 3 3 3 3 2 1 1 1
20th +6 Magick Embodied 5 22 4 3 3 3 3 2 2 1 1

Class Features

As a witch, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per witch level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Alchemist’s Supplies, Herbalism Kit, Poisoner's Kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Religion, Stealth

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) padded armor or (b) a light crossbow and 20 bolts
  • (a) a component pouch or (b) an arcane focus
  • (a) alchemist's supplies or (b) a medicine kit

Creating a Witch

Witches start their journey with simple crafts: potion brewing, herbal healing, divination, hexing. Witches who advance further than piddling around with herbs and small magicks become the witches welcome amongst adventuring parties, potentially becoming legend.

When you create a witch, think about what made you want to adventure. Were you driven out by scared and angry townsfolk? Are you on a recruitment mission for your coven, on the lookout for the next potential witch? Does your adventuring take place near your coven? How in touch are you with your coven still?

Regardless of your reason for leaving home, the path of a witch is still one of learning and experimenting. You never stop trying to find out more about the arcane, sometimes even tapping into the primal or divine in the process—all while keeping the spirits appeased.

Quick Build

You can make a witch quickly by following these suggestions. First, Intelligence should be your highest ability score, foll-owed by Constitution or Dexterity. Second, choose the sage or hermit background. Third, learn at least one 1st-level curse.

PLAYER CLASSES | WITCH

Spellcasting

Witches are students of magic, using the spirits to shape the weave, natural, arcane, and even holy or unholy to their will. See Spells Rules in the PHB for the general rules of spell-casting and the Witch Spell List at the end of the class description for the witch spell list.

Cantrips

At 1st level, 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.

Casting Spells

The Witch table shows how many spell slots you have to cast your witch 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.

Spells Known

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. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new witch spell of 1st or 2nd level.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells, since your magic relies upon your ability to remember the motions and words required to cast them properly. 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 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 a witch spell as a ritual if that spell has the
ritual tag. Doing so adds 10 minutes to the spell's casting time, but does not expend a spell slot and cannot be cast
at a higher level.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your witch spells.



















Witch's Grimoire

Most witches prior to joining a coven keep meticulous notes on the spells they learn. Each coven have an even more expansive list of spells written in their coven grimoire. While witches don't require a spellbook like wizards, most do keep notes of their spells.

Keeping a grimoire isn't required, but the majority of witches have one. Doing so might allow a witch to learn additional spells on top of those they learn as mentioned in the Witch table. Most grimoires are full of rituals, as witches favor rituals over other forms of spellcasting.

If you keep a grimoire, it can be used as a spellcasting focus for your witch spells.

Ask your DM if it makes sense for you to keep a grimoire. Additionally, the Ritual Caster feat is perfect for a witch if your DM uses the optional feats rule.


Witch Coven

Witches don't start their careers in a magic-loving school, with a pact with a higher being, or as part of a clergy. Most witches start with simple practices to assist their neighbors, from brewing healing potions to assist the wounded to calling upon the spirits of the dead to answer questions.

Your practices have garnered the attention of a coven—a group of like-minded spellcasters who share their knowledge and power. Your choice of coven grants you features at 1st level and again at 2nd, 6th, 10th, and 14th level.

Coven Spells

Each coven has a list of spells—its coven spells—that you gain at the witch levels noted in the coven description. These spells are the culmination of generations of teaching and practice, written down in the coven's grimoire. Learning these spells from your coven is proof of your place amongst them and the trust they place in you. Once you gain a coven spell, you learn it, and it doesn’t count against the number of spells known.

If you have a coven spell that doesn’t appear on the witch spell list, the spell is nonetheless a witch spell for you.

PLAYER CLASSES | WITCH

Witch's Familiar

At 2nd level, your coven grants you a manifestation of your magic in the form of a familiar. Your familiar is your magic in living form, held together by the spirits you commune with.

The creature type of your familiar is dependent upon your alignment and the types of spirits with which you commune. If you are good, your familiar will be celestial, and the spirits you commune with will be of good in nature. If you are neutral, your familiar will be fey and you will most likely commune with spirits of all types, both good and evil. If you are evil, your familiar will be fiend, and the spirits you commune with will be those of former evildoers.

You learn the find witch's familiar spell and can cast it as a ritual. This spell doesn’t count against your number of spells known. Once you learn this spell, you are unable to learn the find familiar spell. Refer to the New Witch Spells section at the end of the class description for details of this spell.

Witch's Mark. After you cast this spell for the first time using this feature, it creates a permament, unremovable mark on your body called a Witch's Mark. Your witch's mark is always visible to you and members of your coven, regard-less of where it is on your body. While your familiar is dismissed or destroyed, your witch's mark can be visible to other creatures if it is uncovered. Your witch's mark can be anything other than unblemished skin: such as a mole, birth-mark, extra nipple, or tattoo. Witches typically create them in an inconspicuous location, such as a backside, hip, or foot.

Cast as One

At 3rd level, your coven teaches you how to work together with other spellcasters to hasten the casting of rituals. When you or another spellcaster performs a ritual spell, you can assist each other in the casting of the spell. Only one of you needs to know the spell in order to assist, but you must each have spell slots of the level the ritual is being cast at (they can be expended for this feature to function). When assisting in the casting of a ritual, the casting time of the ritual is halved, to a minimum of 1 minute.

Each witch assisting in the casting of a spell enables an additional spellcaster to join, reducing the time by an addi-tional half. The casting time can never be reduced to less than 1 minute.

At 9th level, your Cast as One feature applies to any spell with a casting time of longer than 1 minute.

At 15th level, when you use your Cast as One feature, each witch participating in the casting of a spell enables up to three other spellcasters to assist instead of one.

Features from this class will either be specified as a ritual or ceremony. This feature cannot affect ceremonies, but can affect rituals.

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 score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.



"Witch" & "Warlock" Etymology

Historically, the Middle English word "wicche" did not differentiate between feminine and masculine. However, the masculine meaning became less common in Standard English, being replaced by words like "wizard" and "warlock". The modern spelling, "witch", first appears in the 16th century.

The Old English word "wǣrloga", from which the word "warlock" is derived, is normally translated as "oathbreaker" or "deceiver". Tracing back centuries or further, the Scots didn't trust people deemed to be "warlocks". The same can be said with the relationship between the witches of this document and the warlocks of D&D.

Witches vs Other Casters

The word "witch" has become inaccurately synono-mous with female practitioners of occult magic, with the same folks calling a male spellcaster "wizard" or "warlock". This unfortunate differe-tiation is due to ignorance and skepticism amongst the denizens of the D&D multiverse.

Many witches have a deep respect for wizards and druids, but a general disdain for warlocks; they tend to avoid clerics if they can, but they get along with divine casters who share a similar alignment. However, they see warlocks as cheats taking a shortcut to obtain magic. A true spellcaster should obtain their magic through practice and medi-tation, not a cheap pact with some stronger being.


Amorphic Familiar

At 7th level, your familiar's magic grows, allowing it to take on more forms. When you cast find witch's familiar, you can add the following forms to the list of chosen forms for your familiar: faerie dragon, imp, pseudodragon, sprite, quasit, and quickling.

Many of these new possible forms have additional actions they can take instead of simply the Attack action. On your turn, you can use your bonus action to allow it to take an action other than Attack on its turn.

Additionally, your familiar gains proficiency in all saving throws and ability checks, using your Proficiency Bonus instead of its own.

Sturdy Familiar

At 13th level, your familair becomes able to withstand the hardiest of blows. Your familar gains a bonus to its maximum health equal to four times your witch level instead of two times.

Additionally, your familiar gains a bonus to its Armor Class equal to your Proficiency Bonus.

PLAYER CLASSES | WITCH

Joint Spellcasting

At 18th level, you can help empower another spell-caster's spell as they cast it. When a friendly spellcaster casts a spell of 1st level or higher with a casting time of 1 action or bonus action and a duration of 1 minute or less, you can use your reaction to increase the level the spell is cast as if it were cast using a higher level spell slot. You must be within 100 feet of the other spellcaster, and they must be able to either see or hear you.

Each time you use this feature, you can increase the level at which the spell is cast by a number up to your Intelligence modifier, up to a maximum of 9th level. You can increase the spell's level above the maximum level of which the spellcaster is able to cast, as your magic empowers them.

You can increase spells by a total number equal to your witch level. You regain all expended uses after you finish a long rest.

For example, if an 18th-level ranger casts the 3rd-level spell lightning arrow as a bonus action on their turn, you can use your reaction to increase the level that spell is cast at. If you have an Intelligence of 19, you can increase the level of the spell by up to 4. You can expend 4 uses of this feature to make it as if lightning arrow were cast using a 7th level spell slot, even though the ranger cannot cast a spell of 7th level. The ranger expends a 3rd-level spell slot as normal.

Magick Embodied

At 20th level, the magic you wield and command permanently alters you. You gain the following benefits:

  • For every 10 years that pass, your body ages only 1 year.
  • You become immune to disease, as well as the charmed, frightened, paralyzed, petrified, and poisoned conditions.
  • Your form cannot be altered by sources other than yourself if you don't will it to be.



Witch Covens

You have found a group of like-minded spellcasters who have asked you to join their ranks. Whether you sought them out or they found you, this coven becomes like a family to you. Covens protect one another, and work together to better themselves.

Despite the fear townsfolk feel in regards to witches, not all covens are evil—in fact, most are benign, just wanting to live in peace, practicing their magic. Witches of the Coven of the White have dedicated their lives and their magic to healing those in need, despite the persecution they face. Others are not so kind, such as the members of the Coven of the Red, who sacrifice the living to enhance their magical abilities.

Whichever coven you join, know it's more than just a group of people who teach you things—it's a way of life. It's a higher calling, something bigger than yourself.


Hags and Witches

Hags from the Monster Manual (p177) can exist in the same world as this witch, but it requires a bit of altering of the hag's lore. According to the Monster Manual, hags are being of pure evil, originating from the Feywild. They commit inexplicable acts of macabre violence purely for their own entertainment.

Despite similar words being used to describe hags, they are not related to witches. As such, an unaltered hag in the same world as this witch will cause confusion for everyone involved.


Alternative Hag Lore

If you want to use hags in your campaign with this witch, you can do so by altering the origins of hags slightly. While rare, some witches are excommunicated from their coven. When a witch is excommunicated from their coven, they lose the magical connection to their coven, and also the ability to summon a familiar to keep their magic in check. If the former witch does not turn to another source of magic such as a patron or magical artifact, the witch becomes a hag.

The process of becoming a hag is not a quick one. Over the course of months or even years, the witch will devolve into a selfish, evil, manipulative creature of pure malice. Hags can be male or female, with females being most likely to survive the dreadfully painful transformation. Hags are not from the Feywild—as such, they will be humanoid instead of fey or fiend. A hag will most likely remember the coven from which it was excommunicated, and should it regain enough strength, will vow revenge at all costs.

Hags are selfish creatures, but they do work together similar to the covens they once called kin. These hag covens are considered to be more dangerous to witches than the ignorance of the general populace—once a hag coven has its mind set on destroying a witch coven, the ensuing war can succumb entire cities to disease and death.

PLAYER CLASSES | WITCH

































Coven of the Lost

Also known as augurs or seers, members of Coven Lost are considered direct conduits to the spirit realm, trustworthy messengers of the dead. These witches interpret sacred signs and omens to help better understand not only their own place in the cosmos, but the paths of others. Of all the witch covens in the world, members of a Coven of the Lost are the most in tune with the spirit realm

Bonus Coven Lost Spells
Spell Level Learned Spells
1st comprehend languages, guiding hand
2nd augury, locate object
3rd clairvoyance, speak with dead
4th arcane eye, divination
5th legend lore, scrying

Divining Item

When you join this coven at 1st level, you learn how to contact the spirits of the dead to answer questions about the past and future. You obtain an item which fuels your coven features, called a "divining item": choose from a ouija board,
a deck of tarot cards, a crystal ball, or a bag of carved bone runes. If your divining item is lost or destroyed, you can create a new one over the course of a long rest and by expending 50gp of materials.



































Watchful Eye

Also at 1st level, you can use your divining item to ask the spirits a question. This question must be one with a "yes" or "no" answer. Unless something magical prohibits you from receiving an answer, your DM will answer the question.
You can ask a question this way twice per day, and regain
the ability to do so again each day at dawn.

Spirit Possession

At 2nd level, you can command the spirits which comprise your familiar to possess an enemy. As an action, you choose a creature you can see within 60 feet. The chosen creature must make a Wisdom saving throw. On a success, the creature becomes immune to this feature for as long as you live. On a failed save, the creature becomes friendly to you and your allies for 1 minute and your familiar disappears into the creature. At the end of each of the creature's turns, it can repeat this saving throw, ending the possession on a success. You can tell it what to do while it's under your control, but it ultimately acts in accordance to the spirits which possess it. When the possession ends, the creature knows it was possessed by a spirit.

You can successfully command your familiar to possess a creature a number of times equal to half your proficiency bonus, rounded down. You regain all expended uses when you finish a long rest.

PLAYER CLASSES | LOST WITCH

Assisted Foresight

At 6th level, you gain an uncanny ability to assist others. You can use a bonus action on your turn to take the Help action. When you take the Help action, you can assist a creature within 30 feet that can see and hear you.

Sixth Senses

At 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

  • Darkvision. You gain darkvision out to a range of 60 feet.

  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

  • Greater Comprehension. You can read any language.

  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

As the Spirits Will

Also at 10th level, your connection to the spirits strengthens, empowering your Spirit Possession feature. If you successfully have your familiar possess a creature while the creature is not in combat, the creature becomes friendly to you and your allies indefinitely and your familiar disappears into the creature. Every minute the creature can repeat the saving throw, ending the possession on a success.



Visions of the Past

At 14th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You can used your divining item and spend at least 1 minute in meditation and communion; you then receive dreamlike, shadowy glimpses of recent events.

You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration dur-ing that time as if you were casting a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

  • Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After medi-tating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score). You can spend 1 addi-tional minute for each owner to learn the same information about that creature.

  • Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are never-theless important in your current situation.

PLAYER CLASSES | LOST WITCH




















Coven of the Tonic

Tonic witches take pride in the potions they brew, concocting only the most potent and viable potions they can. Many focus on helping solve others' problems with their craft, but no tonic witch can deny the valuable money these potions can generate. As such, it's not uncommon for witches of Coven Tonic to set up shops in rural towns, hocking their potions to needy townsfolk.

Bonus Coven Tonic Spells
Spell Level Learned Spells
1st create or destroy water, purify food and drink
2nd aid, continual flame
3rd haste, slow
4th freedom of movement, watery sphere
5th creation, transmute rock

Brewing Supplies

When you join this coven at 1st level, you learn the witch cantrip Githa's portable cauldron, and it doesn't count against the number of cantrips known. In addition to the starting items granted you by your background and class, you obtain an herbalism kit and poisoner's kit.

Potioncrafting

Also at 1st level, you learn how to brew potions. You learn two potion recipes of your choice from the Potion Recipes. You learn an additional recipe at 6th, 10th, and 14th levels. Whenever you gain a level in this class, you can replace one potion recipe you know with another one from the Potion Recipes list.

During a long rest, you can use a cauldron to brew potions. You must have an empty vial or flask for each potion you brew, and you must have an appropriate tool kit on hand during the brewing process.

After you finish a long rest, you create a number of potions equal to half your witch level, rounded down (minimum of 2). Potions you brew last until drank, used, or until the end of your next long rest.






















Familiar's Imbibing

At 2nd level, you can have your familiar imbibe a potion you brewed. Choose one potion you brewed and give it to your familiar; it consumes the potion, but does not suffer any effects from it. Until you finish your next long rest, it gains an action it can use on its turn. With this action, it can use the potion it imbibed, targeting a valid creature within range other than itself.

Your familiar can take this action a number of times equal to 1 + half your proficiency modifier, rounded down. Your familiar loses all unused uses of this feature when you finish a long rest

Dextrous Digits

At 6th level, your quick fingers enable you manipulate objects with extreme finesse. You can take the Use an Object action using your bonus action. When you take the Use an Object action on your turn, you can interact with two objects instead of one.

Additionally, you can use a potion as a bonus action.

Rapid Potioncrafting

At 10th level, you can brew a few potions with limited time available. Whenever you finish a short rest and you have the appropriate materials, you can brew one potion. You can expend any number of spell slots when you do so and brew an additional potion per spell slot expended.

For example, you can expend three 1st level and one 2nd level spell slots after you finish a long rest to brew a total of 5 potions.

Restorative Potioncrafting

At 14th level, your beneficial potions are able to restore more than just missing hit points. After a creature drinks your Healing Draught, Stonesleep Tincture, Swift Step Draught, Universal Antidote, or Wakening Potion, it can choose to have one of the following effects:

  • It gains a number of temporary hit points equal to half your witch level, rounded down.
  • It removes one status condition on itself.
  • It ends one magical effect on itself. If that magical effect was a spell cast by another creature, it must pass a Constitution save against that creature's spell save DC
    in order to successfully remove the effect.

PLAYER CLASSES | TONIC WITCH

Potion Recipes

As a member of the Coven Tonic, you're taught how to brew magical potions. When you would learn a potion recipe, you choose from the following list.

Saving Throw. If a potion's effect requires a saving throw, the DC is equal to your witch spell save DC.


Alchemical Fire. As an action, a creature can throw this potion at a target creature within 30 feet of it. The target must make a Dexterity saving throw. It takes 3d6 fire damage on a failed save, and half damage on a successful save.

This potion's damage increases by 1d6 when you reach 6th Level (4d6), 10th level (5d6), and 14th level (6d6).


Cursed Tonic. In order to brew this potion, you must expend a spell slot and cast a curse you know of that spell slot's level into the potion. This potion looks, smells, and tastes like a beneficial potion. An identify spell reveals its true nature.

A creature that drinks this potion immediately has the curse imbued with the potion cast upon it. The creature makes the saving throw to resist the curse with disadvantage. If the creature fails the saving throw, the curse's duration is increased by 1d4 minutes. You do not need to concentrate on the curse.

This potion's minute duration increases when you reach 6th level (1d6), 10th level (1d8), and 14th level (1d10).


Flashfreeze Potion. As an action, a creature can throw this potion at a target creature within 30 feet of it. The target must make a Strength saving throw. On a failed save, it takes 2d8 cold damage and its movement speed is reduced by half until the start of the thrower's next turn. On a successful save it takes half damage and its movement speed is not slowed.

This potion's damage increases by 1d8 when you reach 6th Level (3d8), 10th level (4d8), and 14th level (5d8).


Healing Draught. As an action or bonus action, a creature can administer this potion to itself or another creature within 5 feet of it. A creature that drinks this potion regains hit points equal to 1d4 + your Intelligence modifier.

This potion's healing increases by 1d4 when you reach 6th Level (2d4), 10th level (3d4), and 14th level (4d4).




Thunderstone. As an action, a creature can throw this alchemical rock at a target creature within 30 feet of it. The target must make a Constitution saving throw. On a failed save, it takes 2d8 thunder damage and is pushed back 10 feet. On a successful save it takes half damage and is not pushed back.

This potion's damage increases by 1d8 when you reach 6th level (3d8), 10th level (4d8), and 14th level (5d8).


Stonesleep Tincture. As an action or bonus action, a creature can administer this potion to itself or another creature within 5 feet of it. When it drinks this potion, the creature can choose to fall asleep on its turn anytime within the next minute. If it does, the creature is petrified for 8 hours. When this effect ends after 8 hours, the creature gains all the benefits of having finished a long rest and loses an additional level of exhaustion.


Swift Step Draught. As an action or bonus action, a creature can administer this potion to itself or another creature within 5 feet of it. When it drinks this potion, each of the creature's speeds are increased by 10 feet for a number of rounds equal to 1d4 + your Intelligence modifier.

This potion's round duration increases when you reach 6th level (1d6), 10th level (1d8), and 14th level (1d10).


Universal Antidote. As an action or bonus action, a creature can administer this potion to itself or another creature within 5 feet of it. A creature that drinks this potion removes one nonmagical poison or disease currently afflicting it.


Wakening Potion. As an action or bonus action, a creature can administer this potion to itself or another creature within 5 feet of it. A creature that drinks this potion can choose to wake up or end one effect causing it to be charmed, frightened, or stunned.

PLAYER CLASSES | TONIC WITCH






















Coven of the Fated

Many prefer to face their opponents and victims head on. Heroes and villains of old tales to many, boorish fools to others. But some select few see the wisdom in sitting far away from wandering eyes, slowly weaving the fate of others in a much more deliberate manner.

Bonus Coven Fated Spells
Spell Level Learned Spells
1st detect magic, identify
2nd gentle repose, magic mouth
3rd feign death, Leomund's tiny hut
4th compulsion, divination
5th commune, Rary's telepathic bond

Cursecaster

When you join this coven at 1st level, you learn four 1st-level curses of your choice from the Witch Curses list at the end of the class description. The curses you learn from this feature do not count against your maximum number of spells learned.

Whenever you gain a level in this class, you can replace one curse you know with another one from the Witch Curses list; the curse you replace does not have to be one you learned from this feature, and it stacks with the spell you can replace from your Spellcasting feature. Witch Curses are considered witch spells; whenever you would learn a witch spell, you can instead learn a curse.

Effigy Magic

At 2nd level, you learn how to make effigies—small, handheld mockeries of a creature, normally made of straw and fabric. To make an effigy of a creature, you need to either have a part of the creature's body (such as a lock of hair, a finger, or some skin) or you must observe the creature for 2 hours and take notes on its behavior and appearance.

























Over the course of a 1-hour ceremony, you can craft an effigy of the creature, bonding a part of them to their effigy; the creature is now the bonded creature of that effigy. You can create one effigy over the course of a short or long rest.

You can have a maximum number of effigies equal to half your witch level, rounded up (minimum of 2). When you create an effigy past your maximum number of effigies, you choose one to be destroyed; it burns up, leaving behind no physical trace. You can only have one effigy of a specific creature at a time.

An effigy is considered an enchanted magical object. An effigy can only be destroyed in a few ways: if you exceed your maximum amount of effigies, if the effigy is targeted by a remove curse spell, or if it is burned with fire (magical or real). When an effigy is destroyed, the bond with its bonded creature creature is broken and any curses on the bonded creature immediately end.

Ritual Curses

Also at 2nd level, you can cast curses as rituals with your familiar's assistance. When you cast a curse targeting an effigy, you can cast the curse as if it had the ritual tag. To do so, your familair must be summoned, you both must touch the effigy the entire ritual, no other spellcaster can assist you, and it takes your undivided attention. After the ritual is comp-leted, you cast a curse on the bound creature, as long as the bound creature is on the same plane of existence as you. If the bonded creature fails the saving throw, the curse's dur-ation is increased, as detailed in the Ritual Curse Duration table. You do not need to concentrate on curses cast using this feature.

If you cast a curse on a creature which already has a curse you cast on it, the old curse is lifted. While holding an effigy, you can use a bonus action to end the curse on that bonded creature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

PLAYER CLASSES | FATED WITCH

Ritual Curse Duration
Spell Level Duration
1st 12 hours
2nd 10 hours
3rd 8 hours
4th 6 hours
5th 5 hours

Spell Level Duration
6th 4 hours
7th 3 hours
8th 2 hours
9th 1 hour
W W

Voodoo Casting

At 6th level, you learn how to target your effigies' bonded creatures with more than just curses. While holding an effigy, you can cast a spell targeting the effigy’s bonded creature. When you do so, the following rules apply:

  • You do not need to see or know where the bonded crea-ture is, but it must be on the same plane as you. (If it is
    not on the same plane as you, the spell fails but you do
    not expend a spell slot, only the action required to cast it.)
  • The spell must require the target to make a saving throw, but cannot be an area of effect spell (for example, you can cast charm person but not fireball).
  • If the spell requires concentration, you must concentrate on it for its duration.

Cracks in the Mind

At 10th level, you can temporarily distract an enemy, causing your spells to be exceptionally potent. You can use a bonus action on your turn to mark a target creature you can see for up to 1 minute. While that creature is marked and on the same plane of existence as you, you can concentrate on it. While maintaining concentration, you can use your reaction to impose disadvantage on a saving throw the marked crea-ture would make to resist the effects of a spell you cast. You can end concentration on this feature as part of any other action.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Heightened Concentration

At 14th level, you shut out all distractions while concen-trating. You can maintain concentration on up to two spells
or features at once, so long as at least one of them is a curse. If you lose concentration and are concentrating on two things, you lose concentration on the one that's not a curse first; if both are curses, you choose one to end.

PLAYER CLASSES | FATED WITCH






































Coven of the White

Commonly called white witches, those of Coven White are some of the most benevolent folk you'll ever meet. Selfless healers and protectors of the weak, these witches can be found wherever their services are needed. They sell their skills at the lowest possible price to the desperate and downtrodden, never wishing to take advantage of others.

While they might come off as more than willing to help anyone in need, these witches have a strict code of honor. If you are seen doing what a white witch sees as evil, you will
be the undying target of their wrath. They will not stand for anyone harming those they have under their care.

Bonus Coven White Spells
Spell Level Learned Spells
1st cure wounds, healing word
2nd healing spirit, prayer of healing
3rd beacon of hope, mass healing word
4th death ward, freedom of movement
5th greater restoration, mass cure wounds







































Shielded From Pain

When you join this coven at 1st level, healing others momen-tarily deters their pain. When a creature regains hit points as a result of a spell you cast or a class ability you use, it gains temporary hit points equal to your Intelligence modifier.

A creature can benefit from this feature once per casting of a spell or use of an ability.

Additionally, at 6th level, whenever another creature gains temporary hit points as a result of a spell you cast or a class ability you use, you and your familiar gain the same number of temp-orary hit points.

Spirit's Touch

At 2nd level, your familiar can heal creatures with simply a touch. Your familiar gains a pool of healing power that replen-ishes when you finish a long rest. With that pool, it can res-tore a total number of hit points equal to your witch level × 5.

Your familiar gains an action it can use on its turn. With this action it can touch another creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in its pool. This action benefits from your Shielded From Pain feature.

PLAYER CLASSES | WHITE WITCH

Repeated Healing

At 6th level, healing others comes so easily to you that it expends only a fraction of your spellcasting efforts. When
you cast a spell of 2nd level or higher using a spell slot that restores hit points, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

Restoration Adept

At 10th level, your ability to restore life to others exceeds even your expectations. Whenever you cast a spell that restores hit points, you roll an additional die of healing.

This feature works as if all healing spells you cast are cast as one level higher. For example, if you cast cure wounds as a 1st level spell, it heals for 2d8 + your Intelligence modifier.


Healer’s Assistant

At 14th level, your familiar starts to radiate the healing magic you command. When you cast a spell that restores hit points, each creature you choose within 10 feet of your familiar regains hit points equal to your Intelligence modifier. This can heal your familiar, and all creatures healed this way benefit from your Shielded From Pain feature.

Additionally, if you cast a healing spell through your fam-iliar as detailed in the find familiar spell, it does not count against the number of spells you’ve cast this turn.

For example, if you use your Action to have your familiar deliver the cure wounds spell, you can still use your bonus action to cast healing word.

Lastly, temporary hit points can stack for your familiar, up to a maxiumum of its maximum hit points. Whenever it gains any temporary hit points (such as those gained from your Shielded From Pain feature), those are added to any previous temporary hit points it has, instead of the higher one being kept. It can gain temporary hit points with this feature only once per casting of a spell or use of a feature. Your familiar loses all temporary hit points after you finish a long rest.

PLAYER CLASSES | WHITE WITCH

































Coven of the Red

Forbidden by most witch covens, blood magic centers on the use of dark spells which draw from the spellcaster's very essence. It is fundamentally more perilous than other witch crafts, but its many risks come with copious rewards.

Commonly referred to as Sanguine, the witches of Coven Red aren't necessarily evil, but are seldom good. The more powerful among their numbers learn how to siphon the life force of other creatures to empower themselves.

Bonus Coven Sanguine Spells
Spell Level Learned Spells
1st flawed reconstruction ƒ, deafness/blindness
2nd lesser restoration, ray of enfeeblement
3rd dispel magic, bestow curse
4th death ward, curse of bloodletting †
5th enervation, greater restoration

Tools of Sacrifice

When you join this coven at 1st level, you are taught how to craft a special ceremony knife made out of your own essence following a bloody ceremony. During this ceremony, you are nearly drained of your blood, and your blood is magically forged into a crimson dagger. This red-bladed dagger is used to fuel some of your coven features. It has the following traits:




































  • It can be used as a spellcasting focus for your witch spells.
  • Damage dealt by it is considered magical for the sake of overcoming resistance to nonmagical damage.
  • It cannot be destroyed by non-magical means.

Alternatively, you can infuse a magical dagger you are attuned to with your essence during this ceremony. If you do so, it gains the aforementioned traits.

If you ever lose your crimson dagger or it is destroyed, you can forge a new one. Over the course of a long rest, you can perform a 1-hour ceremony, after which your maximum hit points are reduced to 1 and all parts of the previous crimson dagger are permanently destroyed. Your hit points return back to normal after you complete another long rest.

Vengeful Blood

Also at 1st level, you learn how to turn damage dealt to you back at your enemies. Whenever you take damage from a creature you can see, you can use your reaction to deal 1d4 necrotic damage to the attacking creature.

This damage increases by 1d4 when you reach 7th level (2d4), 11th level (3d4), and 17th level (4d4).

Alternatively, if you are wielding your crimson dagger, you can make a similar retributive attack. Whenever you take damage from a creature within 5 feet of you that you can see, you can use your reaction to make one weapon attack against that creature using your crimson dagger.

PLAYER CLASSES | RED WITCH

Spirit Dagger

At 2nd level, your familiar becomes linked to your crimson dagger. Whenever you summon your familiar from your witch's mark, you can instead have it possess your crimson dagger. While it's possessed, wielding your crimson dagger gives you a bonus to your spell attack rolls and spell save DC equal to half your proficiency bonus rounded down.

If another creature attempts to wield your crimson dagger while it's possessed, that creature immediately takes necrotic damage equal to your Vengeful Blood damage, and takes the damage again at the beginning of each of its turns.

Redeye Sight

At 6th level, you can see those near death shrouded in a crimson aura. While wielding your crimson dagger, you can detect the location of injured creatures within 60 feet that are below a quarter of their maximum hit points. This sense works even in heavily obscured conditions and can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of common metal, 1 foot of stone, or 3 feet of wood or dirt.

Blood Sacrifice

At 10th level, you are taught the ways of sacrificing creatures for temporary boons. During a 1-hour ceremony, you can ritualistically slaughter three tiny creatures or one small creature. Creatures do not need to be willing to be sacrificed, and you must be wielding your ceremony dagger the entire duration. Creatures must be alive when you start the cere-mony. You can perform this ceremony as part of a long rest.



After you complete the ceremony, choose one of the following boons. You gain the benefit of your chosen boon until you finish a long rest.

  • You gain temporary hit points equal to your witch level.
  • You can reroll a single ability check, attack roll,
    or saving throw.
  • Your movement speed increases by 15 feet.
  • You learn how to read, write, and speak a language of
    your choice.
  • You gain proficiency in a skill or tool of your choice.

You can sacrifice a medium creature if another spellcaster assists you during this ceremony. After doing so, that spell-caster gains a single boon of their choice.

At 14th level, you gain two boons of your choice after you complete this ceremony; you cannot pick the same boon more than once this way. If another spellcaster assists you, they gain only one boon.

Sanguine Spellcasting

At 14th level, you can draw magic from your own blood. As an action, you can cut yourself with your ceremony dagger to regain an expended spell slot. You take 5 necrotic damage per slot level, up to a maximum of 25 damage for a 5th level spell slot.

Once you use this feature, you can't regain hit points for
1 minute.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of 1), and you regain all expended uses of it when you finish a long rest.

PLAYER CLASSES | RED WITCH





































Coven of the Black

Members of Coven Black, also called dark witches or the dead, devote themselves to the art of necromancy. They bind the spirits of the fallen to the corpses of the dead, raising them and commanding them to do their bidding. Most dark witches are content merely practicing their craft in secrecy, growing in strength and attempting to raise stronger and stronger creatures.

Other covens who follow the black sell their skills to create mercenary armies for the highest bidder. Some covens even have the numbers to raise an entire army on their own, a thousand rusty swords strong, beholden to none but the coven.

Bonus Coven Black Spells
Spell Level Learned Spells
1st false life, inflict wounds
2nd gentle repose, ray of enfeeblement
3rd animate dead, life transference
4th blight, death ward
5th danse macabre, raise dead






































Death's Advocate

When you join this coven at 1st level, you learn how to expedite death in even the hardiest of creatures. You learn one necromancy cantrip of your choice from any spell list. Necrotic damage dealt by your witch spells ignore resistance to necrotic damage.

Undead Familiar

At 2nd level, when you cast find witch's familiar, its type becomes undead instead of other creature types. Your familiar's appearance becomes your choice of zombified, mummified, or skeletal.

Undead Fortitude

Also at 2nd level, you can force a friendly undead to take a lethal blow instead of yourself. If damage reduces you to 0 hit points, you can use your reaction to redirect the damage to an undead creature friendly to you that is within range of the triggering attack. You cannot use this feature if the triggering attack dealt radiant damage or was a critical hit.

You can use this feature a number of times equal to half of your proficiency bonus rounded down, and you regain all expended uses of it when you finish a long rest.

PLAYER CLASSES | BLACK WITCH

Graven Thralls

At 6th level, you finally learn how to properly raise the dead. When you cast the animate dead spell, you can target one additional corpse or pile of bones, creating a second zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it gains the following additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your witch level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
  • The creature adds your proficiency bonus on rolls to resist effects that turn, control, or destroy undead.

Inured to Undeath

At 10th level, you have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. You have resis-tance to necrotic damage and your hit point maximum can't be reduced.


Unending Control

At 14th level, your ability to resurrect the dead as your undead minions grows to an alarming rate. You learn the create undead and finger of death spells. These spells don't count against your number of spells known, and count as witch spells for you.

When the 24-hour time limit is up for your animate dead or create undead spells, you can reassert your control over all of your controlled undead by expending a number of spell slots. For every 2 undead you control, you must expend 1 level of a spell slot, rounded up. After you do so, a number of undead you control up to 2 times the spell slot levels expended are under your control for another 24 hours.

For example, if you have 13 undead under your control, you must expend 7 levels' worth of spell slots. You can expend a combination of spell slots, such as one 7th level spell slot, or three 1st level spells lots and two 2nd level spell slots. After doing so, the targeted undead are under your control for another 24 hours.

PLAYER CLASSES | BLACK WITCH

Witch Spell List

The following is a list of spells available to a witch.
These spells are listed by level then alphabetical order.

denotes a homebrew spell created by LtKodiak

ƒ denotes a homebrew spell created by Mage Hand Press

denotes a witch hex from Pathfinder adapted for D&D 5e


Cantrips
  • chill touch
  • control flames
  • druidcraft
  • fire bolt
  • frostbite
  • infestation
  • Githa's portable cauldron
  • gust
  • light
  • mage hand
  • mending
  • message
  • minor illusion
  • mold earth
  • poison spray
  • prestidigitation
  • shape water
  • shocking grasp
  • spare the dying
  • thaumaturgy






























1st Level
  • absorb elements
  • alarm
  • burning hands
  • cause fear
  • charm person
  • command
  • comprehend languages
  • curse of apathy
  • curse of blight
  • curse of blinding
  • curse of chains ƒ
  • curse of congealment
  • curse of crippling
  • curse of debilitation
  • curse of inferiority
  • curse of obscuration
  • curse of sleep
  • curse of stench
  • curse of tomes ƒ
  • detect magic
  • detect poison and disease
  • disguise self
  • dissonant whispers
  • entangle
  • find witch's familiar
  • flawed reconstruction ƒ
  • fog cloud
  • healing elixir
  • hollowing ƒ
  • ice knife
  • identify
  • inflict wounds
  • protection from evil and good
  • puppet
  • purify food and drink
  • ray of sickness
  • shield
  • Tasha's hideous laughter
  • unseen servant
  • witch bolt







2nd Level
  • augury
  • blindness/deafness
  • calm emotions
  • crown of madness
  • curse of clumsiness
  • curse of deformity
  • curse of fogginess
  • curse of foolishness
  • curse of frailty
  • curse of weakness
  • curse ward ƒ
  • darkness
  • detect thoughts
  • enhance ability
  • enthrall
  • flaming sphere
  • gentle repose
  • gust of wind
  • hold person
  • intrusive thought ƒ
  • invisibility
  • lesser restoration
  • levitate
  • locate animals or plants
  • locate object
  • magic mouth
  • mirror image
  • ray of enfeeblement
  • see invisibility
  • silence
  • spider climb
  • suggestion
  • zone of truth

















3rd Level
  • animate dead
  • bestow curse
  • blink
  • call lightning
  • clairvoyance
  • consumption
  • counterspell
  • curse of abatement
  • curse of blades ƒ
  • curse of city-sight
  • curse of despair
  • curse of false death
  • curse of ruin
  • curse of sneezing
  • dispel magic
  • fear
  • fireball
  • fly
  • gaseous form
  • Leomund's tiny hut
  • life transference
  • magic circle
  • major image
  • nondetection
  • protection from energy
  • remove curse
  • sending
  • speak with dead
  • speak with plants
  • sleet storm
  • stinking cloud
  • tiny servant
  • water breathing
  • water walk

PLAYER CLASSES | WITCH SPELL LIST

4th Level
  • arcane eye
  • banishment
  • blight
  • charm monster
  • confusion
  • curse of aging ƒ
  • curse of bloodletting
  • curse of peacebond
  • curse of summer's heat
  • curse of telepathy
  • curse of thorns
  • curse of youth ƒ
  • death ward
  • dimension door
  • divination
  • Evard's black tentacles
  • fire shield
  • greater invisibility
  • hallucinatory terrain
  • ice storm
  • locate creature
  • Mordenkainen's private sanctum
  • polymorph
  • storm sphere


































5th Level
  • animate objects
  • awaken
  • cloudkill
  • commune
  • commune with nature
  • cone of cold
  • contact other plane
  • contagion
  • creation
  • curse of betrayal
  • curse of dominance
  • curse of distraction
  • curse of hunting
  • curse of invisibility
  • curse of toad
  • danse macabre
  • dispel evil and good
  • dominate person
  • dream
  • geas
  • hold monster
  • legend lore
  • negative energy flood
  • mummy rot ƒ
  • Rary's telepathic bond
  • seeming
  • synaptic static

6th Level
  • bones of the earth
  • chain lightning
  • circle of death
  • curse of anti-healing
  • curse of elements ƒ
  • curse of lifelink
  • curse of nightmares
  • create undead
  • disintegrate
  • Drawmij's instant summon
  • find the path
  • harm
  • forbiddance
  • magic jar
  • mass suggestion
  • Otto's irresistable dance
  • programmed illusion
  • soul cage
  • Tenser's transformation
  • true seeing
  • wind walk






















7th Level
  • curse of binding ƒ
  • delayed blast fireball
  • etherealness
  • finger of death
  • forcecage
  • mirage arcane
  • plane shift
  • power word pain
  • project image
  • sequester
  • simulacrum
  • symbol
8th Level
  • Abi-Dalzim's horrid wilting
  • antipathy/sympathy
  • clone
  • curse of hoarfrost
  • demiplane
  • dominate monster
  • feeblemind
  • forced reincarnation
  • maddening darkness
  • mind blank
  • power word stun
  • telepathy
9th Level
  • astral projection
  • curse of identity ƒ
  • curse of pacifism
  • forced reincarnation
  • foresight
  • imprisonment
  • mass polymorph
  • power word kill
  • psychic scream
  • time stop
  • true polymorph
  • shapechange
  • storm of vengeance
  • wish

PLAYER CLASSES | WITCH SPELL LIST

New Witch Spells

Some witch spells are new to this class. They're listed below by spell level.

Githa's Portable Cauldron

cantrip transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a handheld pot, twigs, a fire source; the twigs are consumed)
  • Duration: 8 Hours

You choose an open 5-foot space within 5 feet of you. After you finishing casting this spell, the component pot enlarges to a full-size cauldron with a magical fire beneath it. While the cauldron is active, it can be used to brew potions, as per the witch's Brewing Witchcraft feature.

The fire cannot be put out by any means. You can dismiss the cauldron as a reaction, after which the cauldron shrinks back into a pot and the fire is put out.

Find Witch's Familiar

1st-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: badger, bat, cat, crab, frog, flying snake, hawk, lizard, owl, poisonous snake, quipper (fish), rat, raven, scorpion, spider, weasel.

Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial (good), fey (neutral), or fiend (evil) instead of a beast.

Your familiar's maximum hit points become equal to its Constitution modifier + your Intelligence modifier + two times your witch level.

In combat, your familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own. It can't Attack, but it can take the Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object action on its turn. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

When your familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

As an action, bonus action, or reaction, you can temporarily dismiss your familiar. It disappears into your witch's mark. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.














































When you cast a spell with a range of touch or a curse, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. You do not need to see the target if you are looking through your familiar's eyes. If the spell requires an attack roll, you use your attack modifier for the roll.

While your familiar is active and you can see it or are seeing through its eyes, it acts as your spellcasting focus.

You can't have more than one familiar at a time, even if you learn find familiar. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

PLAYER CLASSES | NEW WITCH SPELLS

Flawed Reconstruction

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a needle and thread)
  • Duration: Instantaneous

You stitch together the wounds of a creature you touch, which regains 4d6 hit points. However, the mending is imperfect, and the target's maximum hit points is decreased by the same amount until it finishes a long rest. A creature that regains hit points due to this spell will be left with some permanent scars.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Hollowing

1st-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Tendrils of black mist extend from your fingertips, latching onto a creature and draining its vitality. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the target takes 1d12 necrotic damage. For the next minute, you can use your action to deal 1d12 necrotic damage to the creature automatically. The curse ends early if you use your action to do anything else, or if the target is ever outside the spell’s range or if it has total cover from you. A remove curse spell also ends this curse.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Curse Ward

2nd-level abjuration


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

You reach out your hand and touch a willing target within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can't be cursed, possessed, or targeted by a hex. Also, its maximum hit points can't be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.


Intrusive Thought

2nd-level transmutation


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you taking an action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As a reaction when a creature you can see within range takes the Attack, Dash, Dodge, or Disengage action, you can attempt to distort its thinking. The target makes a Wisdom saving throw. On a failed save, the creature instead takes your choice of those actions.

Consumption

3rd-level enchantment


  • Casting Time: 1 reaction, which you take when you are forced to make a saving throw against a magic ability
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When a creature forces you to make a saving throw, you can force another creature to make the saving throw at the same time. Choose a creature within range to make a Constitution saving throw. On a failed save, it is subject to the same effects which you are.

Mummy Rot

5th-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Until dispelled

Opening your palm, you release a puff of dust, the pestilence of mummy rot. Choose one creature within range to make a Constitution saving throw. On a failed save, the target is cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust.

This effect lasts until removed by the remove curse spell or any other spell or magical effect that cures mummy rot.

Forced Reincarnation

8th-level transmutation


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

You cause a creature within range to die and immediately be reincarnated into a new body. The creature must be willing, and you can only target a humanoid of medium size or smaller. You can target a creature that has been dead for up to 1 week.

If the creature is not a willing target, you can still target it if it meets certain requirements: it must be of large size or smaller, and it must have less than 1/4 of its maximum hit points left. It makes a Wisdom saving throw, and it makes the saving throw with advantage. On a failed save, it is killed and forced to reincarnate, as per the reincarnate spell.

PLAYER CLASSES | NEW WITCH SPELLS

Witch Curses

The following is a list of curses; these are spells with a duration, during which the cursed target is debilitated in some way. These curses are considered witch spells, and follow all rules from the Spellcasting feature. Whenever you would learn a witch spell, you can instead learn a curse. If you have a witch class feature that refers to hexing or cursing a creature, below are the potential options for that feature.

Any curse you cast can be removed with the remove curse spell. If you cast a curse on a creature while it is already cursed by you, the old curse is lifted.

Saving Throw. If an effect requires a saving throw, the DC is equal to your witch spell save DC.



1st Level Curses

The following 1st level curses are listed in alphabetical order.

Curse of Apathy

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You fill a creature's mind with thoughts of emptiness. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for up the duration. While cursed, becomes indifferent toward one creature of your choice that it is hostile towards. This curse is lifted if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.

A remove curse spell ends this curse early.

Curse of Blight

1st-level necromancy


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Until dispelled

You touch the ground beneath your feet, cursing it. The land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to 10 times your witch level.

You can only have one area affected by this curse at a time. If you curse another area with this spell, the previous curse ends. This curse ends early if the remove curse spell is used on the cursed area.


Curse of Blinding

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a target creature's eyes to glaze over. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature is blinded.

This curse ends early if the creature takes damage or the remove curse spell is used on it.

Curse of Chains

1st-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A black brand resembling iron shackles darkens the ankles of two creatures you can see. Choose two creatures you can see within range of the spell and within 30 feet of each other to make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failed save, a target is cursed for the duration. If only one target is cursed by this spell, you can use your action or bonus action on a subse-quent turn to choose another target within 30 feet of the cursed creature to make a saving throw.

While two creatures are cursed by this spell, they are unable to willingly move further away from each other.

A remove curse spell ends this curse early.

Curse of Congealment

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You make the water in a 10-foot radius around you sludgy and viscous for the duration. The congealed terrain functions as difficult terrain for everyone but yourself. Additionally, it provides you with half cover.

A remove curse spell targeting the congealed water ends this curse early.

PLAYER CLASSES | WITCH CURSES

Curse of Crippling

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You send ethereal shackles at a creature's feet. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, its movement speed is halved.

A remove curse spell ends this curse early.

Curse of Debilitation

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You let loose a crackle of energy at a creature. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it has disadvantage on all skill and tool checks.

A remove curse spell ends this curse early.

Curse of Inferiority

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You send misinformation into a creature's memory, temporarily altering it. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature sees you as its superior. It will attempt to follow your commands, but won't take actions to harm its allies.

This curse ends early if the creature is told to attack one of its allies, it takes damage, or the remove curse spell is used on it.

Curse of Obscuration

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon a small rain cloud to follow a creature. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the creature is cursed for the duration. The cursed creature is followed by a magical fog. This fog is a 10-foot radius centered on the cursed creature. While the creature doesn't move, it is heavily obscured, as the fog engulfs them. While the creature is cursed and you can see it, you can use an action to cause the fog to turn into a rain cloud and lightly dump a small bucket's worth of water onto the creature's head.

A remove curse spell ends this curse early.


Curse of Sleep

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a target's eyes to grow weary. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature falls into a deep sleep, and is considered prone and incapacitated.

This curse ends early if the creature takes damage or the remove curse spell is used on it.

Curse of Stench

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause an invisible, rancid cloud to surround a creature. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature evokes a stench that only you can smell. You have advantage on Wisdom (Survival) and Wisdom (Perception) checks made to locate the target. Additionally, as long as you are within 100 feet of the target, you know its exact location. If this spell ends, you can use your action to extend it for another minute; you can extend this spell for up to 8 hours.

A remove curse spell ends this curse early.

Curse of Tomes

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 24 hours

You speak the backward words of a dead language, scrambling the letters in a target's mind. Choose one creature within range to make a Wisdom saving throw. On a failed save, the target is cursed for the duration. The cursed target can't read or write any language for the duration, prepare spells from a spellbook, perform rituals, or cast any spells that involve writing runes or sigils. At the end of each hour, the target can repeat this save, ending the effects early on a success.

A remove curse spell ends this curse early.

PLAYER CLASSES | WITCH CURSES

2nd Level Curses

The following 2nd level curses are listed in alphabetical order.

Curse of Clumsiness

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Tendrils of green mist leap out towards a creature, making its footing unsecure. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it has disadvantage on Dexterity saving throws.

A remove curse spell ends this curse early.

Curse of Deformity

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Tendrils of yellow mist leap out towards a creature, making its appearance quite grotesque. Choose a creature you can see within range to make a Charisma saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it has disadvantage on Charisma saving throws.

A remove curse spell ends this curse early.

Curse of Fogginess

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Tendrils of blue mist leap out towards a creature, clouding its mind. Choose a creature you can see within range to make an Intelligence saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it has disadvantage on Intelligence saving throws.

A remove curse spell ends this curse early.

Curse of Foolishness

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Tendrils of white mist leap out towards a creature, muddying its ability to make decisions. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it has disadvantage on Wisdom saving throws.

A remove curse spell ends this curse early.


Curse of Frailty

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Tendrils of black mist leap out towards a creature, making it sickly and frail. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it has disadvantage on Constitution saving throws.

A remove curse spell ends this curse early.

Curse of Weakness

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Tendrils of red mist leap out towards a creature, weakening its muscles. Choose a creature you can see within range to make a Strength saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it has disadvantage on Strength saving throws.

A remove curse spell ends this curse early.


3rd Level Curses

The following 3rd level curses are listed in alphabetical order.

Curse of Abatement

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You speak magical words of incitement at a creature. Choose a creature you can see within range to make a Charisma saving throw. On a failed save, the creature is cursed for the duration. While cursed, the cursed creature is provoked to irrational temper and cannot take reactions.

A remove curse spell ends this curse early.

Curse of Blades

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Unholy bands of black energy tie a creature to its weapon. Choose a creature you can see that is holding a weapon within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. A cursed target can't willingly drop or stow its weapon. Additionally, whenever it takes the Attack action on its turn, it makes one additional attack using its weapon targeting itself, against its own AC, dealing damage as normal on a hit.

A remove curse spell ends this curse early.

PLAYER CLASSES | WITCH CURSES

Curse of City-Sight

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You send blinding light directly into the eyes of a creature. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, it loses all special eyesight senses it has: darkvision, blindsight, tremorsense, and truesight.

At the end of each hour, the creature can attempt the saving throw again, ending the curse on a success. A creature cursed by this spell cannot be cursed by it again for 24 hours. A remove curse spell ends this curse early.

Curse of Despair

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You alter a creature's perception of you and your allies. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature sees you and your allies as monsters to be feared. It is frightened of you and your allies.

This curse ends early if the creature sees you or one of your allies take damage, or the remove curse spell is used
on it.

Curse of False Death

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You whisper lies into a creature's ear using the voice of a friend of the target. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature's face appears to be undead, as if it were a zombie. It gives off a rancid smell, its presence unnerving everyone around it.

A remove curse spell ends this curse early.


Curse of Ruin

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon small, flying needles to distract a creature. Choose a creature you can see within range to make a Strength saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature lowers its guard, becomeing easier to hit. Its AC is decreased by 2, to a minimum of 10.

A remove curse spell ends this curse early.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the AC reduction is increased by 1 for each slot level above 3rd.

Curse of Sneezing

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You alter a creature's perception of you and your allies. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature starts sneezing incessantly. The creature is considered incapacitated.

This curse ends early if the creature takes damage or the remove curse spell is used on it.


4th Level Curses

The following 4th level curses are listed in alphabetical order.

Curse of Aging

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled

You case the cells of a creature to age more rapidly than is normal. An unwilling creature must make a Wisdom saving throw to avoid the effect. While cursed, the target ages at twice their normal rate, becoming two days older for every day that passes.

If a willing creature has this cast spell on them more than once, each subsequent cast on the creature has a cumulative 25% chance to instantly age the creature to a withered corpse, killing it.

A remove curse spell ends this curse early.

PLAYER CLASSES | WITCH CURSES

Curse of Bloodletting

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a creature's blood to thin, making it bleed easier. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, whenever the creature takes damage, it takes an additional 1 damage of the same type.

A remove curse spell ends this curse early.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the additional damage is increased by 1 for each slot level above 4th.

Curse of Peacebond

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You magically cause the weapons of a target creature to grow heavier, becoming harder to swing. Choose a creature you can see within range to make a Strength saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature cannot make more than two weapon attacks per round, as its weapons grow heavy in its hands. Additionally, it must use an action to draw a weapon.

A remove curse spell ends this curse early.

Curse of Summer's Heat

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You surround a creature with an oppressive, magical heat. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature takes 1d6 fire damage at the start of each of its turns.

It can repeat the saving throw at the end of each of its turns, ending this curse on a success. A remove curse spell ends this curse early. When this curse ends on a creature, it gains one level of exhaustion.

Once you target a creature with this spell, it cannot be targeted by it again for 24 hours.


Curse of Telepathy

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You pierce a creature's mind, linking yours to theirs. Choose a creature you can see within range to make an Intelligence saving throw. On a failed save, the creature is cursed for the duration. While the creature is cursed, you and the cursed creature's mind are linked. You and the linked creature can communicate telepathically together. The two of you don't need to share a language, but you both must be able to understand at least one language.

A remove curse spell ends this curse early.

Curse of Thorns

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You surround a creature of your choosing with a barrier of invisible thorns which are tied to a creature you curse. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature feels intense mental pain if it tries to harm a creature of your choosing. Whenever the cursed creature makes an attack against the chosen creature, it takes psychic damage equal to your Intelligence modifier.

A remove curse spell ends this curse early.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage is increased by 1d10 for each slot level above 5th.

Curse of Youth

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled

This spell reverses time for a creature that you can see within range until it becomes a helpless baby. An unwilling creature must make a Wisdom saving throw to avoid the effect. Shapechangers and creatures that do not experience infancy automatically succeed on this saving throw.

While cursed, aging is reversed for the creature. For every day that passes, the creature's body instead becomes two days younger. If the target drops to 0 hit points, it reverts back to the age it was when it was cursed.

If a willing creature has this cast spell on them more than once, each subsequent cast on the creature has a cumulative 25% chance to instantly turn the creature into a baby of 1 month old.

This curse ends when the cursed creature becomes a baby of 1 month old. A remove curse spell ends this curse early.

PLAYER CLASSES | WITCH CURSES

5th Level Curses

The following 5th level curses are listed in alphabetical order.

Curse of Betrayal

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You whisper lies into a creature's ear using the voice of a friend of the target. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature sees its allies as hostiles. It is easily provoked, and will choose to attack its allies before its enemies.

A remove curse spell ends this curse early.

Curse of Distraction

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause hallucinations to appear in a creature's mind, distracting it. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While it is cursed, the creature finds it hard to cast spells. Whenever it attempts to cast a spell, it must pass a concentration check against your witch spell save DC. On a failed save, the spell fails and is not cast. The creature doesn't expend a spell slot, only the action used to cast it.

This curse does not interrupt a creature's innate abilities, only spells—whether it consumes a spell slot or not. Once you target a creature with this spell, it is immune to this spell for 24 hours. A remove curse spell ends this curse early.

Curse of Dominance

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You send a bolt of light green energy at a creature's face. Choose a creature you can see within range to make a Charisma saving throw. On a failed save, the creature is cursed for the duration. While cursed, you and the cursed creature become linked. As an action, you can trade faces with the bonded creature for 1 minute. During that time, your face replaces that of the target, and you can see through the target's eyes, hear what it hears, and speak to those nearby. You gain none of the target's special senses. You can also control where the target moves, but you cannot attack. While in this state, your body is incapacitated.

A remove curse spell ends this curse early.


Curse of Hunting

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You attach a beacon onto a creature, marking it for death. Choose a creature you can see within range to make a Charisma saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature's enemies find it easier for their attacks to find purchase. The first time a creature attempts to harm the cursed creature with an attack, that attack has advantage; alternatively, if a creature forces the cursed creature to make a saving throw, the cursed creature has disadvantage on the saving throw. This effect can happen only once per creature for the duration of the curse.

A remove curse spell ends this curse early.

Curse of Invisibility

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You send silvery wisps at a creature, covering its skin. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature becomes invisible. It stays invisible until it takes damage, makes an attack, casts a spell, or the curse is lifted.

This curse ends early if the creature makes an attack, casts a spell, or the remove curse spell is used on it.

Curse of Toad

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You attempt to force a creature to assume the form of a toad. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature is polymorphed into a toad. Refer to the polymorph spell for the specifics of this transformation.

A remove curse spell ends this curse early.

PLAYER CLASSES | WITCH CURSES

6th and Higher Level Curses

The following 6th+ level curses are listed in level then alphabetical order.

Curse of Anti-Healing

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You cause all wounds on a creature to be impossible to heal. Choose a creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature cannot regain hit points through any means.

A remove curse spell ends this curse early.

Curse of Elements

6th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S,
  • Duration: Concentration, up to 1 minute

A spark leaps from your finger to a creature you touch, spreading in bright cracks across its skin. The target must make a Constitution saving throw or be cursed for the duration. While cursed, the target has vulnerability to your choice of acid, cold, fire, lightning, or thunder damage. If creature has resistance to the chosen damage type, it instead only loses that resistance. If the target has immunity to the chosen damage type, it is treated as having only resistance to that damage.

6th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a transluscent red lasso connecting you and another creature. Choose a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, the creature's life is linked to yours. Whenever you take damage, the cursed creature takes that much damage of the same type as well; and vice-versa.

If one of you drops to zero hit points, this curse is immediately lifted. A remove curse spell also ends this curse early.


Curse of Nightmares

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled

You send hideous and unsettling visions to a specific creature's mind. Choose a creature you can see within range to make a Wisdom saving throw or be cursed for the duration. While cursed, the creature's sleep is harrassed, its dreams becoming nightmares. It cannot benefit from a long rest.

Each time the creature attempts to sleep after the first time since being cursed by this spell, it can reapeat the saving throw to end this curse. A remove curse spell also ends this curse early.

Curse of Binding

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled

You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. An unwilling creature must make a Charisma saving throw or be cursed and permanently bound to the chosen location.

While cursed, the target can act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet towards the point it was bound to.

In addition, if the creature attempts to teleport or use any other means of extraplanar travel, it must make another Charisma saving throw. On a failure, the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes.

A remove curse spell ends this curse early.

Curse of Hoarfrost

8th-level evocation


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

You focus your magic on a creature, who slowly becomes covered in ice. The target must make a Constitution saving throw or be cursed for the duration. While cursed, the target turns pale and blue, becomes stunned, and takes 1 damage per minute.

If the creature is reduced to 0 hit points, it becomes unconscious and cannot be healed. If it remains this way for a month, it dies. A remove curse or dispel magic spell ends this curse. Once a creature fails the saving throw against this spell and doesn't die from it, they are immune to it for as long as they live, no matter who casts it on them. You can only have one creature cursed by this spell at a time.

PLAYER CLASSES | WITCH CURSES

Curse of Identity

9th-level enchantment


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

You extend a finger to a creature's temple, who then forgets its own name. Choose one creature you can touch to make a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour and is cursed to forget its identity.

When the target awakes, it loses all its personal memories, though the target retains all of its general knowledge, proficiencies, and other statistics. The target will not realize it has any class features or special abilities, and so does not willingly make use of them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity.

A remove curse spell ends this curse early. When this curse ends, the target regains all its past memories.


Curse of Pacifism

9th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until dispelled

You send silvery chains to wrap around a creature's limbs, preventing it from harming those weaker than it. Choose one creature you can touch to make a Wisdom saving throw or be cursed for the duration. While cursed, the creature cannot take violent actions or do anything destructive against a creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only.

A remove curse or wish spell ends this curse early.

PLAYER CLASSES | NEW WITCH SPELLS


Multiclassing

If you want to multiclass into witch, you must meet certain ability score requirements first. After you do and take a level in witch, you may gain bonus proficiencies.


Ability Score Minimum for Witch:

Intelligence 13


Bonus Proficiencies Gained:

Alchemist's kit, one skill from the class's skill list


Witch Coven Sourcebooks

This Witch class is NOT official D&D material. While the vast majority of this class was brewed up in LtKodiak's brain, he did get a lot of inspiration from other witch classes, as it's a daunting task to create a class from scratch. The following is a list of the original witch documents where some inspiration was drawn, but not exclusively.


Witch Coven Sourcebook
Coven of the Lost LtKodiak & Knowledge Cleric
Coven of the Tonic LtKodiak
Coven of the Fated LtKodiak
Coven of the White LtKodiak
Coven of the Red LtKodiak & Mage Hand Press
Coven of the Black LtKodiak, Undeath Cleric,
& Necromancy Wizard

Most of the words in this document are copyright of Wizards of the Coast, either directly or indirectly. Words were written using the phrasing present in Wizards' official documents.

The images on the otherhand are almost entirely borrowed (read: stolen) from various places on the internet: artstation, deviantart, reddit, pinterest, etc. (artists and sources mentioned in the section below). Some have been modified to better fit the formatting of this document: including color changes, mirroring, and/or alterations. As such, anyone who has access to this document CANNOT SELL IT. That'd be illegal. It's just for fun, giving D&D players an easier to read document for their favorite races and classes.

Credit for the formatting of this document goes to The Homebrewery, for making an awesome, easy-to-use website utilizing the powers of HTML and CSS.

PLAYER CLASSES | WITCH CREDITS

This Doc's Credit & Inspiration

This Witch class was originally born out of LtKodiak's desire to create a witch class that is unique from the warlock and wizard, while encompassing as many witch tropes as possible. You can justify a wizard to actually be a witch by saying they study outside of a school and tap into non-approved magical sources. Or you can say some warlocks are actually witches because they don't really rely upon their patron. Or maybe even that the crazy druid out in the woods is a witch. But this class attempts to make witches a unique spellcaster, independent of the rest, but still able to coexist with them.

Witches in this document start off with slightly magical professions, which might make them less desirable in society: potion making, fortune telling, or hexing. The vast majority of witches are approached by and join a coven—a group of witches who share a common goal, as well as power. It's these covens which give witches their calling, and more importantly the means to carry it out. They're taught how to work collaboratively with other spellcasters, empowering each other's spells.

Witches follow the full spellcaster spell slot progression, the sorcerer cantrip and spell learning progression, and the wizard subclass progression with a touch of cleric. These choices were made to give the witch a full spellcasting capability, but still limit themselves to the spells they learn as they grow. The limited number of spells a witch learns on their own is compensated for with the bonus spells they're taught by their coven and their d8 hit dice.




This document was compiled, formatted, adjusted, copy edited, and balanced by LtKodiak.
/u/LtKodiak | homebrewery.naturalcrit.com/user/ltkodiak
Google Drive folder with downloadable PDFs |
bigbeard.design/ltkodiak


Image Credits

Wakedancer by Austin Hsu, © WotC
Swamp (Magic 2012) by Jung, © WotC
Chroniques oubliées Fantasy by Aurore Folny
Swamp (Throne of Eldraine) by Svetlin Velinov, © WotC
Occult Things from the PHB, © WotC
Barrow Witches by Alex Brock, © WotC
Geist-Honored Monk by Clint Cearley, © WotC
Read the Bones by Lars West-Grant, © WotC
Mistmeadow Witch by Greg Staples, © WotC
Revitalize by Matt Stewart, © WotC
Voodoo Witch Doctor by Rodrigo Ramos
Curse of Death's Hold by Clint Cearley, © WotC
Oreskos Sun Guide by Mathias Kollros, © WotC
Sanctifier of Souls by Jesper Ejsing, © WotC
Bloodbond Vampire by Anna Steinbauer, © WotC
Priest of Forgotten Gods by Zack Stella, © WotC
WITCH by KILART (choe, heonhwa)
Taigam, Sidisi's Hand by Simon Dominic, © WotC
Sprite from the Basic Rules, © WotC
Imp from the Basic Rules, © WotC
Quasit from the Basic Rules, © WotC
Arcane Denial (Masters 25) by Xi Zhang, © WotC
The Magic Circle by John William Waterhouse
Onyx Mage by Izzy, © WotC

PLAYER CLASSES | WITCH CREDITS

Version Changelog

Version 1.0 of The Witch was posted to /r/UnearthedArcana on October 10, 2019. Big thanks to AustinAuzzie for his help getting this first version edited.

Updates to v1.1 (October 28, 2019)

Big thanks to /u/DeeSharkman for the feedback which made Version 1.1 of The Witch possible.

  • Saving throws changed from Intelligence and Charisma to Constitution and Intelligence.
  • Animal Handling and Sleight of Hand skills removed from the skill list.
  • Some shuffling and condensing of pages (resulting in removal of some photos).
  • Many photos replaced with MTG art.
  • Coven Spells removed from The Witch table (still in the covens, but mentioning it in the table was unnecessary).
  • Coven Lost's Watchful Eye feature edited to be more restrictive. The answer is now up to 5 words, and might not even be in a language the user can understand.
  • Coven Pactborn changed to Coven Pactsworn.
  • Coven Red's Tools of Sacrifice dagger has been modified: its bonus to spell attack and DC were removed in favor of it dealing magic damage. Thick Blood has been removed
    (it used to give the hill dwarf toughness trait as well as allowing for Constitution to be used as a spellcasting ability). Blood Sacrifice's creature sacrifice requirements have been slightly edited to now require 3 tiny creatures or 1 small creature (it might be completely irrelevant, but it should require more rats than hawks); it also has had a boon removed (bonus to ceremony knife) and another nerfed (bonus max HP changed to temporary hit points).
  • Coven White's Shielded From Pain feature has been modified to grant the witch temporary hit points whenever the feature gives another creature temporary hit points, akin to a life cleric's Blessed Healer feature.

Updates to v1.2 (November 11, 2019)

Big thanks to you fine folks for the feedback which made Version 1.2 of The Witch possible.

  • More shuffling and condensing of pages.
  • Witch's Familiar siginificantly edited. Previously the entire description of the find familiar spell was included and broken down; now it's simplified it to be almost identical to the warlock's Pact of the Chain feature. Minor adjustments: undead is now a creature type option; Witch's Mark is simplified and is now purely cosmetic.
  • Coven White's Healer's Assistant feature has been buffed, due to the familiar's nerfing. Now all instances of temporary hit points are also given to the familiar, and they stack until after a long rest.
  • Coven Red's Tools of Sacrifice has been modified to include the option of making an attuned dagger the ceremony knife.
  • Coven Red's Sanguine Spellcasting has had the damage changed to 5 per spell slot level, and it is now capped at a number of charges = Int modifier per long rest.
  • Coven Pactsworn has had many minor adjustments to match the simplifying of the witch's familiar.
  • Coven Pactsworn's True Forms have been modified to have only one form for each creature type and have been simplified; undead is now a main type (it was overlooked before); the number of charges of True Form is now equal to half of the witch's proficiency bonus.

Updates to v1.3 (December 14, 2019)

Big thanks to you fine folks (specifically /u/ThatMakerGuy, /u/DeeSharkman, and /u/Sentobu) for the feedback which made Version 1.3 of The Witch possible.

  • Hit Dice changed from d8 to d6. The abjuration spells absorb elements, shield, and protection from energy have been added to the spell list to compensate.
  • Cast as One feature moved from 5th to 9th level.
  • Wording of curses clarified. Curses are not called "spells" anymore, but are considered witch spells with regards to the Spellcasting feature.
  • Removed eldritch blast from the spell list; curse of hoarfrost changed from 6th to 8th level.
  • All potions significantly adjusted: brewing witchcraft potions are now in line with common potions or 1st level spells; coven tonic potions are now in line with uncommon potions or 2nd level spells; venomous potions removed entirely.
  • Coven Tonic adjusted to match the new potions, number of active potions based on a multiplier of Intelligence modifier, features shuffled around (generally nerfed).
  • Coven White's second part of Shielded From Pain moved to 6th level, as well as other minor adjustments.
  • Coven Pactsworn's true forms have been nerfed yet again: movement speeds removed, ability scores removed, languages removed, some skills removed.
  • Coven Pactsworn's Sentient Familiar slightly modified: familiars now lose all resistances and immunities, too. (To make the extra form options like imp and quasit not too OP when beefed up as companions.)

Updates to v1.4 (March 24, 2020)

Big thanks to you fine folks (specifically /u/Malinhion, /u/Sentobu) for the feedback which made Version 1.4 of The Witch possible.

  • Hit dice back up to d8.
  • Significant overhaul of core features: witchcrafts removed and put into their respective covens; Covens moved to 1st level; Witch's Familiar moved to 2nd level and now the main class feature; Cast as One moved to 3rd and is and now the secondary class feature.
  • Witch's Familiar has had an overhaul: significantly more durable, as it's the core feature.
  • Covens now have a 2nd level Channel Divinity-like feature to use their familiars with.
  • Coven Pactsworn removed from v1.

PLAYER CLASSES | WITCH CHANGELOG