Revised Witch

A tattooed elf, veiled and cloaked, draws his obsidian dagger across the sand, calling forth from the lines a ghostly apparition to help him and his allies find their way. A trio of halfling hermits gather among candles and incense, chanting words of power to bait spirits from the shadows. The bejeweled human, dressed in exotic garb and golden chains bellows a spell which echoes with the voices of an army of lost souls, a fiendish glint in his eyes as blood drips from his palm. A dark clad figure strolls down a shadowed alley, knowing the thieves are close behind. Unbeknownst to them, the darkness hides the beasts of stone and twig, waiting for the ambush. Unlike shamans who pray to the spirits of nature, witches trap the tormented souls of intelligent beings lost betwixt the realm of the living and the beyond. As a witch, you learn to summon these souls and bind them to your will, gaining protection from them as well as the power to debilitate your enemies. As you attain higher levels, the coven you choose to live by grants you further abilities which extend the usefulness and power of these bonds in different ways. Witches are diverse casters with the unique style of group casting. Focusing on helping their fellow coven members, and putting problems to bed quickly, witches have developed a means to help focus the spells of a single caster. When they are the focus, witches circumvent traditional spell casting, finding ways to strip enemies of their strengths and tear them apart.

The Power of Spirit

Witches may or may not have a level of respect for the spirits they bind, though one could say they should. Some witches tap into the residual energies of long-departed souls, while others use extant spiritual beings as conduits for their spellcasting. Either way and whether or not they wish, witches bind part of their own soul to those that surround them. Witch spells mostly deal with manipulation of spiritual energies (both living and dead) and protections against the beings with supply those energies. As part of their connection to the spiritual world, they are also privy to information and secrets normally not meant for mortal minds. As such, witches are powerful enchanters, abjurers, and diviners.

Bonds of the Soul

Witches acknowledge that there is a spiritual connection between all things – forces that inexplicably and randomly bind beings and happenings together in a kind of mass, shared fate. They see other witches as brothers and sisters, and other classes as close cousins. As a consequence, witches are often fond of forming alliances. One kind of alliance is the coven that a witch belongs to. The coven that a witch joins is the manifestation of a philosophy regarding the nature of spirits. Some, like the coven of power, believe in a supreme energy that extends beyond the physical world, weaving together magic and the collective conscience of all living things. Others, from the coven of blood for example, believe in a more intimate connection between the physical world and the other side. In this philosophy, each soul is tied to something close to it in the physical world – a body, an object, or location that was important to it when it was alive.


Creating A Witch

When deciding on the witch class, think about what led your character to tap into the spirit world. Maybe witchcraft is a tradition in the area, or your character comes from an area rife with a ghostly past. Superstition is also a good trigger for a fascination with spirits. What is your relationship with spirits? Is there a measure of mutual respect? Perhaps your character feels more like a servant to the spirit than the other way around, or maybe they possess the entitlement to dominate and extort spiritual beings. How did your character come to be an adventurer? It could be that he or she was a pariah in their community due to contact with the other side, cast out and forced to fend for him or herself. Perhaps your character is even haunted by a particular spirit, and seeks away to control or be rid of it.

Quick Build

You can make a witch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, select the Hermit background. Third, select the chill touch, guidance, and light cantrips. Class Features

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 Constituion modifier per witch level after 1st

Proficiencies

Armor: Light armor, Shields
Weapons: Simple weapons, Scimitar, Shortswords, Whips
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Skills: Choose two from Animal Handling, Arcana, Deception, Intimidation, Insight, Medicine, Nature, Persuasion, Religion, and Survival

Equipment

You start with the following equipment, in addition to the

equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an athame used as an arcane focus (a) a priest's pack or (b) a scholar's pack

Or You start with 2d4 x 10 gp

Spellcasting

Your contact with the spirit world and intuitive knowledge of the magic which allows it to persist grants you the use of Spells.

Cantrips You know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots The Witch table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these witch spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Preparing and Casting Spells The Witch table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Witch Spells that are available for you to cast, choosing from the Witch spell list. When you do so, choose a number of Witch Spells equal to your Charisma modifier + your Witch level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Witch Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability Charisma is your spell casting modifier spellcasting for your Witch Spells. Your magic comes from tapping into the ethereal plane and drawing power from spirits to perform ancient and forgotten magics. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spellsave DC = 8 + your proficiency bonus + your Charisma

Spell attack modifier = your proficiency bonus + your Charisma

Ritual Casting You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use an athame as a spellcasting focus for your witch spells. Alternatively, you may use an arcane focus as a focus for casting your witch spells.

Bonded Casting Witches are adept at casting spells in groups, and as such, can use the Help action to aid another spell caster. You may choose one of the following affects:

  • the caster makes a spell attack roll, they may do so at advantage.
  • If the caster's spell requires a DC saving throw, the targeted enemy receives a penalty equal to half your proficiency modifier (rounded down, minimum of 1) to their save.
  • If the caster's spell causes damage in some way, then they may maximize a number of dice equal to half your proficiency modifier (rounded down, minimum of 1).
  • If there is a maximum range to cast a spell, it may be increased by an additional 20 feet.
  • If the caster is concentrating you may give them advantage to maintain the concentration if they take damage before the beginning of your next turn.
  • If the caster is willing and concentrating on a spell, you and the caster make a DC 15 concentration saving throw. If you both succeed, you begin concentrating on the spell instead of the caster. If one, or both fail the saving throw, the concentration on the spell drops.

The Witch
Level Proficiency Bonus Features Bonds Forcful Presence Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Ancient Coven, Coven Feature 0 0 3 2
2nd +2 Quickening, Binding Rites 1 1 3 3
3rd +2 1 1 3 4 2
4th +2 Ability Score Improvement 1 2 4 4 3
5th +3 Enchanted 2 2 4 4 3 2
6th +3 Coven Feature 2 3 4 4 3 3
7th +3 Apotheccary 2 3 4 4 3 3 1
8th +3 Ability Score Improvement 2 4 4 4 3 3 2
9th +4 3 4 4 4 3 3 3 1
10th +4 Coven Feature 3 5 5 4 3 3 3 2
11th +4 Entchanted 3 5 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 6 5 4 3 3 3 2 1
13th +5 4 6 5 4 3 3 3 2 1 1
14th +5 Coven Feature 4 7 5 4 3 3 3 2 1 1
15th +5 5 8 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 9 5 4 3 3 3 2 1 1 1
17th +6 5 10 5 4 3 3 3 2 1 1 1 1
18th +6 Familiar Spirit 6 11 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 12 5 4 3 3 3 3 2 1 1 1
20th +6 Master's Presence 6 13 5 4 3 3 3 3 2 2 1 1

Ancient Coven

At 1st level you commit yourself to a spiritual philosophy known as a witch's coven: Nature, Science, and Feral detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Additionally you gain the ability to cast find familiar once per long rest without providing material components. Witching Coven Coven Familiar Spells Each coven has a list of spells-its coven spells-that you gain at the witch levels noted in the coven description. Once you gain a coven spell, you always have it prepared, and it doesn't count against the number of Spells you can know. If you have a coven spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you. You only have access to these spells so long as you have a familiar.


Quickening

At 2nd level, you gain the ability to enter a trance known as the witch’s quickening, letting you see beyond the borders of the material world. Entering the trance is an action and allows you to see into the Ethereal Plane up to 60 feet. You also gain insight into the emotional energy surrounding you, letting you know if and what spirits are bound within 60 feet, as well as granting you advantage to Wisdom (Insight) checks. Finally, any spells you cast which deal necrotic damage may deal psychic damage instead if you choose while in your quickening. The quickening requires concentration for the duration and may be maintained for up to a minute. You can use this ability 3 times. You regain any uses when you finish a long rest.

Binding Rites

At 2nd level you can bind spirits to your service. Binding a spirit is much like casting a ritual spell and takes 10 minutes of uninterrupted meditation. During this time, the witch speaks the invocations required to summon the spirit forth and enacts the rite of binding depending on which philosophy the witch belongs to.You have one spirit bond. You gain additional bonds as you reach higher levels, as shown in the Bonds column of the Witch table. When you choose a spirit to bind from the list at the end of this class description, you fill one of your available spell slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is said to be of a level equal to the spell slot filled to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at one time. Depending on the type of spirit, you gain a certain effect when you release the spirit, as detailed in the Binding Rites section. Releasing a spirit is a bonus action, although some spirits allow release as a reaction. A Witch may release a spirit with a 1 minute ritual. The spell slot the spirit occupied is considered expended when a spirit is released this way.

Forceful Presence

When you release a spirit you retain control over the spirit after it produces its release effect, so it remains bound and ready to be released again. You may do this a number of times as described in the class table. You regain all uses of the Forceful Presence feature after you finish a long rest.

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.

Enchanted

Upon reaching 5th level you learn a secret ritual required to make the tools of a true witch. You may perform an hour long ritual to create one of the following magical items; Alchemical Jug, Broom of flying, Cloak of Protection, Hat of Disguise, or +1 Athame. If you perform this ritual again while you already possess one of these magic items using this feature, the first magic item returns to its initial mundane state, and the magic item you’re attempting to enchant becomes enchanted. When Reaching 11th level you may create and maintain a second magical item using this feature.

Apothecary

Upon reaching 7th level, you gain proficiency in alchemy tools. Additionally you can draw objects of creatures together and draw information about the creature. Should you have one object that belonged to the person such as hair, blood, a beloved sword, an important object, a religious symbol that belonged to the person, etc, spend time and resources brewing a potion in a cauldron. If you have 1 belonging you can cast the Sending spell on a target whose belonging you possess doing a 1 hour ritual and 25 gold worth of incense and herbs which are consumed. If you have 1 belonging you can cast the Scrying spell on a target whose belonging you possess doing a 1 hour ritual and 50 gold worth of incense and herbs which are consumed. If you have 1 belonging you can cast the Discern Location spell on a target whose belonging you possess doing a 1 hour ritual and 100 gold worth of incense and herbs which are consumed. Alternatively, you can reduce the gold cost by 25 gold by doing the ritual with additional belongings. The gold cost of the ritual is reduced by 25 gold for each additional belonging you own of the target you are using this feature on. You can only use this feature once per short or long rest.

Familiar Spirit

At 18th level your bond with your familiar grows and your familiar gains the ability to tap into your spirit’s energy. A familiar you control under the find familiar spell is always under the effects of the spell Sanctuary. The DC of the Sanctuary spell is your spellcasting modifier, If a creature succeeds it’s roll for attacking your familiar, they are immune to the effect of Familiar Spirit for 1 hour. Additionally your familiar now has three times as much hit points.

Master’s Presence

At 20th level you gain the ability to draw power from all your spirits to empower yourself. When you finish a short rest you regain 3 uses of Forceful Presence.

Ancient Covens

The coven that a witch swears by at 1st level has to do with the witch's personal philosophy on spirits. When entering a coven, the witch joins other like minded witches and is granted abilities which align with these core philosophies. Though witches of different covens may hold similar opinions of spirits, it is important to think on how each coven's teachings shape your character's attitudes towards the binding and utilization of spirits.

Coven of Nature

Witches of the Coven of Nature believe in a mutual respect amongst spirits and man. Balance is very important to those in the Coven of Nature. Spirits are all around us and connect us to the ethereal plane. Spirits when used with respect can be manifested to create echos of animals that once lived on the material plane.

Coven of Nature Spells
Level Spell
2nd Entangle, Speak with Animals
3rd Find Steed, Healing Spirit
5th Conjure Animal, Speak with Plants
7th Charm Monster, Dominate Beast
9th Awaken, Hold Monster
One With Nature Spell Slot Table
Spell Level CR Avalible
1st 1/8
2nd 1/4
3rd 1/2
4th 1/2 + 1/4
5th 1
6th 1 + 1/2
7th 2
8th 2 + 1/2
9th 3 + 1/2

Spirit of Pity

When you choose this Coven at 1st level you gain access to the Spirit of Pity.

One With Nature

Starting 1st level animals respect you as they respect nature. You may perform a 1 hour ritual in which you take the spirit of an animal and return it into a semi living form. You expend a 1st level spell slot and can summon a CR 1/8th beast no larger than large in size. You may expend a 2nd level spell slot or higher to summon beats of a higher CR as seen on the table above doing the same one hour ritual. You may summon multiple beasts using one spell slot or combining multiple spell slots to reach higher CR. The CR of a beast may not be higher than your Proficiency Bonus. When you take a long rest all summoned beasts are dispelled, unless you use the proper spell slots to maintain them.

Nature's Fury

Starting 6th level you and your summons reach a mental synchronization. When you or a creature you summon kills a creature all of your summons deal extra damage equal to 2d6 until the end of your next turn.

Frenzy

When you reach 6th level your summoned beasts learn to respect or fear you, gain bonus health equal to your level. You also add your proficiency bonus to summoned beasts attacks.

Nature’s Will

Starting 14th level your beasts are an extension of yourself. When a creature dies each beast under your control within 30 feet of the creature gains the 1d6 temporary hit points per level you have in spirit of pity.

Coven of Science

Witches of the Coven of Science believe spirits are untapped resources that should be used for the betterment of man. Those in the Coven of Science are willing to do whatever it takes in the pursuit of knowledge even desecrate spirits.

Coven of Science Spells
Level Spell
2nd Cure Wounds, Healing Word
3rd Calm Emotions, Lesser Restoration
5th Remove Curse, Revivify
7th Aura of Purity, Death Ward
9th Dispel Evil and Good, Greater Restoration

Spirit of Bliss

When you choose this Coven at 1st level you gain access to the Spirit of Bliss

Handy Potion Sack

Starting 1st level, you learn to keep a good supply of health potions on you at all times. You have a pool of d6s that fuel your healing. The number of dice in the pool equals 1+ your witch level. As a bonus action you can heal one creature within 5 feet of you spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (Minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.

Alchemist

Once you reach 6th level when taking a long rest you fiddle around with different brews leaving excess potions in the morning. When you take a long rest you may craft a potion of common or uncommon rarity the normal half the cost for a potion still applies when crafting potions with this feature.

Splash Potion Upgrade

Starting 10th level you may target creatures within 30 feet of you when choosing a target to heal with your Handy Potions.

Advanced Alchemy

When you reach 14th level your long hours behind a cauldron pay off. You may craft potions at half the time it takes a normal person to craft a potion.


Coven of Feral

Witches of the Coven of Feral use spirits but don’t concern the morality of if it’s right or wrong, they don’t care how the magic works, they just care about the power. Witches in Coven of Ferals will do whatever it takes to gain power, it's part of their identity.

Coven of Feral Spells
Level Spell
2nd False Life, Shield
3rd Cloud of Daggers, Shadow Blade
5th Elemental Weapon, Protection from Energy
7th Fire Shield, Stone Skin
9th Far Step, Steel Wind Strike

Spirit of Fury

When you choose this Coven at 1st level you gain access to the Spirit of Fury

Natural Armor

Starting 1st level your skin is tougher than others. While not wearing armor your AC equals 11+ your Dexterity modifier.You can use a Shield and still gain this benefit.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Nature’s Beauty

Starting 10th level your magic can be used to protect you from major damage. If you are hit you may expend a spell slot to reduce the damage of the attack. You may expend a 1st level spell slot to reduce the damage by 1d6 as a reaction. If you use a 2nd level or higher spell increase the healing by another 1d6 for each level above 1st.

Favored by Nature

Whenever you use the Nature's Beauty feature you may add half of your Charisma modifier rounded down (a minimum of 1) each time you roll a d6.

Binding Rites

Following is a list of different spirits a witch may bind.

Pity

Prerequisite: Coven of Nature

Spirits of Pity care about all, from the smallest birds to the largest dinosaurs. When a beast dies within 120 feet of the caster, as a reaction grant them 1d6 Hit Points per spirit level.

Bliss

Prerequisite: Coven of Science

Spirits of Bliss help others weed out there true strength. As a bonus action a witch may release a spirit of Bliss to grant a creature within 60 feet 1d6 per spirit level to the total amount of healing they are granted. This feature lasts until a creature takes a long rest or the creature uses the feature.

Fury

Prerequisite: Coven of Feral

Spirits of Fury help others harness their emotions to hit harder. As a bonus action a witch may release a spirit of fury to grant a creature within 60 feet 1d6 per spirit level to their next successful attack. This feature lasts until a creature takes a long rest or the creature uses this feature.

Courage

Courage inspires others to be their best. You may use your action to add 1 per spirit level to a creature's next Intelligence or Wisdom saving throw. This spirit lasts until the creature takes a long rest.

Envy

Spirits of Envy want but can not have, so it helps it’s summoner be their best self. You may use your action to add 1 per spirit level to a creature's next Dexterity or Charisma saving throw. This spirit lasts until the creature takes a long rest.

Grace

Spirits of Grace are more than willing to help anyone and everyone. Increase the range in which you can use the bonded casting feature by 10 feet per spirit level.

Generosity

Spirits of Generosity are generally kind spirits willing to make sacrifices for the greater good. As a bonus action a witch may release a spirit of generosity to grant a creature within 60 feet 1d6 per spirit level in temporary hit points. These temporary hit points last until the creature takes a long rest

Guilt

Spirits of guilt enjoys making others feel its pain. As a reaction when a witch is hit by an attack you release the spirit of Guilt and a creature that hit you takes 1d6 per spirit level in psychic damage.

Hesitation

Spirits of hesitation are indecisive but willing to help. As a reaction when a creature rolls an attack within 60 feet of you you subtract 1 per spirit level from the roll. You may do this after you know if the attack hits or not.

Tenacious

Spirits of Tenacity are strong and prideful. You may use your action to add 1 per spirit level to a creature's next Strength or Constitution saving throw. This spirit lasts until the creature takes a long rest.

New Spells

Glamour

Transmutation Cantrip


  • Casting Time: 1 minute
  • Range: Self
  • Components: S, M (a small doll worth at least 1cp)
  • Duration: 1 Hour
  • Class: Witch
You mold your face and body to change the way you look. You may choose one of the following effects each time you cast the spell; You may weigh up to 30 pounds lighter or heavier with the minimum total weight of 25 pounds. You may change your height by 2 feet taller or shorter to a minimum or 2 feet tall. You may grow your fingernails by 3 inches. You may change your face shape. You may change your eye color, You may change your hair color. You may change your hair length or thickness. You may change your skin color. Ear length and pointiness. Nose length and shape. Lip shape. Tooth shape and straightness.-

You may maintain as many of the listed above effects above. If you try to attack with your nails or teeth it counts as an unarmed strike and deals 1d4+ Your Strength modifier in slashing damage, or 1d4 piercing damage. This attack has finesse.

Jinx

3rd-level Enchantment


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

You weave magic into your words and place a curse on a creature of your choice. A creature cursed by this spell makes a wisdom saving throw, on a failed save they are subjected to one of the following effects. Stumble- On the creatures turn the target willingly moves 5 feet, it must succeed on a Dexterity (Acrobatics) saving throw or fall prone. Garble- At the start of the creature's turn it makes an intelligence saving throw. If the target fails the target is unable to speak or use verbal components for spells until the end of the turn. Hesitate- The first time the target hits with a melee attack roll, the damage dealt by that attack is halved. Withered- A creature has disadvantage on it’s next strength or constitution saving throw. After your curse takes effect the creature makes a Constitution saving throw at the end of their turn or they remain cursed. If the target fails, you can place a curse of your choice on them. If the target dies, you may use your action to select a different target. You may end a curse early by either dropping concentration, or using an action. At Higher Levels: If you cast this spell using a spell slot of 4th Level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th Level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th Level or higher grants a Duration that doesn't require Concentration.

Witch Cottage

5th-level Conjuration


  • Casting Time: 1 Minute
  • Range: 30 feet
  • Components: V, S, M (A Gold Chalice worth at least 20 gp and a Gold Key worth at least 20 gold)
  • Duration: 13 Hours
  • Class: Witch

A mist starts to pour out of your golden chalice filling a 10 foot area. The mist is thick but does not obscure vision.After a minute masses a circular door appears on a solid surface of the caster’s choice. This door can only be opened and closed by the person who cast the spell or by a creature who succeeds a DC 20 strength check. Beyond this door is a small furnished hut like interior. There are two floors to this hut, the first floor is a kitchen complete with a flame oven or fire place, a table and chairs, and a cauldron. The upstairs room is a bedroom with either a large bed or mats for meditation. There may be extra furniture, but nothing that does not exist in the world crafted by your dungeon master. You may remove or add furniture and items through the door.

Discern Location

6th-level Divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V S M (A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
  • Duration: Instantaneous
  • Class: Bard, Cleric, Druid, Warlock, Witch, Wizard

Magic helps you pin down your target. A creature of your choice must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) −5
Connection Save Modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, or the like −10

` On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, you learn the name of a town the creature of your choice is in or near. If the creature isn’t in a town your learn the closest town the creature is near, in what direction in relation to the town the creature is, and how many miles away from the town the creature is. This does not account for a creature being in the air or under ground. If the creature you cast this spell on is in another plane, you simply learn what plane the creature is currently on.

Witch Spell List

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Frostbite
  • Glamour
  • Guidance
  • Gust
  • Infestation
  • Light
  • Mending
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Sacred Flame
  • Shape Water
  • Spare the Dying
  • Thumaturgy
  • Thunderclap
  • Toll the Dead
  • Word of Radiance
1st Level
  • Absorb Elements
  • Animal Friendship
  • Bane
  • Beast Bond
  • Bless
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Tremor
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Jinx
  • Purify Food and Drink
  • Sanctuary
  • Speak with Animals
  • Witch Bolt
    2nd Level
  • Aid
  • Animal Messenger
  • Bark Skin
  • Beast Sense
  • Calm Emotions
  • Continual Flame
  • Earthbind
  • Enhance Ability
  • Enlarge/ Reduce
  • Flame Sphere
  • Gentle Repose
  • Gust of Wind
  • Healing Spirit
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Pass without Trace
  • Prayer of Healing
  • Protection from Poison
  • See Invisability
  • Spike Growth
  • Warding Wind
3rd Level
  • Bistow Curse
  • Call Lightning
  • Create Food and Water
  • Counter Spell
  • Dispel Magic
  • Erupting Earth
  • Glyph of Warding
  • Mass Healing Word
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
  • Speak with Dead
  • Spirit Gaurdians
  • Tongues
  • Wall of Wind
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Death Ward
  • Elemental Bane
  • Freedom of Movement
  • Guardian of Faith
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Object
  • Awaken
  • Commune
  • Contagion
  • Control Wind
  • Dream
  • Geas
  • Greater Restoration
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Raise Dead
  • Reincarnate
  • Scrying
  • Telekinesis
  • Tree Stride
  • Wall of Stone
  • Witch Cottage
  • Wrath of Nature

6th Level
  • Bones of the Earth
  • Discern Location
  • Find Path
  • Forbiddance
  • Flesh of Stone
  • Harm
  • Heal
  • Heroes' Feast
  • Investiture of Flames
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Sunbeam
  • Transport Via Plants
  • True Seeing
  • Wall of Thorns
  • Wind Walk
7th Level
  • Etherealness
  • Firestorm
  • Regenerate
  • Resurrection
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Sunburst
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Mass Heal
  • Mass Polymorph
  • Shapechange
  • Strom of Vengeance
  • True Polymorph
  • Weird
  • Wish

Credits

Brought to You by
  • u/IllegalCatToss
Thank you R/UnearthArcana

and a special thanks to the following people;

  • u/Zarieth- The original creator of the Homebrew
  • u/EinarTheBlack For Valuable Feedback
  • BunnyButtRocket For Support and Consultation
  • u/VilleKivinen For all the Assistance you Provided
Thank You Artists
  • flamableconcrete @ Deviantart
  • Jiwenia @ Tumblr
  • Roxbury Digital Media
  • Oskar Matula @ Artstation
  • Peter Mohrbacher
  • Admira Wijaya