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Puntos de Golpe

Dados de Golpe 1d8 por nivel

Competencias

WIS , CHA

Witch

Nivel Bonificador de Competencia Características Cantrips Prepared Spells
1 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 3 4
2 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 3 5
3 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 3 6
4 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 4 7
5 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 9
6 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 10
7 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 11
8 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 12
9 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 4 14
10 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 5 15
11 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 5 16
12 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 5 16
13 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 5 17
14 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 5 17
15 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 5 18
16 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 5 18
17 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 5 19
18 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 5 20
19 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 5 21
20 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 5 22

Spell Slots per Spell Level

Nivel Bonificador de Competencia Características 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Witchcraft Tokens Witch's Familiar 4 3 3 3 3 2 2 1 1

Hechizos de Clase

Acid Splash|XPHB Cackle|WorldsBeyondNumberWitch Chill Touch|XPHB Guidance|XPHB Light|XPHB Mending|XPHB Minor Illusion|XPHB Produce Flame|XPHB Resistance|XPHB Shillelagh|XPHB True Strike|XPHB Animal Friendship|XPHB Alarm|XPHB Bane|XPHB Bless|XPHB Command|XPHB Cure Wounds|XPHB Detect Evil and Good|XPHB Detect Magic|XPHB Detect Poison and Disease|XPHB Disguise Self|XPHB Fog Cloud|XPHB Heroism|XPHB Tasha's Hideous Laughter|XPHB Inflict Wounds|XPHB Protection from Evil and Good|XPHB Shield|XPHB Silent Image|XPHB Sleep|XPHB Speak with Animals|XPHB Witch's Grasp|WorldsBeyondNumberWitch Aid|XPHB Animal Messenger|XPHB Arcane Lock|XPHB Augury|XPHB Blindness/Deafness|XPHB Breath of Belladonna|WorldsBeyondNumberWitch Cleansing Crystal|WorldsBeyondNumberWitch Continual Flame|XPHB Darkness|XPHB Darkvision|XPHB Detect Thoughts|XPHB Enhance Ability|XPHB Enlarge/Reduce|XPHB Gust of Wind|XPHB Heat Metal|XPHB Hold Person|XPHB Invisibility|XPHB Lesser Restoration|XPHB Levitate|XPHB Magic Mouth|XPHB Misty Step|XPHB Protection from Poison|XPHB Ray of Enfeeblement|XPHB See Invisibility|XPHB Scorching Ray|XPHB Shatter|XPHB Silence|XPHB Spider Climb|XPHB Tongue-Tie|WorldsBeyondNumberWitch Web|XPHB Bestow Curse|XPHB Call Lightning|XPHB Call to the Hunter|WorldsBeyondNumberWitch Clairvoyance|XPHB Counterspell|XPHB Create Poppet|WorldsBeyondNumberWitch Dispel Magic|XPHB Fear|XPHB Fly|XPHB Gaseous Form|XPHB Glyph of Warding|XPHB Hypnotic Pattern|XPHB Magic Circle|XPHB Major Image|XPHB Nondetection|XPHB Phantom Steed|XPHB Protection from Energy|XPHB Remove Curse|XPHB Sending|XPHB Slow|XPHB Speak with Dead|XPHB Swineskin|WorldsBeyondNumberWitch Leomund's Tiny Hut|XPHB Tongues|XPHB Water Breathing|XPHB Water Walk|XPHB Arcane Eye|XPHB Banishment|XPHB Confusion|XPHB Conjure Minor Elementals|XPHB Conjure Woodland Beings|XPHB Control Water|XPHB Death Ward|XPHB Dimension Door|XPHB Divination|XPHB Fabricate|XPHB Mordenkainen's Faithful Hound|XPHB Fire Shield|XPHB Giant Insect|XPHB Locate Creature|XPHB Polymorph|XPHB Mordenkainen's Private Sanctum|XPHB Leomund's Secret Chest|XPHB Spellwarping Curse|WorldsBeyondNumberWitch Stone Shape|XPHB Stoneskin|XPHB Wall of Fire|XPHB Wyrding|WorldsBeyondNumberWitch Animate Hut|WorldsBeyondNumberWitch Animate Objects|XPHB Bigby's Hand|XPHB Awaken|XPHB Commune|XPHB Conjure Elemental|XPHB Contact Other Plane|XPHB Creation|XPHB Dispel Evil and Good|XPHB Dream|XPHB Geas|XPHB Greater Restoration|XPHB Hallow|XPHB Insect Plague|XPHB Legend Lore|XPHB Mass Cure Wounds|XPHB Modify Memory|XPHB Passwall|XPHB Planar Binding|XPHB Scrying|XPHB Seeming|XPHB Telekinesis|XPHB Rary's Telepathic Bond|XPHB Teleportation Circle|XPHB Wall of Force|XPHB Wall of Stone|XPHB Conjure Fey|XPHB Contingency|XPHB Create Undead|XPHB Eyebite|XPHB Find the Path|XPHB Flesh to Stone|XPHB Forbiddance|XPHB Globe of Invulnerability|XPHB Guards and Wards|XPHB Harm|XPHB Heal|XPHB Heroes' Feast|XPHB Drawmij's Instant Summons|XPHB Otto's Irresistible Dance|XPHB Magic Jar|XPHB Move Earth|XPHB Planar Ally|XPHB Programmed Illusion|XPHB Transport Via Plants|XPHB True Seeing|XPHB Wall of Ice|XPHB Wall of Thorns|XPHB Etherealness|XPHB Finger of Death|XPHB Forcecage|XPHB Mordenkainen's Magnificent Mansion|XPHB Mirage Arcane|XPHB Plane Shift|XPHB Prismatic Spray|XPHB Project Image|XPHB Regenerate|XPHB Reverse Gravity|XPHB Sequester|XPHB Simulacrum|XPHB Symbol|XPHB Teleport|XPHB Verdant Slumber|WorldsBeyondNumberWitch Animal Shapes|XPHB Antimagic Field|XPHB Antipathy/Sympathy|XPHB Control Weather|XPHB Demiplane|XPHB Earthquake|XPHB Befuddlement|XPHB Maze|XPHB Mind Blank|XPHB Miser's Menace|WorldsBeyondNumberWitch Power Word Stun|XPHB Astral Projection|XPHB Foresight|XPHB Gate|XPHB Imprisonment|XPHB Mass Heal|XPHB Power Word Kill|XPHB Prismatic Wall|XPHB Shapechange|XPHB True Polymorph|XPHB Weird|XPHB Wish|XPHB

Características de Clase

Nivel 1

Spellcasting
Witchcraft Tokens
Witch's Familiar

Nivel 10

Coven Feature

Nivel 11

Hallowed Sanctum

Nivel 12

Ability Score Improvement

Nivel 13

Greater Tokens

Nivel 14

Coven Feature

Nivel 15

Greater Retribution

Nivel 16

Ability Score Improvement

Nivel 18

Shifting Sanctum

Nivel 19

Epic Boon

Nivel 2

Retributive Curses

Nivel 20

True Craft

Nivel 3

Witch Subclass

Nivel 4

Ability Score Improvement

Nivel 5

Witchcraft Talismans

Nivel 6

Coven Feature

Nivel 7

Improved Tokens
Willful Sanctum

Nivel 8

Ability Score Improvement

Nivel 9

Improved Retribution

Progresión de Conjurador

Progresión de Conjurador: full

Progresión de Trucos

Nivel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucos Conocidos 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Competencias

Armor

light

Weapons

simple

Skills

Equipo Inicial

Características de Clase

Spellcasting (Level 1)

As a custodian of old folkways and the balance between worlds, you can cast Witch spells. Your magic works through subtle but emphatic suggestion, channeling your will to influence the wellbeing, fate, or opinions of beings who need a little (or not-so-little) nudge to exist in harmony with others.

Cantrips

At 1st level, you know three cantrips of your choice from the Witch spell list. Cackle, Guidance and Mending are recommended (the Cackle cantrip is included in the "New Spells" section at the end of this class). You gain additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Whenever you gain a Witch level, you can replace one of your cantrips with another cantrip of your choice from the Witch spell list.

When you reach Witch levels 4 and 10, you learn another Witch cantrip of your choice, as shown in the Cantrips Known column of the Witch table.

Spell Slots

The Witch Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four spells from the Witch spell list. Bane, Cure Wounds, Detect Magic, and Witch's Grasp are recommended.

The number of spells on your list increases as you gain Witch levels, as shown in the Prepared Spells column of the Witch Features table. Whenever that number increases, choose additional spells from the Witch spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Witch, your list of prepared spells can include six spells of levels 1 or 2 in any combination.

If another Witch feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Witch spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Witch spells for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Witch spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Witch spells. Witches may also have unusual, homemade, or repurposed objects as their Arcane Focus, such as brooms, kitchen knives, kettles, dolls, or similar household objects. To use such an item as your Arcane Focus, you must spend 1 hour in meditation dedicating it to that purpose.

Curse Spells

A witch's curse carries a personal grudge. Some features of the Witch covens imbue certain spells with additional potency. These spells are shown in the Curse Spells table.

Witchcraft Tokens (Level 1)

You bring a touch of magic to everyday materials and tasks, and as a result, the fruits of your labor bear a subtle—but potent—power. Savvy witches soon learn that common chores can be just as useful as flashier forms of spellcasting; they can channel magic just as easily by cooking up restorative meals, growing strange medicines in their gardens, weaving charm bracelets, and stitching protection into the seams of clothes. They also empower their familiars to aid them in spellcasting.

The minor results of a witch's craft—potions, salves, one-use charms, and favors—are commonly called tokens, and any given witch can expect to make countless numbers of them in their lifetime. Many witches make a living by trading tokens with those in need, although few ever become wealthy that way.

Any level 1 Witch spell that targets one or more creatures can be crafted into a token with 1 hour of labor using Artisan's Tools or an Herbalism Kit. To craft it, you must have an unexpended spell slot of a high enough level to cast the spell (you need not have the spell prepared) and you must succeed on a Wisdom check using your tools with a DC of 10 + the spell's level. On a failure, the item isn't created unless you expend a spell slot of the spell's level.

You can attempt to make a single token during a Short or Long Rest. Tokens take a form appropriate to the tools you use to create them. An Herbalism Kit might produce a potion or salve; Cook's Utensils might produce a cupcake.

Once created, a creature holding the token can cast the spell from it using your spell save DC, spell attack bonus, and spellcasting ability. If the spell requires Concentration, the creature must concentrate. The token then loses its magical properties, becoming a mundane item of its kind.

You can maintain a number of active tokens equal to your Proficiency Bonus. If you make an additional token while at your limit, the magic fades from your oldest token.

Witch's Familiar (Level 1)

A witch's familiar is their lifelong companion and friend. You can choose to form a magical connection with a willing Badger, Bat, Cat, Crab, Frog (toad), Goat, Hawk, Lizard, Octopus, Owl, Quipper (fish), Rat, Raven, Sea Horse, Scorpion, Spider, Venomous Snake, or Weasel (fox), or any CR 0 creature approved by your GM.

Witch's Bond

Your familiar has a number of Hit Points equal to your Witch level, or the number in their stat block (whichever is higher). They can speak (but not read or write) any one language you speak. Your familiar acts independently of you, but they generally heed your requests.

Telepathic Connection

You can communicate telepathically with your familiar regardless of distance. Additionally, as a Bonus Action, you can see through your familiar's eyes and hear what they hear until the start of your next turn, gaining the benefits of any special senses the familiar has.

Magical Assistant

When you cast a spell with a range of Touch, your familiar can deliver the spell as if they had cast the spell. Your familiar must be within 100 feet of you, and they must use their Reaction to deliver the spell when you cast it. If the spell requires an attack roll, they use your attack modifier for the roll.

If you lose Concentration on a spell as a result of taking damage or becoming incapacitated, your familiar can temporarily concentrate on the spell in your stead. If they are within 100 feet of you when you lose Concentration, they can transfer the Concentration to themself as a Reaction. At the start of your next turn, you can transfer Concentration on the spell back to yourself as a Bonus Action. Otherwise, the spell ends.

Your familiar can use your Constitution saving throw bonus in place of their own if they must make a saving throw to maintain Concentration. The spell ends if they lose Concentration.

Once your familiar takes over Concentration in this way, they can't do so again until you finish a Short or Long Rest.

Combat and Revival

In combat, they roll their own Initiative and act on their own turn. When your familiar would be reduced to 0 Hit Points, you can expend a level 1+ spell slot to make them drop to 1 Hit Point instead (no action required), provided you don't have the Incapacitated condition. If your familiar dies, their body vanishes, and you can perform a ritual to revive them during a Short or Long Rest. The ritual requires 10 GP of herbs or incense, and your familiar returns to life with all their Hit Points in an unoccupied space within 5 feet of you.

One Familiar Only

You can't have more than one familiar at a time. If you choose another animal as your witch's familiar, you lose your connection to your previous familiar.

Retributive Curses (Level 2)

Witches are quick to punish those who wrong them. A creature becomes a target for retribution when it transgresses against you in one of the following ways:

  • Harm. The creature attacks or deals damage to you, your familiar, or a creature holding a token or talisman you created.

  • Threat. The creature forces you to make a saving throw.

  • Betrayal. The creature intentionally breaks a promise to you.

As a Reaction when a creature within 60 feet of you commits such a transgression, you can place one of the following curses on it:

  • Bloodguilt. The first time on a turn that the target deals damage to another creature, it takes Psychic damage equal to 1d6 + your Proficiency Bonus.

  • Leaden Shoes. The target's movement speed is reduced to 5 feet and it can't make Opportunity Attack.

  • Uncanny Jinx. Whenever the target makes a D20 Test, it must subtract 1d4 from the total.

  • Vengeful Gleam. The target glows with a green witch-light that sheds Dim Light in a 5-foot radius. It can't benefit from the Invisible condition, and attacks against it have Advantage if the attacker can see it.

The curse lasts for 1 minute. It ends early if the cursed creature dies, you apply a different Retributive Curse to the creature, or you choose to end the curse as an action. You can use this feature twice, and regain expended uses when you finish a Short or Long Rest.

If you or your allies initiated a fight with the creature, it can make a Charisma saving throw against your spell save DC. On a successful save, the curse has no effect but you don't expend a use of this feature.

GM Sidebar: A Witch's Grudge

Sometimes circumstances arise in which a creature transgresses against a witch who isn't present or is unable to exact retribution in the moment—for example, if someone breaks a promise to the witch while she isn't present, or strikes her and knocks her unconscious. In these cases, it makes sense for the DM to rule that a Witch can use their Retributive Curse feature against the creature the next time the Witch enters combat against it.

Moreover, some acts are so egregious to the cosmic balance that they warrant a more lasting punishment. A trusted ally's betrayal of their bond, the theft of an especially portentous artifact, or bringing violence to a place of lasting peace all might earn the transgressor an enduring curse. Using their narrative discretion, the GM may rule that the effects of a Retributive Curse last longer than 1 minute: a lunar cycle, a year and a day, or even indefinitely. In such cases, righting the wrong usually ends the curse, as do other means of cursebreaking.

Witch Subclass (Level 3)

You gain a Witch subclass of your choice, joining a coven of witches whose magic resonates with your craft. The Coven of the Claw, Coven of the Green, and Coven of the Heart subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Witch levels. For the rest of your career, you gain each of your subclass's features that are of your Witch level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, and 16.

Witchcraft Talismans (Level 5)

When you put your back into your craft and devote a little part of yourself to what you're making, you can weave your magic into a talisman that will last forever. Many witches make talismans of clothing, though brooms, athames, keys, and tools are also popular—especially brooms as a means of fantastical conveyance for the witch themself. Most witches craft talismans specifically for companions, heroes, loved ones, or younger witches under their tutelage, but some guard their talismans jealously.

As an action while you can see a talisman, you can recover the sacrificed spell slot. The talisman ceases to be a magic item, and you regain that spell slot the next time you finish a Long Rest. Similarly, if the talisman is destroyed, you regain the spell slot when you finish your next Long Rest.

You always know the distance and direction to a talisman you created while you are on the same plane of existence. You can create the following kinds of talisman.

Instilled Spell

Any Witch spell that doesn't require a costly Material component can be crafted into a talisman if you have an unexpended spell slot of a high enough level to cast it (you need not have the spell prepared). To craft a talisman, you must spend 24 hours of labor (this time need not be continuous) and make a DC 20 Wisdom check using Artisan's Tools. On a success, you permanently sacrifice a spell slot of the spell's level to complete the talisman.

A creature holding the talisman can cast that spell from it, using your spell save DC, spell attack bonus, and spellcasting ability. Once the talisman is used to cast its spell, it can't be used that way again until the next dawn.

You can add more spells to a talisman, or more uses of the same spell, with an additional 24 hours of labor, another Wisdom check using Artisan's Tools, and another sacrificed spell slot of the appropriate level.

Create Magic Item

Alternatively, you can sacrifice a level 3+ spell slot to craft an item from the Common and Uncommon Items table, or a level 6+ spell slot to craft an item from the Rare Items table. New magic items that Witches can craft as talismans are marked with an asterisk and detailed in the "New Magic Items" section at the end of this class.

Coven Feature (Level 6)

At 6th level, you gain a feature granted by your Witch Coven.

Improved Tokens (Level 7)

You can create tokens using level 2 spells.

Willful Sanctum (Level 7)

A witch's labor bears so much of their connection to magic that the very sticks, stones, walls, and hearth of their dwelling respond. You can spend 8 hours fashioning a place where you've taken a Long Rest into a sanctum. If the place is already owned or inhabited, you must have permission from its owner to reside there. You determine the boundaries of your sanctum, but you must be able to traverse its perimeter in an hour or less (alternatively, it must fit in a 2,000-foot-radius area).

If you have a sanctum that's at least 7 days old, your presence helps ward it against magical and spiritual prying; you can cast Mordenkainen's Private Sanctum within your sanctum without Material components. You always have Mordenkainen's Private Sanctum prepared.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, and 16.

Improved Retribution (Level 9)

When you curse a target with your Retributive Curses feature, the curse now lasts for up to 10 minutes. Moreover, you gain the following additional curse options:

  • Shared Suffering. The target has the Poisoned condition for 1 minute. Each time it casts a spell or forces another creature to make a saving throw, it takes 1d8 + your Proficiency Bonus Poison damage.

  • Enervation. The target subtracts 1d8 from all its damage rolls.

  • Muzzle. The target can't use bite attacks or breath weapons, and it can't cast spells that require Verbal components.

  • Painful Reflection. The next time the target deals damage to a creature, it gains Vulnerability to one type of damage dealt (your choice) until the curse ends.

Coven Feature (Level 10)

At 10th level, you gain a feature granted by your Witch Coven.

Hallowed Sanctum (Level 11)

You always have Hallow prepared. You can cast it without Material components on one area within your sanctum. Additionally, a creature that tries to force its way into this area has Disadvantage on the Charisma saving throw it makes to ignore the spell's effects. If you designate a new sanctum, any Hallow spell you cast on a previous sanctum with this feature immediately ends.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, and 16.

Greater Tokens (Level 13)

You can create tokens using level 3 spells.

Coven Feature (Level 14)

At 14th level, you gain a feature granted by your Witch Coven.

Greater Retribution (Level 15)

When you curse a target with your Retributive Curses feature, the curse now lasts for up to 1 hour. Moreover, you gain the following additional curse option:

Humbling Hex. You cast Polymorph on the target without expending a spell slot. On a failed save, you transform it into a Beast with Challenge Rating 0 that can survive in its current environment. When you cast Polymorph in this way, it doesn't require Concentration.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, and 16.

Shifting Sanctum (Level 18)

You always have Imprisonment prepared and can cast it without Material components while you are in your sanctum.

You also always have Demiplane prepared and can cast it once in your sanctum with a duration of Permanent.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

True Craft (Level 20)

You can now create a token or talisman using a spell of level 8 or lower. Additionally, the spell you choose can be from any class list, but you must expend (or risk, in the case of tokens) a spell slot one level higher than the spell you choose.

Multiclase

Requisitos de Multiclase

{"wis":13}

Competencias Obtenidas

Armor light

Subclases

Coven of the Claw
WorldsBeyondNumberWitch
Coven of the Green
WorldsBeyondNumberWitch
Coven of the Heart
WorldsBeyondNumberWitch
Coven of the Wicked
WorldsBeyondNumberWitch

Características de Subclase

Coven of the Claw

Coven of the Claw (Level 3)

Living far from civilization in remote places of wilderness and isolation, the Coven of the Claw's wisdom is piercing, contemplative, and often ascetic. Claw witches tend to their fellow outsiders, trappers and hunters and hermits with no one else to watch over them, and to those compelled to travel the hard path, deep and far, to seek them out. Their care is harsh and truthful, but they fiercely protect their territory and those within it against harm and exploitation.

Claw Spells

When you reach a Witch level specified in the Coven of the Claw Spells table, you thereafter always have the listed spells prepared.

Curse of the Claw

As a Bonus Action, you can curse a creature within 60 feet of you and mark it as your prey for 1 hour. While the creature is cursed in this way:

  • You have Advantage on the first attack roll against it you make on a turn.

  • You don't provoke Opportunity Attack from it.

  • You have Advantage on any Wisdom (Perception or Survival) check you make to find it.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Crimson Gift

Witches of the Coven of the Claw are trained for battle as few other witches are. When you choose this coven, you gain the following benefits:

  • While you aren't wearing Medium or Heavy armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

  • Your Hit Point maximum increases by 2, and each time you gain a level in the witch class your Hit Point maximum increases by an additional 1 Hit Point.

  • You can use Wisdom instead of Strength or Dexterity for your weapon attack and damage rolls, including unarmed strikes.

In addition, your physical form now hides a nature that no longer belongs to the world of civilization. You can grow fearsome claws, fangs, spines, horns, or different natural weapons of your choice. When you make a melee attack using a natural weapon, you can instead choose to make a melee spell attack that deals 1d6 Bludgeoning, Piercing, or Slashing damage, as appropriate to the natural weapon you chose, and you add your Wisdom modifier to the damage.

You can change these adaptations to your form as a Bonus Action.

Fierce Familiar (Level 6)

You always have Call to the Hunter prepared, and you can cast it as a Transmutation that targets your familiar and changes its game statistics to match the Allied Hunter stat block. If you do, the spell's duration becomes 1 minute, it doesn't require Concentration, and its maximum Hit Points increase by 10.

Allied Hunter

Improved Crimson Gift (Level 6)

When you hit with a melee spell attack using your Crimson Gift feature, you deal an extra 1d6 damage.

Red Frenzy (Level 10)

You can attack twice, instead of once, whenever you take the Attack action on your turn, so long as both attacks are made using your natural weapons.

On the Hunt (Level 14)

The hunter's tactics. The predator's instincts. The thrill of the chase. Pursuing your prey is second nature to you, as a creature of the wilds yourself. You gain one of the following feature options of your choice.

Lash Out

As a Reaction when you take damage from a creature within 30 feet of you, you can move up to your Speed and make a melee spell attack with your Crimson Gift feature against the triggering creature. Alternatively, your Allied Hunter (or familiar transformed by your Fierce Familiar feature) can make a Hunter's Strike attack against the creature.

Lurk

As a Bonus Action, you gain the Invisible condition until the end of your next turn, you deal any damage, or you force a creature to make a saving throw. If you hit with an attack while Invisible, you deal an extra 4d6 damage. You can use this feature once, and regain the use of it when you finish a Short or Long Rest, or expend a 2+ level spell slot as a Bonus Action.

Red in Tooth and Claw

When you damage a Curse of the Claw target that isn't an Undead or a Construct with a melee spell attack, you inflict a wound that causes it to lose 5 Hit Points at the start of each of its turns. The first time on subsequent turns you hit a target wounded with this feature, the Hit Points it loses at the start of each turn increase by 5. This damage ends if the creature is no longer affected by your Curse of the Claw; you can also choose to end the effect at any time. A creature can take an action to stanch the wound with a successful Wisdom (Medicine) check (the DC of this check equals your spell save DC).

Steady Will

You can't lose Concentration on curse spells as a result of taking damage. Additionally, you have Advantage on saving throws to avoid or end the Charmed, Frightened, and Stunned conditions on yourself.

Whenever you gain a Witch level, you can replace the chosen option with another one.

Coven of the Green

Coven of the Green (Level 3)

The Coven of the Green are custodians of ancient medicinal wisdom, showing their care by attentively cultivating things that grow and transforming them into nourishment, charms, salves and poultices. They understand best the symmetry between people and the natural world, the dancing of bees and the games that hares and foxes play, and how the roots of trees and fungi lace together and support a stump that's been cut. But being so aware of the big picture places them beyond and apart from it; green witches tend to settle well outside of towns and villages, if only a short trip away. A gardener tends the flower beds, but she isn't herself a flower.

Green Spells

When you reach a Witch level specified in the Coven of the Green Spells table, you thereafter always have the listed spells prepared.

Curse of the Grasping Green

As a Bonus Action, you can curse a creature within 60 feet of you for 1 hour. For the duration, a leeching vine grows around the target, and when the creature takes damage, you can take a Reaction to choose another creature within 60 feet of you to regain Hit Points equal to half the triggering damage dealt to the cursed target. If the target is within your Veil of the Green, two creatures of your choice regain Hit Points instead of one.

As an action, the cursed creature can make a Strength saving throw against your spell save DC to rip the leeching vine off of its body. On a success, the creature takes Poison damage equal to your Witch level, and a creature of your choice within 60 feet regains Hit Points equal to half your Witch level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Veil of the Green

As a Bonus Action, you can exude pollen or spores in a 15-foot Emanation that protects allies or hinders enemies. Choose one of the following veils.

  • Deep Roots. Whenever creatures of your choice in the Emanation make a Strength or Constitution saving throw, they add 1d4 to the save.

  • Green Dreams. At the end of your turn, you can force one creature in the Emanation to succeed on a Constitution saving throw against your spell save DC or gain 1 Exhaustion level, to a maximum of 1 level. This maximum increases when you reach Witch levels 5 (2 levels), 9 (3 levels), 13 (4 levels) and 17 (5 levels).

  • Tangled Tread. The ground in the Emanation is Difficult Terrain for your enemies. When you move or this effect ends, the ground you affected is covered in moss.

The Emanation continues until you end the veil (no action required), gain the Incapacitated condition, or use this feature again to choose a different veil.

Wild Gifts (Level 6)

Plants around you grow faster while your dreaming mind works on them. When you plant seeds or clippings in fertile soil at the start of a Long Rest, they grow as if 30 days have passed when you finish that Long Rest. They must be exposed to sunlight or moonlight, and they must be within 30 feet of you for the duration of your rest.

If you grow herbs with this feature, the next time you prepare spells, you can create a number of potions equal to your Proficiency Bonus from herbs that you grow, chosen from the following options:If you grow herbs with this feature, the next time you prepare spells, you can create a number of potions equal to your Proficiency Bonus from herbs that you grow, chosen from the following options:

Potions that you create with this feature lose their potency in 24 hours if unused.

Venom Ward (Level 6)

You and your familiar gain Resistance to Poison damage and you both have Advantage on saving throws to avoid or end the Poisoned condition.

Bloodthorn (Level 10)

Your magical bindings sprout pernicious thorns. As a Bonus Action, you can deal 2d6 + your Wisdom modifier Piercing damage to a creature that has the Grappled, Restrained, or Paralyzed conditions from a Witch spell you cast, is cursed by your Curse of the Grasping Green feature, or is in Difficult Terrain you create.

Verdant Veil (Level 14)

Your Veil of the Green is now a 30-foot Emanation, and each veil now gains an additional effect:

  • Deep Roots. At the end of your turn, you can choose one creature in the Emanation to gain Half Cover until the start of your next turn or until it leaves the Emanation.

  • Green Dreams. When a creature fails the Constitution saving throw for this effect, it gains 2 Exhaustion levels instead of 1. If it fails the saving throw by 5 or more, it gains the Incapacitated condition until the end of its next turn.

  • Tangled Tread. When an enemy attempts to move out of the Emanation, it must succeed on a Strength saving throw against your spell save DC or be unable to move outside the area this turn.

Coven of the Heart

Coven of the Heart (Level 3)

Of all witches, those of the Coven of the Heart take the most interest in the lives and troubles of ordinary people, and they excel as matchmakers, advice-givers, and gossips. Whether they dwell in the charmingly odd house at the edge of town or in the attic apartments above a busy store, heart witches tend to live among the people that their magic serves and become fixtures of community life, attending town halls and festivals and helping out around town until others hardly think there's anything remarkable about a witch living among them.

Heart Spells

When you reach a Witch level specified in the Coven of the Heart spells table, you thereafter always have the listed spells prepared.

Curse Upon the Heartless

As a Bonus Action, you can curse a creature within 60 feet of you for 1 hour. For the duration, whenever the creature deals damage, you can roll a d6 and reduce the damage it deals to one target by that amount. You reduce the damage by 2d6 if the target is an Undead or a Fiend.

Once you reduce damage in this way, you can't do so again until the start of your next turn.

When you reach level 10, you reduce the damage by 2d6, or 3d6 if the target is an Undead or a Fiend.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Heart's Gifts

When you cast Spare the Dying or a spell that restores Hit Points to a creature, you can expend a number of Hit Point Dice up to your Proficiency Bonus to roll an equal number of d6s and add the total to the number of Hit Points one target of your spell regains.

Overflowing Heart (Level 6)

You channel your true feelings into your magic. When you finish a Long Rest, you can select a number of willing creatures up to your Wisdom modifier. When you cast a spell that targets one or more of these creatures, you can replace one Verbal or Somatic component, or one Material component worth up to 500 GP. You replace that component with the targets laughter or tears, or a shared kiss or embrace.

Sympathetic Bond (Level 10)

The bonds of the heart care nothing for distance. When a creature gives you an object that symbolizes their friendship or love, such as a lock of hair or a rose in bloom, you can target them with spells you cast as if you can see and touch them while you hold the object, regardless of the spell's normal range. If the creature's friendship or love toward you ends, the object loses this feature and you are aware of it.

Witch's Grace (Level 14)

The power of your sympathy and empathy can overwhelm the hardest of hearts, making you a powerful force for reconciliation. When a creature that you and your allies haven't harmed or insulted deals damage to you or an ally of yours that you can see or hear, or forces you or an ally you can see or hear to make a saving throw, you can use an action on your turn to implore the creature to cease hostility.

At the start of your next turn, if the creature has not been attacked, damaged, or verbally threatened by you and your allies since you used this feature, it feels the presence of a curse eager to inflict consequences if it harms you or your allies.

For the next 24 hours, or until you or your allies attack, threaten, or force the creature to make a saving throw, the act of harming you or your allies causes the curse to immediately take effect. While cursed in this way, the creature has Disadvantage on D20 Tests for 24 hours, including on the action that triggered the curse.

Creatures that can't understand a language can't be affected by this feature. If you or your allies have harmed or insulted a creature but made sufficient amends (as determined by the GM), you can use this feature as if you have not done harm or given insult.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore your use of it by expending a level 7+ spell slot (no action required).

Coven of the Wicked

Coven of the Wicked (Level 3)

Few witches set out to be wicked—this coven is a doom that befalls witches whose care turns to selfishness and whose magic sours with misuse. Members of this coven like to paint themselves as misunderstood victims, but it's not tragedy that turns a witch's heart to darkness—it's the inability to let go of how they've been wronged, an aggrieved fixation on using witchcraft to punish transgressors rather than to redress trespasses.

The Coven of the Wicked is an optional ruleset that demonstrates how witches sometimes slide into wickedness. Like a paladin who breaks their oath, it's largely a tool for developing villainous NPCs, and a player who wishes to play a member of this coven should have a discussion with the GM about whether or not it's narratively appropriate to begin changing their coven or even to start a campaign as a witch who's already fallen.

Similarly, if a Witch player character seems to be developing tendencies towards wickedness, the GM might have a conversation with the player about whether or not they're turning wicked, as below. In general, exploring the Coven of the Wicked makes the most sense in a long-term campaign with complex moral themes, where arcs of wickedness and redemption have time to arise organically and come to a satisfying conclusion.

Turning Wicked

When a Witch begins to go wicked, their magic warps, and they lose access to some of their coven spells.

Replacing Your Coven Spells. When the first signs of your wickedness peek through, pick one of the coven spells you've been granted and replace it with one of the Coven of the Wicked spells of the same level below. You can also replace a cantrip granted by your coven with Cackle or Chill Touch.

Each time you finish a Long Rest, replace another of your coven spells if you've continued down the path of wickedness. If you and your GM agree that a particular act of wickedness would prompt a larger shift in your character's magic, you can replace more than one spell.

Replacing Your Coven Features. When half of your original coven spells are gone, change your coven to the Coven of the Wicked, replacing your old coven features with those below. Hereafter, if you reach level 5, 7, or 9 in the Witch class, you learn one spell of your choice you would have learned from your previous coven and one spell of your choice from the Coven of the Wicked Spells table.

Rest for the Wicked

A witch who has turned to wickedness can only turn away from it through hard work and genuine remorse, though they need not do so alone—the care and support of others are vital to this process. The witch must dedicate themself to rehabilitation, striving to repair the damage caused by their cruel acts and resist further pettiness and spite.

Regaining Your Coven Spells. Magic, like milk, can't unspoil, but the spilling of it can be forgiven. Whenever you make amends for a cruel or destructive act you committed in the past, or earn the forgiveness of those worst hurt by it, you can regain one of your original coven spells that you lost. Any spells you gained from the Turning Wicked feature remain after rehabilitation—as does the temptation to use them.

Regaining Your Coven Features. During the process of rehabilitation, you lose access to your Coven of the Wicked features—though these features return if you renege on their desire to mend your ways. When you regain all your original coven spells, you can change covens and regain your original coven's features, losing any remaining Coven of the Wicked features.

Curse of Spite

As a Bonus Action, you can curse a creature within 60 feet of you for 1 hour. For the duration, when the creature fails a D20 Test, they take Psychic or Necrotic damage (your choice) equal to the difference between the result of their roll and the Armor Class of the target or DC of the test.

When you reach level 10, the power of your malice actively sabotages those who've earned your ire. Whenever the target would succeed on a D20 Test, you can take a Reaction to subtract your Proficiency Bonus from the total.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Loathsome Gifts

In your wickedness, you feed on death and misery. When an enemy dies while affected by your Curse of Spite feature, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Witch level (round up), and none of the slots can be level 6 or higher.

Once you use this feature, you can't do so again until you finish a Long Rest.

Detect Mercy (Level 6)

If a curse you cast is lifted by Remove Curse, Greater Restoration, or similar magic, you immediately become aware that it's been lifted.

Curse-Token (Level 6)

Additionally, your curses are persistent in their power. When you cast a curse spell with a level no higher than your Proficiency Bonus that requires Concentration on a creature or creatures, you can anchor the curse to a nonmagical Tiny or Small object that isn't being worn or carried by another creature. For the duration, you can't lose Concentration on the spell unless the object is destroyed or you anchor another curse to the same object. The object has AC 12, HP 35, a damage threshold of 20, and Immunity to Necrotic, Poison, and Psychic damage.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Malicious Bond (Level 10)

Your unbounded malice cares nothing for distance. Using a lock of hair, nail clippings, or other body part from a creature, you can target it with a spell as if you can see and touch it, so long as the creature is on the same plane as you. An item with an active spell from your Curse-Token feature also satisfies this requirement for a creature the Curse-Token's spell affects.

When you use a creature's body part to target them with a spell, it is consumed by the spell.

Twisted by Cruelty (Level 14)

Your wicked disposition brings on changes to your physical form, as you embody the most vengeful aspects of nature. You gain the following benefits:

  • Any Critical Hit against you that doesn't include Radiant damage is a normal hit instead.

  • You have Advantage on saving throws to avoid or end the Poisoned and Stunned conditions.

  • You can see normally in Darkness, both magical and nonmagical, out to a distance of 60 feet.

  • Nonmagical plants within 30 feet of you wither after 1 hour in your presence. If you live in one location for at least a year, nonmagical plants within 5 miles of that place wither and the soil becomes barren.