SIGNING IN

Points de Vie

Dés de Vie 1d8 par niveau

Maîtrises

WIS , CHA

Witch

Niveau Bonus de Maîtrise Capacités Hexes Known
1 + 2 Spellcasting Witch's Curse Hexes 2
2 + 2 Spellcasting Witch's Curse Hexes 3
3 + 2 Spellcasting Witch's Curse Hexes 3
4 + 2 Spellcasting Witch's Curse Hexes 3
5 + 3 Spellcasting Witch's Curse Hexes 4
6 + 3 Spellcasting Witch's Curse Hexes 4
7 + 3 Spellcasting Witch's Curse Hexes 4
8 + 3 Spellcasting Witch's Curse Hexes 4
9 + 4 Spellcasting Witch's Curse Hexes 5
10 + 4 Spellcasting Witch's Curse Hexes 5
11 + 4 Spellcasting Witch's Curse Hexes 5
12 + 4 Spellcasting Witch's Curse Hexes 5
13 + 5 Spellcasting Witch's Curse Hexes 6
14 + 5 Spellcasting Witch's Curse Hexes 6
15 + 5 Spellcasting Witch's Curse Hexes 6
16 + 5 Spellcasting Witch's Curse Hexes 6
17 + 6 Spellcasting Witch's Curse Hexes 7
18 + 6 Spellcasting Witch's Curse Hexes 7
19 + 6 Spellcasting Witch's Curse Hexes 7
20 + 6 Spellcasting Witch's Curse Hexes 7
Niveau Bonus de Maîtrise Capacités Cantrips Known Spells Known
1 + 2 Spellcasting Witch's Curse Hexes 4 2
2 + 2 Spellcasting Witch's Curse Hexes 4 3
3 + 2 Spellcasting Witch's Curse Hexes 4 4
4 + 2 Spellcasting Witch's Curse Hexes 5 5
5 + 3 Spellcasting Witch's Curse Hexes 5 6
6 + 3 Spellcasting Witch's Curse Hexes 5 7
7 + 3 Spellcasting Witch's Curse Hexes 5 8
8 + 3 Spellcasting Witch's Curse Hexes 5 9
9 + 4 Spellcasting Witch's Curse Hexes 5 10
10 + 4 Spellcasting Witch's Curse Hexes 6 11
11 + 4 Spellcasting Witch's Curse Hexes 6 12
12 + 4 Spellcasting Witch's Curse Hexes 6 12
13 + 5 Spellcasting Witch's Curse Hexes 6 13
14 + 5 Spellcasting Witch's Curse Hexes 6 13
15 + 5 Spellcasting Witch's Curse Hexes 6 14
16 + 5 Spellcasting Witch's Curse Hexes 6 14
17 + 6 Spellcasting Witch's Curse Hexes 6 15
18 + 6 Spellcasting Witch's Curse Hexes 6 15
19 + 6 Spellcasting Witch's Curse Hexes 6 15
20 + 6 Spellcasting Witch's Curse Hexes 6 15

Spell Slots per Spell Level

Niveau Bonus de Maîtrise Capacités 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Witch's Curse Hexes 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Witch's Curse Hexes 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Witch's Curse Hexes 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Witch's Curse Hexes 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Witch's Curse Hexes 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Witch's Curse Hexes 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Witch's Curse Hexes 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Witch's Curse Hexes 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 3 2 2 1 1

Sorts de Classe

Acid Splash Chill Touch Dancing Lights Mage Hand Message Minor Illusion Prestidigitation Produce Flame Resistance Spare the Dying True Strike Animal Friendship Bane Charm Person Comprehend Languages Detect Magic Disguise Self Expeditious Retreat Faerie Fire Tasha's Hideous Laughter Protection from Evil and good silent image sleep speak with animals thunderwave unseen servant animal messenger blindness/deafness calm emotions darkness darkvision detect thoughts enthrall hold person invisibility knock levitate locate object misty step ray of enfeeblement see invisibility shatter spider climb suggestion bestow curse clairvoyance counterspell dispel magic fear fly hypnotic pattern magic circle major image nondetection remove curse sending slow speak with dead speak with plants stinking cloud tongues arcane eye banishment evard's black tentacles compulsion confusion dimension door dominate beast greater invisibility hallucinatory terrain locate creature phantasmal killer polymorph contagion dispel evil and good dominate person dream geas hold monster insect plague mislead modify memory planar binding scrying seeming telekinesis eyebite flesh to stone guards and wards mass suggestion programmed illusion true seeing etherealness mirage arcane project image plane shift sequester symbol teleport antipathy/sympathy dominate monster feeblemind glibness mind blank power word stun astral projection foresight imprisonment true polymorph weird Candy Blast|VSS Card Trick|VSS Cheat|VSS Cryptogram|VSS Eldritch Orb|VSS Eye of Anubis|VSS Hocuspocus|VSS Minor Lifesteal|VSS Accursed Act|VSS Action|VSS Arcane Anomaly|VSS Blood Print|VSS Clue|VSS Curse of Chains|VSS Flawed Reconstruction|VSS Hollowing Curse|VSS Prehensile Hair|VSS Psychedelics|VSS Rumor|VSS Whispering Winds|VSS Aberrate|VSS Aerial Alacrity|VSS Curse Ward|VSS Delay|VSS Intrusive Thoughts|VSS Jam Weapon|VSS Nondescript|VSS Petal Storm|VSS Protect Threshold|VSS Swift Flight|VSS Benign Dismemberment|VSS Glitterdust|VSS Phantasmal Beauty|VSS Ruby-Eye Curse|VSS Rusting Grasp|VSS Séance|VSS Dire Charm|VSS False Vision|VSS Gahoul's Scapegoat|VSS Invisibility Purge|VSS Mandy's Enchanted Carriage|VSS Mandy's Feral Follower|VSS Mandy's Marvelous Dress|VSS Frolicking Fountain|VSS Pharaoh's Curse|VSS Corruption Curse|VSS Demand|VSS Elemental Curse|VSS Frenzy|VSS Abduct|VSS Curse of Binding|VSS Identity Curse|VSS acid splash|xphb chill touch|xphb dancing lights|xphb mage hand|xphb message|xphb minor illusion|xphb prestidigitation|xphb produce flame|xphb resistance|xphb spare the dying|xphb true strike|xphb animal friendship|xphb bane|xphb charm person|xphb comprehend languages|xphb detect magic|xphb disguise self|xphb expeditious retreat|xphb faerie fire|xphb tasha's hideous laughter|xphb protection from evil and good|xphb silent image|xphb sleep|xphb speak with animals|xphb thunderwave|xphb unseen servant|xphb animal messenger|xphb blindness/deafness|xphb calm emotions|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enthrall|xphb hold person|xphb invisibility|xphb knock|xphb levitate|xphb locate object|xphb misty step|xphb ray of enfeeblement|xphb see invisibility|xphb shatter|xphb spider climb|xphb suggestion|xphb bestow curse|xphb clairvoyance|xphb counterspell|xphb dispel magic|xphb fear|xphb fly|xphb hypnotic pattern|xphb magic circle|xphb major image|xphb nondetection|xphb remove curse|xphb sending|xphb slow|xphb speak with dead|xphb speak with plants|xphb stinking cloud|xphb tongues|xphb arcane eye|xphb banishment|xphb evard's black tentacles|xphb compulsion|xphb confusion|xphb dimension door|xphb dominate beast|xphb greater invisibility|xphb hallucinatory terrain|xphb locate creature|xphb phantasmal killer|xphb polymorph|xphb contagion|xphb dispel evil and good|xphb dominate person|xphb dream|xphb geas|xphb hold monster|xphb insect plague|xphb mislead|xphb modify memory|xphb planar binding|xphb scrying|xphb seeming|xphb telekinesis|xphb eyebite|xphb flesh to stone|xphb guards and wards|xphb mass suggestion|xphb programmed illusion|xphb true seeing|xphb etherealness|xphb mirage arcane|xphb project image|xphb plane shift|xphb sequester|xphb symbol|xphb teleport|xphb antipathy/sympathy|xphb dominate monster|xphb befuddlement|xphb glibness|xphb mind blank|xphb power word stun|xphb astral projection|xphb foresight|xphb imprisonment|xphb true polymorph|xphb weird|xphb

Capacités de Classe

Niveau 1

Spellcasting
Witch's Curse
Hexes

Niveau 10

Craft feature

Niveau 11

Grand Hex

Niveau 12

Ability Score Improvement

Niveau 13

Grand Hex

Niveau 14

Craft feature

Niveau 15

Grand Hex

Niveau 16

Ability Score Improvement

Niveau 18

Grand Hex

Niveau 19

Ability Score Improvement

Niveau 2

Cackle
Familiar

Niveau 20

Hexmaster

Niveau 3

Witch's Craft

Niveau 4

Ability Score Improvement

Niveau 5

Insidious Spell

Niveau 6

Craft feature

Niveau 7

Improved Familiar

Niveau 8

Ability Score Improvement

Niveau 9

Dying Curse

Progression des Sorts Connus

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sorts Connus 2 3 4 5 6 7 8 9 10 11 12 12 13 13 14 14 15 15 15 15

Progression des Tours de Magie

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tours de Magie Connus 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6

Maîtrises

Armor

light

Weapons
Skills

Équipement de Départ

(a) a whip and blowgun, (b) a light crossbow and 20 bolts, or (c) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor, any simple weapon, and a dagger
Alternativement, vous pouvez commencer avec: 4d4 x 10

Capacités de Classe

Spellcasting (Level 1)

You have learned to mold and reshape the magic that curses you into spells.

Cantrips

You know four 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 witch 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.

For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.

Spells Known of 1st Level and Higher

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, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. 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.

Spell

Spell

Ritual Casting

You can cast any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

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

Witch's Curse (Level 1)

You are wracked by a terrible curse, which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.

Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the produce flame cantrip, which doesn't count against your number of cantrips known.

Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.

Feral. Through your curse, you have forgotten the manners and customs of civilized men and gone to live among beasts in the wild. You have proficiency in the Survival skill. Additionally, while you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier.

Hideous. Your appearance is ghastly to behold. You have proficiency in the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, gaining temporary hit points equal to your Charisma modifier + your witch level (minimum of 1).

Infested. You are constantly followed by vermin, like insects and rats, which crawl on your skin and swarm in your wake. As a result, you are immune to disease.

Additionally, you can command these pests as your own. Starting at 2nd level, you can choose the form of a swarm of rats for your familiar. Starting at 7th level, you can choose a swarm of insects.

Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.

Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells don't count against your total number of spells known.

Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you, but only at the edge of starvation, and you are constantly wracked by pangs of hunger. You don't need to eat or drink, but can still imbibe and benefit from potions. Additionally, you are immune to being poisoned.

Visions. You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. Though many of these visions are cruel deceptions, they are sometimes grimly accurate. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Whispers. Unseen voices murmur in your ears at all times. As such, you can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but the creature must be able to understand at least one language.

Hexes (Level 1)

You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic that cursed you.

At 1st level, you gain two hexes of your choice. Your hex options are detailed on this page. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.

Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your spell attack bonus and spell save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).

Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a spell at the same time, making only one Constitution saving throw to maintain your concentration on both.

Hexes And Magic

A witch casts their terrible hexes as an extension of their curse. As their curses are magical in nature, their hexes are considered 0th-level spells for the purposes of feature and spells, such as counterspell or dispel magic, that interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect.

Cackle (Level 2)

At 2nd level, you can use your bonus action to cackle. The duration of a hex on which you are concentrating extends by 1 round. If the hex has one or more target, a target must be within 60 feet of you for the hex's duration to extend for it.

Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as if casting a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.

Familiar (Level 2)

At 2nd level, you learn the find familiar spell and can cast it as a ritual without using material components. This spell doesn't count against your number of spells known. The spell is improved in the following ways:

Witch Familiar

As a witch, familiars you summon are imbued with your insidious magic, granting them the following benefits:

  • Your familiar can use your spell attack bonus for its attack rolls.

  • Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.

  • You add twice your witch level to your familiar's hit point maximum.

Witch's Craft (Level 3)

Your skill in magic has culminated in learning a craft, an innate variety of magic that exists apart from the schools of magic. When you reach 3rd level, choose one Witch's Craft. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

If your craft grants you a hex at any level, it doesn't count against your total number of hexes known.

Craft Spells

Each craft is associated with a branch of arcana, represented by a number of spells that you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you but don't count against your number of spells known.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Insidious Spell (Level 5)

Starting at 5th level, when you cast a witch spell that affects a creature that is under the effect of your hex, that creature has disadvantage on its first saving throw against the spell. This feature only applies to a hostile creature that is the sole target of your hex.

Craft feature (Level 6)

At 6th level, you gain a feature granted by your Witch's Craft.

Improved Familiar (Level 7)

At 7th level, your familiar's attacks count as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage. Additionally, you can choose the following forms for your familiar: brass dragon wyrmling (can't use its breath weapon), fright, grep, imp, or quasit.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Dying Curse (Level 9)

Beginning at 9th level, when a creature reduces you to 0 hit points but doesn't kill you outright, you can lay a nefarious curse upon it. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. If you regain consciousness or the creature is targeted by the remove curse spell, the curse ends at the end of the creature's next turn.

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

Craft feature (Level 10)

At 10th level, you gain a feature granted by your Witch's Craft.

Grand Hex (Level 11)

By 11th level, you have perfected deeply malevolent forms of magic. You learn one grand hex. You can find a list of hexes here.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Grand Hex (Level 13)

You learn another Grand Hex at 13th level. You can find a list of hexes here.

Craft feature (Level 14)

At 14th level, you gain a feature granted by your Witch's Craft.

Grand Hex (Level 15)

You learn another Grand Hex at 15th level. You can find a list of hexes here.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Grand Hex (Level 18)

You learn another Grand Hex at 18th level. You can find a list of hexes here.

Ability Score Improvement (Level 19)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Hexmaster (Level 20)

By 20th level, you have mastered your foul magic. Creatures have disadvantage on saving throws against your hexes.

Sous-classes

Black Magic
VSS
Blood Magic
VSS
Blue Magic
ValdaSpireExtras
Fragrant Magic
ValdaSpireExtras
Gingerbread Magic
ValdaSpireExtras
Green Magic
VSS
Lunar Magic
DarkMatter
Purple Magic
VSS
Red Magic
VSS
Sky Magic
ValdaSpireExtras
Steel Magic
VSS
Tea Magic
VSS
Technicolor Magic
VSS
White Magic
VSS

Capacités de Sous-classe

Black Magic

Black Magic (Level 3)

Black magic is associated with hexes that cause pain and suffering, and spells that give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.

Hex: Decay

When you adopt this craft at 3rd level, you learn to drain the vitality from a living being. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature takes 1d4 necrotic damage at the start of its next turn, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the hex ends. The target dies if this effect reduces its hit point maximum to 0. This hex ends at the end of your next turn.

Undeath Command (Level 6)

Starting at 6th level, you have intertwined the magic of your familiar with the magic you use to animate the dead. When you use your bonus action to command your familiar, you can use the same bonus action to issue a command to any undead you control via the animate dead spell or similar magic.

Life Tether (Level 10)

At 10th level, as a reaction when you take damage from a creature you can see, you can transfer some of that damage to a creature that is the sole target of your hex. You take half the damage (rounded down) and the hexed creature takes the remaining damage. Once you use this feature, you can't use it again until you finish a short or long rest.

Black Sacrifice (Level 14)

Beginning at 14th level, if your familiar is within 10 feet of you, you can use your action to command it to dissolve its magical bond to this plane, which unleashes a torrent of necromantic energy. Each creature you choose within 20 feet of your familiar must make a Dexterity saving throw against your spell save DC. A creature takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. A target dies if this effect reduces its hit point maximum to 0. Once you use this feature, you can't summon your familiar again until you finish a long rest.

Blood Magic

Blood Magic (Level 3)

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

Hex: Blood Curse

Starting when you choose this craft at 3rd level, you can mark a creature with a sinister blood curse. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, this creature is on the brink of death until the end of your next turn. If the creature at any point in this duration is missing any of its hit points and has fewer hit points than twice your witch level, it immediately drops to 0 hit points.

Novice Hemomancy

Also at 3rd level, when you cast a spell that requires material components that don't have a cost indicated, you can replace the material components with a drop of blood.

Arcane Bloodletting

Lastly at 3rd level, you can impel your magic with a measure of your own blood. When you cast a spell that has a casting time of 1 action, you can choose to lose 5 hit points to change the casting time to 1 bonus action for this casting.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Deathseeker (Level 6)

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

Additionally, you have advantage on ability checks you make to track a creature you or your familiar has damaged within the last 24 hours.

Hemomantic Recovery (Level 10)

Beginning at 10th level, you can perform a blood ritual to bolster your magic. Once per day when you finish a short rest, you can spend Hit Dice to recover expended spell slots. The cost for each spell slot is given on the table below. You can't use this ability to recover spell slots of 6th level or higher.

Spell LevelHit Dice

1st

2

2nd

3

3rd

5

4th

6

5th

7

Sanguine (Level 14)

By 14th level, you can wield your own blood like a vicious lash. Once per round, when you cast a spell that deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to increase the amount of damage dealt. For every 5 hit points you lose, you can deal an extra 2d8 necrotic damage to the creature, to a maximum of 6d8 damage. This feature only applies to a hostile creature that is the sole target of your hex.

Blue Magic

Blue Magic (Level 3)

Compared to all other crafts of magic, blue magic is unique, in that it reflects the essence of magic itself. Witches that specialize in blue magic forgo the ability to learn magic normally, instead adopting magic only by absorbing the energy of spells that affect them and letting the arcana imprint upon their souls.

Blue Magic Spells

Beginning at 3rd level, the only way you can learn new spells is to experience them. Unlike other witches, you no longer learn new spells as you grow in level (though you retain the spells you have already learned). When a spell is cast on you, you are in the area of a spell's effect, or you are targeted by the effect of a spell, and you experience any effect of the spell, you can use your reaction to learn that spell. You don't learn a spell if you are required to make a saving throw, you succeed, and the spell has no effect on you.

The Cantrips Known and the Spells Known columns of the Witch table show how the maximum number of cantrips and spells of 1st level or higher you can learn through Blue Magic. The number of spells of 1st level or higher that you can learn increases by an additional 4 at 3rd level (8 spells known), and an additional 2 at 5th level (12 spells known), 7th (16 spells known), and 9th level (20 spells known).

The spells learned need not be from the Witch spell list. You can use your action to forget a spell you know.

Hex: Arcane Awareness

At 3rd level, you have a second-sense for ambient magical energy. You can use your action to cast the spell detect magic without using a spell slot. The effects of this spell last until the end of your next turn. In addition, while this spell is active, you can use an action or bonus action to detect if a creature you can see within 60 feet has the Spellcasting feature, Innate Spellcasting trait, or any other ability that allows the creature to cast a spell.

Turquoise Efficiency (Level 6)

By 6th level, you have learned to be frugal with the magical energy you absorb from spells. You have advantage on saving throws you make against spells that you know.

In addition, if you succeed a saving throw against a spell that you know, you can regain an expended spell slot of the same level. Once you regain a spell slot in this manner, you can't do so again until you finish a long rest.

Copycat (Level 10)

At 10th level, you can copy a creature's skills, in addition to their magic. When you see another creature make an ability check using a skill in which it is proficient, you can gain proficiency with that skill, if you are not already proficient, until you take a long rest.

Once you use this ability, you must finish a long rest before using it again.

Cerulean Reflection (Level 14)

Beginning at 14th level, you can use your body as a conduit to transmit magic back at other casters. When you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you succeed the saving throw by 10 or more, you can use your reaction to cast the spell back at the caster, as though it originated from you, turning the caster into the target.

Once you reflect a spell in this way, you can't do so again until you finish a long rest.

Fragrant Magic

Fragrant Magic (Level 3)

Magic based on the swirling smoke of strong-smelling herbs has been practiced since the time of ancient wood elves. Today, the discipline, a mix of aromatherapy and mystical arcana, is kept alive by the so-called "perfumed witches", who can purify the body and still the mind with their collection of fragrances and herbal smokes. Their fragrant magic, however, is not always evident. Sometimes, it would appear their magic is more about relaxation and meditation, while other times, they summon foul clouds which disorientate and kill.

Hex: Fragrant Aura

When you choose this craft at 3rd level, you master a hex that generates aromatic scents. As an action, you can emanate a fragrant aura in a 30-foot radius sphere centered on yourself, which lasts until the end of your next turn. This hex has no effect on creatures that don't breathe. When you create the aura, choose one of the following scents:

Frankincense

Each creature you choose within the aura has advantage on Wisdom checks and saving throws. Additionally, fiends and undead creatures within the area within the aura have disadvantage on attack rolls and saving throws.

Smelling Salts

Each unconscious creature you choose within the area is aroused from slumber if it has at least one hit point. Additionally, each creature within the area has advantage on saving throws against being charmed or magically put to sleep.

Sulfur

Each creature you choose within the aura has disadvantage on Constitution checks and saving throws.

Smoke Rings

Also at 3rd level, whenever you create smoke, such as when you burn herbs or incense, you can shape it in any manner you choose in the brief moments before it floats away.

Aromatherapy (Level 6)

At 6th level, you can replace the verbal, somatic, and material components for a witch spell that you cast by burning a stick of incense. When you do so, the incense is always consumed by the spell, and if the spell would normally require material components with a gp value, you must use an equal value of incense.

A block of incense is worth 2 gp and contains 10 sticks of incense, each worth 2 sp. More exotic or valuable varieties of incense exist, and can be purchased to replace more expensive material components.

Dizzying Fog (Level 10)

Beginning at 10th level, as an action, you can release a 20-foot radius cloud of multi-hued smoke centered on yourself. The area of the smoke is heavily obscured, but dissipates fully at the end of your turn. Each creature you choose within the area must make a Wisdom saving throw or be dazed for up to 1 minute. A dazed creature has disadvantage on attack rolls and Dexterity saving throws. Any creature that is immune to being stunned is also immune to being dazed.

An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Olfactory Aurora (Level 14)

When you reach 14th level, you are constantly surrounded by a flowery fog that puts your allies into a positive state of mind. Whenever a friendly creature within 30 feet of you makes an attack roll, ability check, or saving throw, they can add 1d4 to the roll.

Gingerbread Magic

Gingerbread Magic (Level 3)

Witches that learn the fine details of Gingerbread Magic become masters in all things confectionery. Some witches, particularly those with a sweet tooth of their own, use their magic to bring joy to others: for example, turning pebbles into gumdrops, and giving them to children. Evil gingerbread witches, however, have a penchant for cruelty, and use their delectable powers to tempt others into traps, or to transform their valuables into sweet treats.

Hex: Sweet Tooth

Starting when you choose this craft at 3rd level, your touch can make anything sweet. As an action, you can touch a nonmagical object that isn't being worn or carried by another creature that can fit within a 1-foot cube and transform it into an edible candy replica. You choose the type of candy it is made out of, whether it be gingerbread, candy cane, licorice, or a combination of various candies. If the candy is not eaten by the end of your next turn, it reverts to its original material.

Gingerbread Familiar

Also at 3rd level, when you summon your familiar, you can conjure a version of it made from gingerbread. Your gingerbread familiar has the same statistics as it normally would, but it has blindsight with a range of 10 feet and the following traits:

Distracting Aroma

A hostile creature that is within 5 feet of the familiar has disadvantage on attack rolls against creatures other than it.

False Appearance

While the familiar remains motionless, it is indistinguishable from an ordinary gingerbread construction.

Fragile

Your familiar only adds your witch level, instead of twice your witch level, to its maximum hit points.

Sugar Rush (Level 6)

By 6th level, as a bonus action, you can give an ally you touch a burst of quickly-fading energy. The creature can take the Dash action or Disengage action as a bonus action on its next turn.

Candied Decoy (Level 10)

Starting at 10th level, you can use your action to conjure an identical duplicate of yourself, created from chocolate, candy, and other sweet treats, in an empty space within 5 feet of you. You can choose to swap places with the decoy when you conjure it. The decoy is a construct with AC 10 and 20 HP, and ability scores equal to yours. It is immune to poison and psychic damage. It appears at first to be indistinguishable from you, but cracks in its candy shell appear when it takes damage. The decoy moves with your walking speed to a location that you choose when you move, but can't speak or take actions, bonus actions, or reactions. The decoy collapses into an inanimate pile of candy when it is reduced to 0 HP, or after 1 minute.

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

Candy Land (Level 14)

By 14th level, as an action, you can transform a whole area into a field of confectionary delights. Choose a point you can see within 120 feet. For the next minute, a 30-foot radius sphere of magic centered on that point transforms every nonmagical object entirely within the area that isn't being worn or carried into an edible candy replica. Structures become gingerbread houses, trees are made of chocolate, and so on. The GM decides the type of candy into which objects are transformed. Candy objects have no damage threshold and vulnerability to all damage. If a candy object is not eaten by the end of the duration, it reverts to its original material.

Additionally, inside this area, everything appears to be joyous and colorful; the grass is made of licorice and the clouds are made of candy floss. Whenever you begin your turn in the area, you and your familiar each regain 5 hit points. You don't gain this benefit if you have 0 hit points, and your familiar doesn't gain this benefit if it is at 0 hit points or is dismissed.

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

Green Magic

Green Magic (Level 3)

Plants, nature, and things that grow are the domain of green magic. Normally a type of arcana championed by druids, some witches have a close tie to the powers of green magic and can coax plants and animals to do their bidding.

Hex: Elder Tongue

Starting when you choose this craft at 3rd level, you know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with beasts and plants in a limited manner until the end of your next turn. Most beasts and plants lack the intelligence to convey or understand sophisticated concepts, but could relay what they have seen or heard in the recent past. While you can speak with them, you have advantage on all Charisma checks you make to influence beasts and plants.

Primal Ally

Also at 3rd level, whenever you summon your familiar, you conjure one that is hardier than normal. Add three times your witch level, instead of twice your witch level, to your familiar's hit point maximum.

Twin Familiar (Level 6)

By 6th level, when you summon your familiar, you can divide its spirit into two bodies. When summoned in this way, your familiar is two identical creatures that share a single pool of hit points. Your twin familiars act on subsequent turns. You can use your bonus action to command one twin to attack and your action to command the other to attack. A spell or feature that targets or dismisses your familiar affects both twins.

Vital Nourishment (Level 10)

By 10th level, you exude an aura of Green Magic that restores and reinvigorates life around you. When you finish a long rest, plant life within 120 feet of where you finished your long rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.

Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your witch level + your Charisma modifier. You can also end one disease affecting each creature, or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Sacrificial Familiar (Level 14)

At 14th level, whenever you are targeted by a melee attack while your familiar is within 5 feet of you, you can use your reaction to command it to dive in the way of the attack, causing the attack to target your familiar instead.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Lunar Magic

Lunar Magic (Level 3)

The moon is a potent symbol for many witches—especially those who are forced to practice their art incognito. To them it represents a guiding light in the darkness, a confidant or keeper of secrets, and a link to the powerful natural forces that govern time and tide. Lunar witches are the masters of the night: shadowy, quiet, and exceptionally difficult to pin down.

Lunar Magic Bonus Spells
Spell LevelSpells

1st

faerie fire, sleep

2nd

darkvision, moonbeam

3rd

hypnotic pattern, nondetection

4th

confusion, private sanctum

5th

dream, seeming

Hex: Lunacy

When you join this craft at 3rd level, you gain the ability to drive people mad. As an action, choose one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature suffers from one long-term madness effect, selected at random, until the end of your next turn.

Under Cover of Darkness (Level 6)

By 6th level, you have developed a supernatural affinity for shadows. When you are in an area of dim light or darkness, you can use your bonus action to take the Hide action.

Everlasting Night (Level 10)

At 10th level, you can use your accursed powers to suppress light around you. As an action, you can cause all areas of direct sunlight within 300 feet of yourself to become bright light, bright light to become dim, and dim light to become total darkness for ten minutes. Sources of light are still visible; only the illumination they provide is reduced.

After using this ability, you must take a short or long rest before using it again.

Moonsight (Level 14)

At 14th level, you can see through illusions with ease. You have truesight out to a range of 60 feet and you perceive a shimmering halo of moonlight around any creature you can see that has the shapechanger subtype.

Purple Magic

Purple Magic (Level 3)

Purple magic holds sway over the domains of illusions and enchantments that take hold over people's minds, as well as anything that is not quite as it seems. Practitioners of this craft are puppet masters, shaping the apparent reality of those around them to their advantage.

Hex: Hallucination

Starting at 3rd level, you can infect the minds of other creatures. As an action, choose one creature you can see within 60 feet of you to make a Wisdom saving throw. A creature that is immune to being charmed automatically succeeds on this saving throw. On a failed save, the target's perspective of the world distorts into a horrific and alien place. The creature takes a −1 penalty to all attack rolls and ability checks it makes. At the start of each of the creature's turns while affected by this hex, this penalty increases by 1, up to a maximum penalty of −5. This effect lasts until the end of your next turn.

False Authority (Level 6)

By 6th level, as an action, you can wrap yourself in an illusory air of expectation. Any creature that can see you perceives you as a figure of authority. A blacksmith might see you as a guild master, whereas a soldier might see you as a captain. The changes perceived by a viewer fail to hold up to physical inspection. This illusion lasts for 1 hour or until you end it on your turn (no action required).

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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

Deceitful Transposition (Level 10)

Starting at 10th level, you can use your bonus action to create an illusory disguise over two creatures within 60 feet of you, making it seem as if they have teleported and switched places. The disguise makes it seem that the creatures are in one another's spaces, moving all sounds, smells, and other effects caused by each creature to their appropriate points of origin. Creatures under the effect of this disguise don't perceive any part of the illusion.

A creature can use its action to examine a magically disguised creature and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can see both illusory creatures for what they are.

This illusion lasts for 1 minute, and it ends early if one of the illusory creatures takes damage, or if one of the creatures performs any physical interaction that reveals itself to be an illusion.

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

Waking Nightmare (Level 14)

By 14th level, you can warp everything a creature sees into a hellscape, full of terrible creatures that wish them harm. When a creature fails its saving throw against your Hallucination hex, you can further distort its mind, causing it to lose the ability to distinguish friend from foe, regarding all creatures it sees as enemies until the hex ends. Whenever the hexed creature chooses a target for an attack, spell, or other effect, it must choose the target at random from among the creatures it can see within range. The hexed creature must always use its reaction to make an opportunity attack, if a creature provokes one.

This effect ends after 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

Red Magic

Red Magic (Level 3)

Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in this craft are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath.

Hex: Imperil

Starting at 3rd level, you know how to strip away your foes' magical defenses. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw, and choose any one damage type. On a failed save, the creature loses resistance to the chosen damage type until the end of your next turn, or is treated as only having resistance, if it has immunity to that damage type.

Convolute Energy (Level 6)

At 6th level, whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can gain resistance to that damage type until the end of your next turn.

Invulnerability (Level 10)

Beginning at 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to briefly become all but invulnerable. The damage you take from the attack is reduced by 50.

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

Elemental Annihilation (Level 14)

Starting at 14th level, when you cast a witch spell that deals acid, cold, fire, lightning, or thunder damage, you can expend another spell slot of equal or higher level to maximize the damage dealt.

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

Sky Magic

Sky Magic (Level 3)

Although all witches appreciate the value of a good broom of flying, the Sky Magic craft takes things to another level. Known colloquially as "cloud witches", they spend as much time aloft as they do on the ground, claiming that the thrill of flight is the only thing that helps them forget the pain and loneliness that comes with a witch's curse.

Hex: Light Heels

When you adopt this craft at 3rd level, you can twist a hex to hold you aloft. As an action, you can gain a flight speed equal to your base movement speed. However, you must end your movement on solid ground, otherwise you fall. This effect lasts until the end of your next turn.

Corvid Familiar (Level 6)

At 6th level, your witch's familiar becomes a monstrous hybrid, with black feathers and beady eyes. It gains a flying speed of 50 feet (unless it already has a faster flying speed), the ability to speak Common and the following traits:

Aerial Agility

While the familiar is flying, it has a +2 bonus to its AC.

Keen Sight

The familiar has advantage on Wisdom (Perception) checks that rely on sight.

Hex: Vortex (Level 10)

At 10th level, you can tangle the winds into a howling vortex. As an action, you can create a 5-foot radius sphere of twisting wind, centered on yourself. This area is difficult terrain for creatures other than yourself. The winds force fog, cloud, and other gases out of the area, as well as Small or smaller flying creatures or objects, which are directed upwards, above the sphere of wind. Attacks through this area using arrows, bolts, or other projectiles have disadvantage. Heavy projectiles, such as boulders and ballista bolts, are unaffected.

Cloud Dancer (Level 14)

When you reach 14th level, your affinity for the skies grants you a supernatural grace while airborne. Whenever you are flying, falling, or levitating and are hit by an attack, you can roll a d4. On a 4, the attack misses.

Steel Magic

Steel Magic (Level 3)

Secret covens throughout the Material Plane practice their magic by drawing spells into their blades. Maniacally cackling and whirling their way across the battlefield, these witches weave their curses into a bloody tapestry whenever they bring their steel to bear.

Bonus Proficiencies

Beginning when you choose this craft at 3rd level, you gain proficiency with all martial melee weapons that lack the Heavy or Special property.

Hex: Malevolence

Also at 3rd level, you have learned a secret hex associated with the profane rites of long-forgotten covens. You can use your bonus action to shroud yourself with an evil smog until the end of your next turn. Your concentration on this hex can't be broken as a result of taking damage. You gain the following benefits:

  • Your Armor Class equals 12 + your Dexterity modifier + your Charisma modifier, as long as you aren't wielding a shield.

  • When you make an attack with a melee weapon that lacks the Heavy or Special property, you can use your Charisma modifier, instead of Strength or Dexterity, for its attack and damage rolls.

  • Whenever you take damage from a creature you can see that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Cackling Killer (Level 6)

At 6th level, when you use your Cackle feature, you can attack twice, instead of once, if you take the Attack action on that turn.

Soulsword Familiar (Level 10)

Starting at 10th level, as a bonus action, you can draw the essence of your familiar into your weapon, manifesting in a cloak of green flame. Your familiar is dismissed, and can't be resummoned until you finish a short or long rest. Until your familiar is resummoned, this weapon deals an extra 1d8 fire damage on a hit.

Shrieking Strike (Level 14)

Starting at 14th level, your accursed magic has seeped into your weapon. Once per turn, when you hit a creature with a melee weapon attack, you can perform a shrieking strike. The target must succeed a Wisdom saving throw against your spell save DC or be frightened of you for up to 1 minute. The target can repeat this saving throw at the end of its turn, ending the effect on itself on a success.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Tea Magic

Tea Magic (Level 3)

Tea witches are among the calmest and friendliest of witches, radiating warmth and contentment despite their hideous faces and hollow souls. At their very worst, they can be cranky (if forced to drink their tea in a hurry), or twitchy (after too much tea), but even then, they are likely to look for peaceful solutions to their problems.

Hex: Tasseography

Starting when you choose this craft at 3rd level, you can see glimpses of the future in your tea leaves. As an action, choose a friendly creature you can see within 60 feet of you, roll a d20, and record the number rolled. Until the end of your next turn, you can replace any attack roll, saving throw, or ability check made by the creature with this foretelling roll. You must choose to do so before the roll. Once you replace a roll in this way, this hex ends.

Tea Ceremony

Also at 3rd level, you can magically conjure enough tea for you and your allies whenever you take a short or long rest. A creature who drinks this tea loses one additional level of exhaustion during that rest.

Shapes and Omens (Level 6)

By 6th level, you can see deeper glimpses into the future through your tea leaves. When you finish a long rest, you can examine the shape of your tea leaves. The GM tells you a shape that hints at future events. For example, if you see a tower in your tea leaves, you might encounter a wizard on the following day. If you see a serpent, you might encounter a lair or a monster.

Herbal Remedy (Level 10)

At 10th level, you can cast the greater restoration spell without using a spell slot or material components. Once you use this feature, you must finish a short or long rest before you can use it again.

Invigorate (Level 14)

By 14th level, as a bonus action, you can give yourself or a friendly creature you can see within 5 feet of you a temporary rush of energy by drinking an energizing cup of tea. On the target's next turn, the target can take one additional action.

Once you use this feature, you must finish a long rest before you can use it again.

Technicolor Magic

Technicolor Magic (Level 3)

Technicolor Magic witches draw their power from the friendships they find around them. They have a penchant for collecting adorable animals of all shapes and sizes, which they will never endanger, no matter how dire the situation. Above all, these witches are defined by their relentlessly positive outlook, which empowers their arcana and spurs on their allies.

Animal Friends

Starting when you choose this craft at 3rd level, you have advantage on Wisdom (Animal Handling) checks you make to befriend beasts. You can use your Charisma, instead of Wisdom, for these checks if the creature is Small or smaller. If you adopt a beast as a pet, you can temporarily dismiss it into an extradimensional space, as you would a familiar.

Hex: Musical Interlude

At 3rd level, you gain a hex that inspires your allies with an uplifting speech or an encouraging musical number. As an action, you can grant each willing creature you can see that can see you within 30 feet of you a number of temporary hit points equal to your Charisma modifier + half your witch level. These temporary hit points last until the end of your next turn.

Friendship Bracelet (Level 6)

Beginning at 6th level, as an action, you can weave a small bracelet of string, beads, or some other inexpensive material. You can always determine the location of a creature wearing one of these bracelets, as long as you and it are on the same plane of existence. You can target the creature with spells and effects as if you could see it, even if the target is obscured from your view.

Positivity (Level 10)

Starting at 10th level, you can leverage your bonds of friendship for protection. When an attacker that you can see hits you with an attack, you can use your reaction to gain a bonus to your Armor Class equal to the number of friendly creatures within 5 feet of you, potentially causing the attack to miss you instead.

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

Redemptive Arc (Level 14)

Beginning at 14th level, you can redeem your foes, instead of slaying them. When a hostile creature you can see is reduced to 0 hit points, you can use your reaction to protect the creature from further harm. The creature is stable but unconscious until it regains any hit points. When the creature awakens, any magical effect causing it to be charmed, cursed, frightened, or possessed ends. Furthermore, the creature loses one of its Bonds or Flaws that inspired it to be hostile toward you.

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

White Magic

White Magic (Level 3)

White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.

Hex: Remedy

At 3rd level, you learn a hex that closes wounds and eases pain. As an action, choose one creature you can see within 60 feet of you. This creature regains a number of hit points equal to 1d10 + your witch level. A creature that regains hit points from this hex can't be affected by it again until it finishes a short or long rest.

Talisman of Protection (Level 6)

At 6th level, you can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be performed over the course of a short rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become mundane. Any creature wearing the talisman can add a d4 to all saving throws it makes.

Benevolent Surge (Level 10)

At 10th level, when you, your familiar, or one of your allies you can see within 30 feet of you takes damage, you can use your reaction to cause that creature to regain hit points equal to 1d10 + your Charisma modifier.

Once you use this feature, you must finish a short or long rest before you can use it again.

Witch's Gift (Level 14)

Starting at 14th level, when you cast a spell or hex that restores a creature's hit points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.