SIGNING IN

Points de Vie

Dés de Vie 1d6 par niveau

Maîtrises

WIS , CHA

Witch

Niveau Bonus de Maîtrise Capacités Cantrips Known Spells Known Bonds
1 + 2 Spellcasting Quickening 3 3 0
2 + 2 Spellcasting Quickening 3 4 1
3 + 2 Spellcasting Quickening 3 5 1
4 + 2 Spellcasting Quickening 4 6 1
5 + 3 Spellcasting Quickening 4 7 1
6 + 3 Spellcasting Quickening 4 8 2
7 + 3 Spellcasting Quickening 4 9 2
8 + 3 Spellcasting Quickening 4 10 2
9 + 4 Spellcasting Quickening 4 11 2
10 + 4 Spellcasting Quickening 5 12 3
11 + 4 Spellcasting Quickening 5 13 3
12 + 4 Spellcasting Quickening 5 14 3
13 + 5 Spellcasting Quickening 5 15 3
14 + 5 Spellcasting Quickening 5 16 4
15 + 5 Spellcasting Quickening 5 16 4
16 + 5 Spellcasting Quickening 5 17 4
17 + 6 Spellcasting Quickening 5 17 4
18 + 6 Spellcasting Quickening 5 18 5
19 + 6 Spellcasting Quickening 5 19 5
20 + 6 Spellcasting Quickening 5 19 5

Spell Slots per Spell Level

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

Sorts de Classe

Blade Ward Chill Touch Friends Guidance infestation|xge Light Mage Hand Mending Minor Illusion Poison Spray Resistance Thaumaturgy toll the dead|xge True Strike Animal Friendship cause fear|xge chaos bolt|xge Charm Person Cure Wounds Detect Magic Detect Poison and Disease Faerie Fire Find Familiar Healing Word Hex ice knife|xge Longstrider Protection from Evil and Good Purify Food and Drink Speak with Animals Witch Bolt aganazzar's scorcher|xge Alter Self Augury Calm Emotions Crown of Madness Darkness Darkvision Enhance Ability Enthrall healing spirit|xge Hold Person Lesser Restoration Locate Animals or Plants Locate Object mind spike|xge Misty Step Moonbeam Protection from Poison Ray of Enfeeblement shadow blade|xge Suggestion Bestow Curse Clairvoyance Conjure Animals Daylight Dispel Magic enemies abound|xge Fear Fly life transference|xge Magic Circle Major Image Protection from Energy Remove Curse Speak With Dead Spirit Guardians summon lesser demons|xge tiny servant|xge Tongues Vampiric Touch Water Walk Banishment Blight charm monster|xge Compulsion Confusion Death Ward Divination Dominate Beast Freedom of Movement guardian of nature|xge Hallucinatory Terrain Locate Creature Polymorph shadow of moil|xge summon greater demon|xge vitriolic sphere|xge Wall of Fire Animate Objects Antilife Shell Awaken Commune Contact Other Plane Contagion danse macabre|xge Dominate Person Dream enervation|xge Geas Greater Restoration Hold Monster Insect Plague Legend Lore Mass Cure Wounds Modify Memory negative energy flood|xge Planar Binding Reincarnate Scrying synaptic static|xge wrath of nature|xge Circle of Death Conjure Fey Contingency create homunculus|xge Eyebite Find the Path Heal Mass Suggestion mental prison|xge primordial ward|xge soul cage|xge Sunbeam True Seeing crown of stars|xge Etherealness Finger of Death Mirage Arcane Mordenkainen's Magnificent Mansion Plane Shift power word pain|xge Regenerate Sequester Symbol abi-dalzim's horrid wilting|xge Animal Shapes Antipathy/Sympathy Dominate Monster Feeblemind maddening darkness|xge Mind Blank Power Word Stun Sunburst Astral Projection Foresight invulnerability|xge mass polymorph|xge psychic scream|xge Shapechange True Polymorph True Resurrection blade ward|xphb chill touch|xphb friends|xphb guidance|xphb light|xphb mage hand|xphb mending|xphb minor illusion|xphb poison spray|xphb resistance|xphb thaumaturgy|xphb true strike|xphb animal friendship|xphb charm person|xphb cure wounds|xphb detect magic|xphb detect poison and disease|xphb faerie fire|xphb find familiar|xphb healing word|xphb hex|xphb longstrider|xphb protection from evil and good|xphb purify food and drink|xphb speak with animals|xphb witch bolt|xphb alter self|xphb augury|xphb calm emotions|xphb crown of madness|xphb darkness|xphb darkvision|xphb enhance ability|xphb enthrall|xphb hold person|xphb lesser restoration|xphb locate animals or plants|xphb locate object|xphb misty step|xphb moonbeam|xphb protection from poison|xphb ray of enfeeblement|xphb suggestion|xphb bestow curse|xphb clairvoyance|xphb conjure animals|xphb daylight|xphb dispel magic|xphb fear|xphb fly|xphb magic circle|xphb major image|xphb protection from energy|xphb remove curse|xphb speak with dead|xphb spirit guardians|xphb tongues|xphb vampiric touch|xphb water walk|xphb banishment|xphb blight|xphb compulsion|xphb confusion|xphb death ward|xphb divination|xphb dominate beast|xphb freedom of movement|xphb hallucinatory terrain|xphb locate creature|xphb polymorph|xphb wall of fire|xphb animate objects|xphb antilife shell|xphb awaken|xphb commune|xphb contact other plane|xphb contagion|xphb dominate person|xphb dream|xphb geas|xphb greater restoration|xphb hold monster|xphb insect plague|xphb legend lore|xphb mass cure wounds|xphb modify memory|xphb planar binding|xphb reincarnate|xphb scrying|xphb circle of death|xphb conjure fey|xphb contingency|xphb eyebite|xphb find the path|xphb heal|xphb mass suggestion|xphb sunbeam|xphb true seeing|xphb etherealness|xphb finger of death|xphb mirage arcane|xphb mordenkainen's magnificent mansion|xphb plane shift|xphb regenerate|xphb sequester|xphb symbol|xphb animal shapes|xphb antipathy/sympathy|xphb dominate monster|xphb befuddlement|xphb mind blank|xphb power word stun|xphb sunburst|xphb astral projection|xphb foresight|xphb shapechange|xphb true polymorph|xphb true resurrection|xphb

Capacités de Classe

Niveau 1

Spellcasting
Quickening

Niveau 10

Witch Covenant feature

Niveau 11

Channel Spell

Niveau 12

Ability Score Improvement

Niveau 14

Witch Covenant feature

Niveau 15

Strength of Spirit

Niveau 16

Ability Score Improvement

Niveau 18

Familiar Spirit

Niveau 19

Ability Score Improvement

Niveau 2

Witch Covenant
Binding Rites

Niveau 20

Ghostly Step

Niveau 3

Spirit Ward

Niveau 4

Ability Score Improvement

Niveau 6

Witch Covenant feature

Niveau 7

Spiritual Spellcasting

Niveau 8

Ability Score Improvement

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 3 4 5 6 7 8 9 10 11 12 13 14 15 16 16 17 17 18 19 19

Progression d'Incantation

Progression d'Incantation: full

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 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Maîtrises

Armor

light

Skills

Équipement de Départ

(a) a component pouch or (b) an arcane focus or (c) a druidic focus

Capacités de Classe

Spellcasting (Level 1)

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

Cantrips

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

Spell Slots

The Witch table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these witch spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher

You know three 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 on 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, since your magic comes from bargaining with spirits. 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 or druidic focus as a spellcasting focus for your witch spells.

Quickening (Level 1)

At 1st level, you gain the ability to enter a trance known as the witch's quickening, letting you see beyond the borders of the material world. As an action you can enter this trance to see into the Ethereal Plane up to 60 feet.

Additionally you also gain insight into the emotional energy surrounding you, you know if and what spirits are bound within 60 feet, and you gain advantage on Wisdom (Insight) checks.

The trance lasts for 1 minute, or until you end it as an action. You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses when you finish a long rest.

Witch Covenant (Level 2)

At 2nd level you commit yourself to a spiritual philosophy known as a witch's covenant: the Covenant of Blood, the Covenant of Charm, the Covenant of Ruin, the Covenant of Shadows, Covenant of Silver, Covenant of Steel, or the Covenant of Unity, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Covenant Spells

Each covenant has a list of spells that you gain at the witch levels noted in the covenant description. Once you gain a covenant spell, you know it, and it doesn't count against the number of spells you know.

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

Binding Rites (Level 2)

At 2nd level you can bind spirits to your service. Binding a spirit requires 10 minutes of uninterrupted meditation. During this time, the witch speaks the invocations required to summon the spirit forth and enacts the rite of binding depending on which philosophy the witch subscribes to. A blood witch might utilize a bone fragment to bind the spirit, while a shadow witch might bargain with the summoned spirit, exchanging a secret for the spirit's service. A witch may perform this ritual at any time to swap a bound spirit for a new one, losing the old passive benefit and gaining the new (or simply to change the spell slot level the same spirit is occupying).

You choose a spirit to bind from the list at the end of this class description, and you fill one of your available spell slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is said to be of a level equal to the spell slot used to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at once.

Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section. Releasing a spirit is a bonus action, although some spirits allow release as a reaction. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is expended.

You can bind a number of spirits up to the number shown for your witch level in the Bonds column of the witch table.

Spirit Ward (Level 3)

At 3rd level, you learn a rite that offers protection against spirits who wish you or your allies harm. As an action, you can create a spirit ward with a radius of 15 feet, centered on a point you touch. The ward lasts 1 minute. While inside the ward, creatures you choose who you can see cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incorporeal undead. Additionally, if an affected creature is reduced to 0 hit points within the ward but is not killed outright, the creature becomes stable at the beginning on their first turn inside the ward.

Once you use this feature, you must finish a short or long rest to use it again. Beginning at 9th level, you can use your Spirit Ward twice between rests, and beginning at 18th level you can use it three times between rests.

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Witch Covenant feature (Level 6)

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

Spiritual Spellcasting (Level 7)

At 7th level you call upon the spirits you have bound to help you cast your spells. You can dismiss a spirit as a bonus action to recover a spell slot of a level equal to that of the spirit's. The release effect of the spirit you dismissed is not activated.

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.

Witch Covenant feature (Level 10)

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

Channel Spell (Level 11)

Beginning at 11th level, damage from spells you cast on undead and creatures on a different plane of existence ignores resistance to that damage.

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.

Witch Covenant feature (Level 14)

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

Strength of Spirit (Level 15)

At 15th level, you learn to sap additional fortitude from the spirits you bind. When you finish a long rest, you gain a number of temporary hit points equal to the combined level of all the spirits you have bound.

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.

Familiar Spirit (Level 18)

At 18th level, you learn the find familiar spell.

Additionally, when you cast find familiar or if you already have a familiar, you can awaken spiritual energy within the animal as part of an additional ritual that takes 10 minutes. Once complete, you choose one spirit from the list at the end of the class description. Your familiar provides you with the spirit's passive effect as long as your familiar is within 100 feet of you. Its level is equal to your Charisma modifier. If the familiar dies, the spirit produces its release effect if there is a valid target within range of the familiar.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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

Ghostly Step (Level 20)

At 20th level you gain the ability to enter the spirit realm as a bonus action by projecting part of yourself beyond the material plane for 10 minutes or until you rematerialize as a bonus action. You and all your belongings become invisible. You have resistance to all non-magical damage, and cannot be grappled, paralyzed, petrified, poisoned, or restrained.

For the duration, you can pass through solid objects as if they were difficult terrain. If you end your turn in an object, you take 1d10 force damage. If you rematerialize in a location occupied by a creature or solid object, you are shunted to the nearest unoccupied space and take damage equal to twice the number of feet you are moved as a result.

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

Multiclassage

Prérequis de Multiclassage

{"cha":13}

Maîtrises Acquises

Armor light

Sous-classes

Capacités de Sous-classe

Covenant of Blood

Covenant of Blood (Level 2)

Witches of the Covenant of Blood believe in strong connections between the physical world and the spiritual one. Spirits are connected to the physical world through objects that were important to them while they were alive. This knowledge allows a witch to bind spirits more easily—as long as they know something of the spirit's life.

Though not always, witches from the Covenant of Blood tend to dominate the spirits under their control. They generally take care to leave spirits intact and in a state no worse than before they were bound, but nevertheless are capable of using a spirit's weaknesses against them, taking advantage of their connections to the physical world in order to gain great control of them.

Awaken The Blood

Beginning at 2nd level, when you release a spirit from your power, you can use the energy from those broken spiritual bonds to repair corporeal bodies. When you release a spirit, a creature you touch regains hit points equal to three times the spirit's level.

Sympathetic Magic (Level 6)

At 6th level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. Provided you have an article (blood, hair, clothing, or favoured object) from the target, your spells of 5th level or lower which have a single target may affect the creature if it is on the same plane of existence as you.

When you cast a spell that targets a creature in this way, the article you have from the target is consumed.

Blood Binding (Level 10)

At 10th level, when a hostile creature dies within 30 feet of you, you can bind its soul as a reaction. You bind a spirit type of your choice to a spell slot of your choice. This binding expires after 24 hours or whenever you use this ability again. The target cannot be resurrected so long as its spirit remains bound in this way.

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

Call Forth The Flesh (Level 14)

At 14th level, you gain the ability to force an ethereal or incorporeal creature that you can see within 60 feet into the material plane as an action. The target must succeed on a Constitution saving throw or lose their incorporeal movement trait and immunities to grappled, paralyzed, petrified, prone, and restrained for 1 minute. Alternatively, you can use this feature to to cast revivify once without expending a spell slot or material components.

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

Covenant of Charm

Covenant of Charm (Level 2)

Witches of the Covenant of Charm tap deep into the emotions which govern lingering spirits' behaviours. They use these emotions as signposts and guides to manipulate the desires and shape the aspirations of the living. They believe that although lingering spirits are echoes of the past, they hold the key to individual futures. By harnessing the raw emotional energy of the beyond, one can gain absolute control over the hearts and minds of those around them.

Witches of this philosophy vary in their treatment of spirits. Some befriend and learn from the spirits they bind, using that knowledge to further their own ends. Others take only cursory notice of the spirits they enslave—an attitude that often carries over into their living interactions, manipulating and charming those they will, without any true regard for the desires of those they meet.

In Perfect Trust

At 2nd level, you have grown attuned to the hearts and minds of those around you. While in your quickening, you can add your proficiency bonus to Charisma (Deception) and Charisma (Persuasion) checks, or twice your proficiency bonus if you are already proficient.

Additionally, during your quickening, you gain the ability peer into the heart of a creature within 60 feet of you as an action. The target must succeed on a Wisdom saving throw against your spell save DC or you gain insight into its emotional state and something that is currently influencing this state such as something it worries over, desires, loves, or hates. Constructs and creatures immune to being charmed automatically succeed on this saving throw. On a failed save the target is not aware of this intrusion.

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

Spirit Token (Level 6)

At 6th level you can tie one of your spirits you already have bound to a small object. As an action, you bind the spirit to an object that is significant to a creature you choose, the spirit still counts towards your maximum bonds while attached to the object. As long as the creature is in possession of the token, the spirit provides its passive effect as though the spirit were bound by the target (even if they are not a witch). In either case, the magic holding the spirit to the object expires after 24 hours when it returns to your control. If the token is returned to you, you can break this magic sooner as a bonus action, regaining use of the spirit.

Of One Heart (Level 10)

At 10th level, creatures charmed by you are also considered charmed by your allies.

Additionally, when you trigger a spirit's release effect, until the start of your next turn allies within 60 feet of you can damage charmed creatures without affecting the charm.

Crux of Desire (Level 14)

At 14th level, you can't be charmed or frightened, and your spells and spirits ignore immunity to the charmed condition.

Covenant of Ruin

Covenant of Ruin (Level 2)

The Covenant of Ruin has less respect for spirits than the other covenants. Witches who bind these spirits utilize their magic to torture and pressure spirits in order to extract power from them. Their philosophy revolves around invoking ruin and causing as much damage as possible.

Though good witches of this covenant are rare, they are not unknown. Good witches who share this covenant's ideology typically aim to bind evil spirits, turning these beings into weapons for good against their will (though this can hardly be considered to be completely benign). Such witches often claim their actions are for the greater good—using evil to combat greater evil.

Covenant of Ruin Familiar Spells
Witch LevelSpells

3rd

Crown of Madness, Shatter

5th

Bestow Curse, Call Lightning

7th

Confusion, Ice Storm

9th

Cloudkill, Destructive Wave

Doom

Beginning when you choose this covenant at 2nd level, the targets of your spirits' release effects have disadvantage on the next ability check or attack roll they make within the next 10 minutes.

Devastating Release (Level 6)

At 6th level, spirits you release erupt with energy as their bonds are broken, causing harm to those around you. When you release a spirit, roll a number of d6s equal to the level of the spirit. Creatures of your choice within 30 feet of you take psychic damage equal to the total. Those who take damage hear wails and screams as the spirit is released, and feel a rush of sorrow and discomfort.

Ruinous Ward (Level 10)

Beginning at 10th level, the Spirit Wards you create are accompanied by spiritual dissonance which can strain and break the weak of soul. When a creature starts its turn inside your Spirit Ward, you can choose for the ward to deal 3d6 psychic damage to the creature (no action required by you).

Rite of Exorcism (Level 14)

At 14th level, you can attempt to exorcise a living creature's soul. If a creature within 30 feet of you fails a Wisdom or Charisma saving throw against one of your spells or spirits' release effects, you can use your reaction to attempt to exorcise that creature's soul. The target takes 5d6 psychic damage and 5d6 necrotic damage as their soul is torn from their body, and they are stunned until the end of your next turn.

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

Covenant of Shadows

Covenant of Shadows (Level 2)

The Covenant of Shadows subscribes to the belief that everything that exists, both physically and metaphysically, is a shadow cast by that which came before it. Shadows are windows into worlds beyond the material plane—as one world becomes dimmer, others become brighter and easier to see by comparison.

There is reason to be wary of the dark. Witches from this covenant are more cautious dealing with spirits. They know that dangers lurk in the shadows, and they are careful with their dealings lest the spirits they bind show their dark side.

The Shadows Have Eyes

You can use the spirits which dwell in the darkness to see. Beginning at 2nd level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet as long as you have at least one spirit bound, and you have advantage on Wisdom (Perception) checks in dim light or darkness.

Blinding Shackles (Level 6)

At 6th level, hostile creatures that are affected by any of your spirits' release effects must succeed on a Constitution saving throw against your spell save DC or be blinded for 1 minute. At the end of each of its turns, a target can make a Constitution saving throw, ending the effect on itself on a success. This ability has no effect on creatures who do not use light to see.

Haunting Shades (Level 14)

Beginning at 14th level, after you release a spirit that targets a hostile creature, you can choose for the spirit to also haunt that creature for up to 1 minute, requiring your concentration as if on a spell. The passive effect of the spirit continues but uses the haunted creature as the origin. The passive effect otherwise treats you as the owner. After 1 minute or when you lose concentration, the spirit's release effect activates again.

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

Covenant of Silver

Covenant of Silver (Level 2)

Silver is a powerful weapon in any witch's arsenal but a witch who holds to the Covenant of Silver understands how to unlocking the transformative and soul-binding powers of a simple looking glass. It is through this window to the soul that the Silver witch draws their power. Reflections are the silver chains that bind the worlds together.

Witches of the covenant of silver know that everything living has a reflection in the otherworld, and everything dead must reciprocate. Their craft is full of risk and reward, and through reflections, they come to understand and manipulate those outcomes.

Covenant of Silver Spells
Witch LevelSpells

3rd

Alter Self, Mirror Image

5th

Clairvoyance, Major Image

7th

Arcane Eye, Locate Creature

9th

Mislead, Scrying

Looking Glass

At 2nd level you gain a Tiny trinket known as a Soul Mirror. As an action you can face the mirror at a creature you can see and capture its reflection. The reflection remains captured until you release it as a bonus action or use this feature again.

As an action while you have a reflection captured, you can speak the name of the target to create an invisible sensor within 10 feet of it. The soul mirror then shows the view from the sensor as if it were there, instead of a reflection. The sensor moves with the target, remaining within 10 feet of it until the target's reflection is released. A creature that can see invisible objects sees the sensor as a translucent disc the size of your soul mirror.

If you lose your Soul Mirror, you can perform a 1-hour ceremony to summon a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous mirror. The mirror shatters when you die.

Soul Shatter (Level 6)

Beginning at 6th level, if you have a reflection captured in your soul mirror, you can summon an eruption of ghostly mirror-shards whenever you release a spirit as a reaction to taking damage. The reflection is released along with the spirit, and the target of the spirit's release effect takes force or radiant damage (your choice) equal to the triggering damage. You regain a number of hit points equal to the damage dealt.

Soul Cloak (Level 10)

Beginning at 10th level, you can assume the form of the creature whose reflection you trapped in your soul mirror as an action. When you do so, the reflection is released and magically transforms into a disguise that appears on you. You now look like the creature, but flipped horizontally like a reflection. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise you can perfectly mimic the mannerisms, speech patterns, accent, and other superficial qualities of the original creature.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check with disadvantage against your spell save DC.

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

Dark Reflection (Level 14)

At 14th level, you can use your action to compel a creature you can see within 60 feet to look at a warped illusion of itself. The target sees you as a wretched, horrifying version of itself—a visage that manipulates it with its insecurities and plays on its fears. You cast geas on the target without expending a spell slot or material components. When cast in this way, the target is also frightened of you for the duration, and the duration of the spell is seven years.

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

Covenant of Steel

Extra Attack (Level 6)

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

Reflexes of Steel (Level 10)

At 10th level, your physical and spiritual reflexes are razor sharp. You can give yourself a bonus to your initiative rolls equal to the number of spirits you have bound.

Additionally, when you make a saving throw you can use your reaction to gain a bonus to the roll equal to the number of spirits you have bound.

Steel Rain (Level 14)

At 14th level, your body and soul have been forged and tempered by your training. As an action, you can release a spirit to unleash a flurry of spiritually fueled strikes. You make a number of weapon attacks equal to the spirit's level, and the damage from these attacks ignores resistance and immunity. The spirit's release effect does not trigger.

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

Covenant of Unity

Covenant of Unity (Level 2)

The Covenant of Unity subscribes to a philosophy that all spiritual entities are connected by a collective consciousness. They use this knowledge to surmount power over the spiritual realm itself. In other words, these witches gain their abilities by harnessing the secrets which govern the very basis of spiritual existence, rather than focusing on the relationships between the metaphysical and the material world.

The Covenant of Unity is perhaps more sympathetic to the spirits such witches bind. Witches of this covenant tend to see spirits as allies instead of tools. They trust the spirits they bind enough to allow their power to grow under their command with the purpose of sharing this power.

Spirit Link

Beginning at 2nd level, you can effortlessly link yourself to the souls around you. While in your quickening you can use your action to discern whether a creature you can see has greater or fewer hit points than yourself and any conditions it currently suffers from.

Forceful Presence (Level 6)

At 6th level, after you release a spirit you can choose to retain control over it, so that the spirit remains bound and ready to be released again.

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

Powerful Bonds (Level 10)

At 10th level, your body and soul develop the ability to contain more powerful spirits. The passive and release effects of spirits you bind are considered one level higher than the spell slot you use to bind them.

Pale Host (Level 14)

At 14th level, if you are reduced to 0 hit points, but not killed outright, you are not knocked unconscious and your body becomes possessed by a spirit you control while you have 0 hit points. You remain conscious and possessed in this way for 1 round per level of the highest level spirit you have bound. You still must make death saving throws, and you suffer the normal effects of taking damage or regaining hit points while at 0 hit points.

Onlookers notice a strangeness in your movements, eyes, and voice while you remain possessed. While possessed, you can use your action on your turn to activate the release effect of one of the spirits you have bound and have it remain bound. This does not expend any uses of the Forceful Presence ability.