Punti Ferita
Competenze
Witch
| Livello | Bonus di Competenza | Caratteristiche | Hexes |
|---|---|---|---|
| 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 |
| Livello | Bonus di Competenza | Caratteristiche | Cantrips | Prepared Spells |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Witch's Curse Hexes | 2 | 2 |
| 2 | + 2 | Spellcasting Witch's Curse Hexes | 2 | 4 |
| 3 | + 2 | Spellcasting Witch's Curse Hexes | 2 | 6 |
| 4 | + 2 | Spellcasting Witch's Curse Hexes | 3 | 7 |
| 5 | + 3 | Spellcasting Witch's Curse Hexes | 3 | 9 |
| 6 | + 3 | Spellcasting Witch's Curse Hexes | 3 | 10 |
| 7 | + 3 | Spellcasting Witch's Curse Hexes | 3 | 11 |
| 8 | + 3 | Spellcasting Witch's Curse Hexes | 3 | 12 |
| 9 | + 4 | Spellcasting Witch's Curse Hexes | 3 | 14 |
| 10 | + 4 | Spellcasting Witch's Curse Hexes | 4 | 15 |
| 11 | + 4 | Spellcasting Witch's Curse Hexes | 4 | 16 |
| 12 | + 4 | Spellcasting Witch's Curse Hexes | 4 | 16 |
| 13 | + 5 | Spellcasting Witch's Curse Hexes | 4 | 17 |
| 14 | + 5 | Spellcasting Witch's Curse Hexes | 4 | 17 |
| 15 | + 5 | Spellcasting Witch's Curse Hexes | 4 | 18 |
| 16 | + 5 | Spellcasting Witch's Curse Hexes | 4 | 18 |
| 17 | + 6 | Spellcasting Witch's Curse Hexes | 4 | 19 |
| 18 | + 6 | Spellcasting Witch's Curse Hexes | 4 | 20 |
| 19 | + 6 | Spellcasting Witch's Curse Hexes | 4 | 21 |
| 20 | + 6 | Spellcasting Witch's Curse Hexes | 4 | 22 |
Spell Slots per Spell Level
| Livello | Bonus di Competenza | Caratteristiche | 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 |
Incantesimi di Classe
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 13
Livello 14
Livello 15
Livello 16
Livello 17
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Progressione Incantatore
Progressione Trucchetti
| Livello | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Trucchetti Conosciuti | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Competenze
light
simple
Equipaggiamento Iniziale
Caratteristiche di Classe
Spellcasting (Level 1)
You have learned to mold and reshape the magic that curses you into spells.
Cantrips
You know two cantrips of your choice from the Witch spell list. Chill Touch and Minor Illusion are recommended. You can choose Hexes when you pick Witch cantrips.
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 cantrip of your choice from the Witch spell list, as shown in the Cantrips column of the Witch Features 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 two level 1 spells from the Witch spell list. Hideous Laughter and Thunderwave 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.
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 gain a Witch level, you can replace one spell on your list with another Witch spell for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Witch spells.
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. Choose the form that this curse takes from the following options.
Hexes (Level 1)
You learn a number of powerful cantrips, known as Hexes, derived from the same insidious magic that cursed you.
You know two Hexes of your choice from the Witch spell list, which don't count against your number of cantrips known. Hex: Misfortune and Hex: Ruin are recommended. Whenever you gain a Witch level, you can replace one of your Hexes with another Hex of your choice from the Witch spell list. When you gain certain Witch levels, you gain more Hexes of your choice, as shown in the Hexes column of the Witch Features table.
Cackle (Level 2)
You can take a Bonus Action to Cackle. When you do so, you extend the duration of one of your Hexes by 1 round, provided the target of the Hex is within the spell's range.
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)
You always have the Find Familiar spell prepared, and you can cast it in 10 minutes without a spell slot or components. The spell is improved in the following ways when you cast it.
Expanded Options
You can choose one of the normal forms for your familiar or one of the following special forms: Death Snail, Flying Book, Homunculus, Mock, Moon Jelly, Pet Rock, Pseudodragon (can't use its Sting), Rag Doll, Tin Soldier, and Winter Wolf Pup.
Witch Familiar
The familiar's stat block is improved, as detailed in the Witch Familiar sidebar.
Synchronized Turns
Your familiar takes its turn immediately before or after your turn each round (your choice).
Quick Attack
Once per turn as an action or Bonus Action, you can command your familiar to take the Attack action (one attack only) on its turn.
Spell Channeling
When you cast a spell with a range other than Self on your turn, you can cast it as if you were in your familiar's space. The familiar must be within 100 feet of you, and it must take a Reaction to deliver the spell when you cast the spell as normal.
Witch Familiar
As a Witch, the stat block of a familiar you summon is improved in the following ways.
Hit Points
You add twice your Witch level to your familiar's Hit Point maximum.
Your Spell Attack Modifier
Your familiar can use your spell attack modifier for its attack rolls.
Your Saving Throw
If your familiar forces a creature to make a saving throw, it uses your spell save DC.
Your Proficiency Bonus
Your familiar adds your Proficiency Bonus to its AC, saving throws, and damage rolls.
Witch Subclass (Level 3)
You gain a Witch subclass of your choice. 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.
Insidious Spell (Level 5)
When a creature fails its saving throw against one of your Hexes, it has Disadvantage on saving throws it makes against your Witch spells before the end of your next turn. Similarly, if it fails its saving throw against one of your Witch spells, it has Disadvantage on saving throws it makes against your Hexes until the end of your next turn.
Subclass Feature (Level 6)
You gain a feature from your Witch Subclass.
Improved Familiar (Level 7)
Your Find Familiar spell improves in the following ways.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Hastened Hex (Level 9)
Once per turn when you cast a Hex as a Magic action, you can cast a Witch cantrip that isn't a Hex and has a casting time of an action as a part of that casting.
Subclass Feature (Level 10)
You gain a feature from your Witch Subclass.
Grand Hex (Level 11)
You have perfected deeply malevolent forms of magic. You gain one Grand Hex of your choice. Whenever you gain a Witch level, you can replace one of your Grand Hexes with another one.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Grand Hex (Level 13)
You have perfected deeply malevolent forms of magic. You gain one Grand Hex of your choice. Whenever you gain a Witch level, you can replace one of your Grand Hexes with another one.
Subclass Feature (Level 14)
You gain a feature from your Witch Subclass.
Grand Hex (Level 15)
You have perfected deeply malevolent forms of magic. You gain one Grand Hex of your choice. Whenever you gain a Witch level, you can replace one of your Grand Hexes with another one.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Grand Hex (Level 17)
You have perfected deeply malevolent forms of magic. You gain one Grand Hex of your choice. Whenever you gain a Witch level, you can replace one of your Grand Hexes with another one.
Vengeful Curse (Level 18)
When an enemy you can see within 60 feet of yourself deals damage that causes you or an Ally you can see within 60 feet of yourself to become Bloodied, you can take a Reaction to curse the enemy. Until the end of your next turn, the cursed creature has Disadvantage on D20 Tests.
Once you use this feature, you can't use it again until you finish a Long Rest.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Hexmaster (Level 20)
You have mastered your foul magic. When you cast a Hex that requires a saving throw, you can cause one target to automatically fail.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also restore one use of it by expending a spell slot (no action required).
Multiclasse
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Black Magic
Black Magic (Level 3)
Wield the Dark Arts
Black magic is associated with Hexes that cause suffering and spells that give rise to undeath. Harnessing such magic 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.
Black Magic Spells
When you reach a Witch level specified in the Black Magic Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Exhume, Gentle Repose, Hex: Decay, Inflict Wounds, Ray of Enfeeblement |
5 | |
7 | |
9 |
Decay
You gain the Hex: Decay cantrip. This cantrip is exclusive to this subclass.
Undeath Command (Level 6)
Your authority over Undead grants you the following benefits.
Quick Command
When you take a 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.
Undead Familiar
Undead you control via the Animate Dead spell gain the benefits of the Witch Familiar sidebar.
Life Tether (Level 10)
When you take damage from a creature you can see within 60 feet, you can take a Reaction to transfer some of that damage to a creature that is the sole target of your Hex. You take half the damage (round 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. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Grim Sacrifice (Level 14)
If your familiar is within 60 feet of yourself, you can take a Magic action to dissolve its magical bond to this plane. Your familiar drops to 0 Hit Points and unleashes necromantic energy in a 20-foot Emanation. Each creature you choose within the Emanation makes 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.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 6+ spell slot (no action required).
Blood Magic
Blood Magic (Level 3)
Fuel Your Curses with Blood
Forbidden by most Witch covens, Blood Magic centers on the use of dark spells and Hexes that draw from the spellcaster's life essence. It is fundamentally more perilous than other Witch crafts, but its many risks come with copious rewards.
Blood Spells
When you reach a Witch level specified in the Blood Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Acid Arrow, Hex: Blood Curse, Hold Person, Inflict Wounds, Hollowing Curse |
5 | |
7 | |
9 |
Blood Curse
You gain the Hex: Blood Curse cantrip. This cantrip is exclusive to this subclass.
Novice Hemomancy
You can use a drop of blood in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified.
Arcane Bloodletting
When you cast a spell that has a casting time of an action, you can choose to take 5 Necrotic damage to change the casting time to a Bonus Action for this casting. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.
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)
You can detect the location of each creature within 60 feet of you that is missing any of its Hit Points and you can see such a creature if it has the Invisible condition. Additionally, you have Advantage on ability checks you make to track any creature that you or your familiar has damaged within the last 24 hours.
Hemomantic Recovery (Level 10)
When you finish a Short Rest, you can perform a blood ritual to expend Hit Point Dice and recover expended level 1-5 spell slots. The cost for each spell slot is given on the Hemomantic Recovery table.
Once you use this feature, you can't do so again until you finish a Long Rest.
| Spell Level | Hit Dice |
|---|---|
1 | 2 |
2 | 3 |
3 | 5 |
4 | 6 |
5 | 7 |
Sanguine (Level 14)
When you cast a spell with a spell slot that deals damage to a creature that is the sole target of your Hex, you can choose to sacrifice your blood for power. You take 5 or more Necrotic damage and the target takes an extra 1d8 Necrotic damage for every 5 Necrotic damage you took, to a maximum of 6d8 Necrotic damage. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.
Blue Magic
Blue Magic (Level 3)
Copy Any Spell That Affects You
Compared to all other Witch's crafts, Blue Magic is unique, in that it reflects the essence of magic itself. Witches that specialize in Blue Magic absorb the energy of spells that affect them and let the arcana imprint upon their souls.
Blue Magic Duplication
You learn spells through experience. When a spell of level 1+ targets you or you are in the area of a spell's effect, you can take a Reaction to absorb some of that spell's energy. You always have that spell prepared. You can't use this feature to prepare a spell that had no effect on you, even if it forced you to make a saving throw against it.
You can only prepare a spell if it is of a level for which you have spell slots. You can prepare two spells of each level, from level 1-5, for a total of 10 spells prepared. When you prepare a new spell, you can replace a spell of the same level you have prepared with this feature.
Arcane Awareness
You always have the Detect Magic spell prepared and can cast it without a spell slot. Additionally, while this spell is active, you can take a Bonus Action to examine a creature you can see within 60 feet of yourself and determine if it can cast spells.
True Blue Variant
"True" Blue Magic Witches abandon the ability to prepare spells entirely. This variant allows a character to be fully shaped by their experiences and duplicate spells up to level 9.
True Blue Witches don't prepare additional spells after Witch level 1. Instead, each new spell must be prepared through Blue Magic Duplication.
As normal, a True Blue can't prepare more spells than listed in the Prepared Spells column of the Witch Features table. This number of prepared spells is increased by 4 at Witch level 3 (+4), and by 2 at Witch levels 5 (+6), 7 (+8), and 9 (+10).
Turquoise Efficiency (Level 6)
You have greater mastery over spells you have prepared, granting you the following benefits.
Prepared Advantage
You have Advantage on saving throws you make against any spell that you have prepared.
Siphon Spell
If you succeed on a saving throw against a spell that you have prepared that is cast by another creature, you can regain an expended spell slot of the same level. Once you regain a spell slot with this feature, you can't do so again until you finish a Long Rest.
Copycat (Level 10)
You can copy a creature's skills, in addition to its magic. When you see a creature within 60 feet of yourself makes an ability check using a skill or a saving throw in which it has proficiency, you can take a Reaction to duplicate that proficiency. Until you finish a Long Rest, you have proficiency in that skill or saving throw and can use the creature's bonus whenever you make that roll.
Cerulean Reflection (Level 14)
When a creature casts a spell that forces you to make a saving throw to avoid damage, you can take a Reaction to attempt to redirect some of the spell's energy to a new target. If you succeed on your saving throw against the spell, choose another creature you can see within the spell's range or up to 30 feet away from you, whichever is closer, to make a saving throw against the spell, using your spell save DC. The chosen creature can be the original spellcaster. On a failed save, the creature suffers the effects of the spell as if you had cast the spell and it had been the original target or been within the area of the spell.
You can use this feature and Blue Magic Duplication as a part of the same Reaction.
Once you use this feature, you can't use it again until you finish a Long Rest.
Fragrant Magic
Fragrant Magic (Level 3)
Choke Foes and Enchant Allies
Magic based on the swirling smoke of strong-smelling herbs has been practiced since the time of ancient 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 that disorientate and kill.
Fragrant Spells
When you reach a Witch level specified in the Fragrant Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Calm Emotions, Color Spray, Enhance Ability, Fog Cloud, Prestidigitation |
5 | |
7 | |
9 |
Fragrant Aura
As a Magic action, you can create a 30-foot Emanation of fragrance, which lasts for 1 minute, until you use this feature again to choose a different effect, or you dismiss it (no action required). You choose the type of fragrance from the following options. Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a spell slot (no action required).
Frankincense
Each creature you choose in the Emanation has Advantage on Wisdom checks and saving throws.
Smelling Salts
Each Unconscious creature you choose in the Emanation awakens if it has at least 1 Hit Point. Additionally, each creature in the Emanation has Advantage on saving throws it makes to avoid or end the Charmed condition and can't be magically put to sleep.
Sulfur
Each creature you choose in the Emanation has Disadvantage on Constitution checks and saving throws.
Smoke Rings
Whenever you create smoke, such as when you burn herbs or incense or cast Fog Cloud, you can shape it in any manner you choose.
Aromamancy (Level 6)
You can manipulate your magical fragrances to alter your magic, granting you the following benefits.
Incense Casting
When you cast a Witch spell, you can burn a stick of incense to cast it without spell components. A Witch spell you cast in this way can't be affected by Counterspell. If the spell requires Material components that have a cost specified in the spell, you must burn incense of equal value. A block of incense is worth 2 GP and contains 10 sticks of incense, each worth 2 SP.
Perfumed Charisma
You can expend a spell slot as a Magic action to create and apply a magical perfume to yourself. For 1 hour, you have Advantage on all Charisma checks made to influence a creature within 5 feet of yourself.
Dizzying Fog (Level 10)
As a Magic action, you can release a cloud of multi-hued smoke in a 20-foot Emanation. Each creature you choose within the Emanation must succeed on a Wisdom saving throw against your spell save DC or have the Poisoned condition for 1 minute. At the end of each of its turns, a Poisoned creature repeats the save, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Olfactory Aura (Level 14)
You are constantly surrounded by a flowery fog in a 30-foot Emanation. Whenever an Ally within the Emanation makes a D20 Test, it can add a d4 to the roll.
Gingerbread Magic
Gingerbread Magic (Level 3)
Live in a Candyland
Witches that learn the fine details of Gingerbread Magic become masters in all things confectionery. Some Witches, particularly those with a sweet tooth, use their magic to delight others. Evil gingerbread Witches, by contrast, have a penchant for cruelty, and use their delectable powers to tempt others into traps or transform valuables into sweet treats.
Gingerbread Spells
When you reach a Witch level specified in the Gingerbread Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Arcane Lock, Enhance Ability, Hex: Sweet Tooth, Hideous Laughter, Sleep |
5 | |
7 | |
9 |
Sweet Tooth
You gain the Hex: Sweet Tooth cantrip. This cantrip is exclusive to this subclass.
Gingerbread Familiar
When you summon your familiar, you can conjure a version of it made from gingerbread. It gains the following benefits:
- Blindsight
Your familiar has Blindsight with a range of 10 feet.
- Distracting Aroma
An enemy within 5 feet of the familiar that can see and smell it has Disadvantage on attack rolls against creatures other than it.
- Fragile
Your familiar only adds your Witch level, instead of twice your Witch level, to its Hit Point maximum.
Sugar Rush (Level 6)
Sugar-Coat (Level 10)
When a creature that you can see hits you with an attack roll using a weapon, you can take a Reaction to transform its weapon into a harmless duplicate made of candy. You choose the type of candy it is made out of, whether it be marshmallow, cotton candy, or gingerbread. You take no damage from the attack. The weapon remains transformed and unable to deal damage until the end of the attacker's turn. The attacker can make attacks using other weapons or Unarmed Strikes as normal.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
Candy Land (Level 14)
As a Magic action, you can transform an area into a field of confectionary delights. Choose a point you can see within 120 feet. For 1 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. A candy object reverts to its original material at the end of the duration or if it leaves the Sphere, unless it is eaten.
The Sphere lasts for 1 minute, until you have the Incapacitated condition, or if you dismiss it (no action required). Additionally, everything inside the Sphere appears to be joyous and colorful. Whenever you or an Ally starts its turn inside the Sphere, it regains 10 Hit Points. A creature doesn't gain this benefit if it has 0 Hit Points.
Once you use this feature, you can't use it again until you finish a Long Rest.
Green Magic
Green Magic (Level 3)
Wield Nature and an Empowered Familiar
Plants, nature, and things that grow are the domain of Green Magic. Normally a branch 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.
Green Magic Spells
When you reach a Witch level specified in the Green Magic Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Barkskin, Druidcraft, Entangle, Locate Animals or Plants, Speak with Animals |
5 | |
7 | |
9 |
Elder Tongue
You can cast Speak with Animals without a spell slot.
Primal Ally
You add three times your Witch level, instead of twice your Witch level, to your familiar's Hit Point maximum.
Twin Familiar (Level 6)
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 Quick Attack twice on the same turn, using an action to command one twin and a Bonus Action to command the other. A spell or feature that targets or dismisses your familiar affects both twins.
Vital Nourishment (Level 10)
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 your Witch level + your Charisma modifier. You can also end one of the following conditions affecting each creature: Blinded, Deafened, Paralyzed, or Poisoned.
Sacrificial Familiar (Level 14)
Whenever you are targeted by an attack while your familiar is within 5 feet of you, you can take a 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)
Conjure the Magic of the Moon
The moon is a potent symbol for many Witches— especially those who practice their craft 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, mercurial, and formidable.
Lunar Spells
When you reach a Witch level specified in the Lunar Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Moonsight
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
Hexlight
You can cast Moonbeam once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that the spell's duration becomes 1 round, ending at the end of your next turn. When you Cackle, the spell's duration extends by 1 round, up to a maximum of 1 minute, and you can use the spell's Magic action to move the beam as a part of the same Bonus Action.
Cover of Darkness (Level 6)
You and your familiar can attempt to hide when Lightly Obscured. Additionally, you can add your Charisma modifier to any Dexterity (Stealth) check you make as a part of the Hide action (minimum bonus of +1).
Blessing of the Moon (Level 10)
When you finish a Long Rest, you gain a blessing based on a phase of the moon. You can choose the blessing of any moon phase, and the blessing is empowered if it's the moon's current phase. The GM determines the current phase, or determines it randomly on the Moon Phases table. You can use the benefit of your blessing once and regain the ability to do so when you finish a Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Moon Phases
| 1d6 | Moon Phase |
|---|---|
1-2 | Crescent Moon |
3-4 | Full Moon |
5-6 | New Moon |
Crescent Moon
When an enemy you can see within 30 feet of you moves, you can take a Reaction to teleport up to 30 feet to an unoccupied space you can see. If the moon is currently a crescent moon, you can teleport up to 60 feet.
Full Moon
When you fail a saving throw, you can take a Reaction to reroll it with a bonus equal to your half your Witch level (round down). You must use the new roll. If the moon is currently a full moon, you add your Witch level, instead of half your Witch level, to the roll.
New Moon
When a creature you can see hits you with an attack roll, you can take a Reaction to impose a -5 penalty to the roll, potentially causing the attack to miss you. If the moon is currently a new moon, you impose a -10 penalty to the attack roll.
Blood Moon Beam (Level 14)
Whenever you cast Moonbeam, the spell creates a 10-foot-radius Cylinder. If you reduce an enemy to 0 Hit Points using the spell, the area expands to a 15-foot-radius Cylinder for the duration of the spell.
Purple Magic
Purple Magic (Level 3)
Enchant and Beguile Your Foes
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 around them with the ease of a marionette.
Purple Magic Spells
When you reach a Witch level specified in the Purple Magic Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Disguise Self, Hex: Hallucination, Invisibility, Silent Image, Suggestion |
5 | |
7 | |
9 |
Hallucination
You gain the Hex: Hallucination cantrip. This cantrip is exclusive to this subclass.
False Authority (Level 6)
When you cast Disguise Self, you can modify it so that you appear as a figure of authority to anyone who sees you. You don't choose your appearance; rather, your appearance varies from observer to another. For example, a blacksmith might see you as a guild master, whereas a soldier might see you as a captain.
Deceitful Transposition (Level 10)
You can take a Bonus Action to create an illusory disguise over two creatures within 60 feet of yourself, making it seem as if they have teleported and switched places. The disguise extends to the target's voices, sounds, smells, etc. Disguised creatures don't perceive any part of the illusion.
A creature can take a Study 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 until the end of your next turn, and it ends early if either disguised creature takes an action that the other can't take (such as casting a spell), if you have the Incapacitated condition, or if you dismiss it (no action required).
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.
Waking Nightmare (Level 14)
You can warp everything a creature sees into a hellscape full of terrible creatures. When a creature fails its saving throw against your Hex: Hallucination cantrip, you can further distort its mind. The creature has the Frenzied condition. A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attack if any creature provokes one. The Frenzied condition ends after 1 minute, or when the spell ends.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Red Magic
Red Magic (Level 3)
Lay Your Foes to Waste with Arcane Fury
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.
Red Magic Spells
When you reach a Witch level specified in the Red Magic Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Burning Hands, Dragon's Breath, Hex: Imperil, Magic Missile, Scorching Ray |
5 | |
7 | |
9 |
Imperil
You gain the Hex: Imperil cantrip. This cantrip is exclusive to this subclass.
Convolute Energy (Level 6)
When a creature you can see within 60 feet of yourself deals Acid, Cold, Fire, Lightning, or Thunder damage to one or more creatures, you can change that damage type to one of the other listed types (no action required).
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.
Invulnerability (Level 10)
When a creature that you can see hits you with an attack, you can take a Reaction to reduce the damage you take from the attack by 50, to a minimum of 0.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 4+ spell slot (no action required).
Elemental Annihilation (Level 14)
When you cast a level 1+ Witch spell that deals Acid, Cold, Fire, Lightning, or Thunder damage, you can expend another spell slot of equal or higher level to deal maximum damage with that spell on the turn you cast it.
Once you use this feature, you can't use it again until you finish a Long Rest.
Sky Magic
Sky Magic (Level 3)
Soar Through the Sky With Ease
Although all Witches appreciate a good Broom of Flying, Sky Magic Witches embrace the power of the winds. Known colloquially as "Cloud Witches", they spend as much time aloft as they do on the ground, floating over their contemporaries with a breezy disposition.
Sky Spells
When you reach a Witch level specified in the Sky Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Feathered Heels
A pair of magical feathers adorn each of your heels, granting you limited flight. When you cast a Hex or a spell using a spell slot, you gain a Fly Speed equal to your Speed until the end of your turn.
Cushioned Fall
You can cast Feather Fall on yourself without a spell slot.
Corvid Familiar (Level 6)
When you summon your familiar, you can transform it into a crowlike hybrid with black feathers and beady eyes. It gains the following benefits.
Flight
It gains a Fly Speed of 50 feet (unless it already has a faster Fly Speed).
Aerial Agility
While the familiar is flying, it has a +2 bonus to its AC.
Common
It can speak and understand Common.
Flyby
The target doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
Vortex (Level 10)
As a Bonus Action, you can create a 10-foot Emanation of twisting wind originating from you. The Emanation lasts for 1 minute, until you have the Incapacitated condition, or you dismiss it (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required). The Emanation has the following effects.
Difficult Terrain
The Emanation is Difficult Terrain for creatures you choose.
Disadvantage for Ranged Attacks
Ranged attacks through the Emanation have Disadvantage. Heavy projectiles, such as boulders and ballista bolts, are unaffected.
Disperse Gasses
The Emanation disperses gasses and vapor within its area.
Windswept
Small or smaller flying creatures can't move through the Emanation.
Cloud Dancer (Level 14)
Whenever you are hit by an attack while you are flying or falling, roll a d4. On a 4, the attack misses you.
Steel Magic
Steel Magic (Level 3)
Cut Down Foes with the Soulsword
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.
Steel Spells
When you reach a Witch level specified in the Steel Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Martial Training
You gain proficiency with Martial weapons that don't have Heavy and training with Medium armor and Shields.
Soulsteel
As a Bonus Action, you can draw the essence of your familiar into a Melee weapon that you are holding, manifesting in a cloak of green flame. This weapon becomes your Soulsteel weapon. Your familiar is temporarily dismissed until this effect ends at the end of your next turn. You gain the following benefits.
Bonus Damage
When you hit with your Soulsteel weapon, the target takes an extra 1d6 damage. This damage is your choice of Force, Necrotic, or Radiant.
Cackling Killer
When you Cackle, you can extend the duration of this feature by 1 round.
Spellcasting Focus
You can use your Soulsteel weapon as a Spellcasting Focus.
Extra Attack (Level 6)
You can attack twice instead of once whenever you take the Attack action on your turn.
In addition, you can cast one of your cantrips (including your Hexes) that has a casting time of an action in place of one of those attacks.
Insidious Smite (Level 10)
Once on each of your turns when you hit a creature with your Soulsteel weapon, you can expend a level 5 or lower spell slot to deal extra damage equal to 1d8 per level of the spell slot. This damage is your choice of Force, Necrotic, or Radiant.
Hexplate (Level 14)
You have Resistance to Bludgeoning, Piercing, and Slashing damage dealt by an enemy that is the sole target of your Hex.
Tea Magic
Tea Magic (Level 3)
Glimpse and Shape the Future Through Tea Leaves
Witches that practice Tea Magic learn to brew magically delicious and restorative tea, as well as to glimpse the future in their tea leaves. They are among the calmest and friendliest of Witches, at worst cranky (if forced to drink their tea in a hurry) or twitchy (after too much tea).
Tea Spells
When you reach a Witch level specified in the Tea Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Augury, Calm Emotions, Guidance, Hideous Laughter, Sanctuary |
5 | |
7 | |
9 |
Tasseography
You see glimpses of the future in tea leaves. As a Bonus Action, roll a d20 and record the number rolled. This is a fortelling roll. Before the start of your next turn, you can replace one D20 Test made by you or a creature you can see within 60 feet with this roll. You must choose to do so before the roll.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Tea Ceremony
You can magically conjure enough tea for you and up to six Allies whenever you take a Short or Long Rest. The Exhaustion level, if any, of a creature that drinks this tea decreases by 1.
Shapes and Omens (Level 6)
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. When you encounter an event hinted at by your tea leaves, you gain Heroic Inspiration.
Herbal Remedy (Level 10)
When a creature drinks your tea as a part of your Tea Ceremony, it can gain one of the following benefits of its choice. Once it gains a benefit from this feature, it can't do so again until it finishes a Long Rest.
Invigoration
The creature gains Temporary Hit Points equal to your Witch level.
Purification
The creature has Resistance to Poison damage and also has Advantage on saving throws it makes to avoid or end the Poisoned condition on itself. This benefit lasts until the creature finishes a Long Rest.
Restoration
The creature gains the benefits of either the Lesser Restoration or the Greater Restoration spell.
As Foretold (Level 14)
You regain all expended uses of your Tasseography feature when you roll Initiative.
Technicolor Magic
Technicolor Magic (Level 3)
Make Friends and Sing Songs
Technicolor Witches draw their magic from the power of friendship. 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 relentless positivity, which empowers their arcana and spurs on their Allies.
Technicolor Spells
When you reach a Witch level specified in the Technicolor Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Animal Messenger, Color Spray, Hex: Musical Interlude, Speak with Animals, Warding Bond |
5 | |
7 | |
9 |
Musical Interlude
You gain the Hex: Musical Interlude cantrip. This cantrip is exclusive to this subclass.
Animal Friends
Your affinity for cuddly animals grants you the following benefits.
Charismatic Handling
You gain proficiency in the Animal Handling skill. Additionally, you gain a bonus to Wisdom (Animal Handling) checks equal to your Charisma modifier (minimum bonus of +1).
Pocket Pet
If you adopt a Beast as a pet, you can temporarily dismiss it into an extradimensional space, as you would a familiar.
Friendship Bracelet (Level 6)
As a Magic action, you can weave a small magical bracelet of string, beads, or some other inexpensive material. You can have a number of these bracelets up to your Charisma modifier (minimum of one). If you make another one, you must render an existing bracelet nonmagical. A creature wearing one of your bracelets gains the following benefits.
Helping Hand
You can take the Help action as a Bonus Action to assist a creature wearing one of your bracelets. Once you do so, you can't use this benefit to assist that creature again until you finish a Short or Long Rest.
Sense Location
You can always determine the location of a creature wearing one of your bracelets, as long as you and it are on the same plane of existence.
Targetable
You can target a creature wearing one of your bracelets with spells and effects, even if you can't see it, as long as the target is within range.
Positivity (Level 10)
You can leverage your bonds of friendship for protection. When an attacker that you can see hits you with an attack, you can take a Reaction to gain a bonus to your Armor Class equal to the number of friendly creatures within 5 feet of you (to a maximum of +10), 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. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Redemption Arc (Level 14)
You can redeem your foes instead of slaying them. When an enemy you can see is reduced to 0 Hit Points, you can take a Reaction to protect the creature from further harm. Instead of dropping to 0 Hit Points, the creature drops to 1 Hit Point and has the Unconscious condition. The condition ends early for it if 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 becomes Friendly to you and your Allies.
Once you use this feature, you can't use it again until you finish a Long Rest.
White Magic
White Magic (Level 3)
Heal and Mend a Broken World
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.
White Magic Spells
When you reach a Witch level specified in the White Magic Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Spells |
|---|---|
3 | Bless, Cure Wounds, Lesser Restoration, Prayer of Healing, Spare The Dying |
5 | |
7 | |
9 |
Remedy
You have a reservoir of healing magic represented by a pool of d6s. The number of dice in this pool equals your Witch level.
As a Magic action or a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending one or more dice from the pool. You can expend a maximum number of dice equal to your Charisma modifier (minimum of one). Roll the dice you expend, and add your Charisma modifier to the roll if you use this feature as a Magic action, restoring a number of Hit Points equal to the total.
Your pool regains all expended dice when you finish a Long Rest.
Talisman of Protection (Level 6)
You can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be done during a Short or a Long Rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become nonmagical. Any creature wearing the talisman adds a d4 to all saving throws it makes.
Benevolent Surge (Level 10)
When you, your familiar, or an Ally you can see within 30 feet of you takes damage, you can take a Reaction to cause that creature to regain a number of Hit Points equal to 1d10 plus your Charisma modifier.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Witch's Gift (Level 14)
Whenever you cast a spell or use a Witch feature that restores a creature's Hit Points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.