SIGNING IN

Hit Points

Hit Dice 1d6 per level

Proficiencies

WIS , CHA

Witch

Level Proficiency Bonus Features Cantrips Known
1 + 2 Spellcasting Witchcraft Witch's Familiar 3
2 + 2 Spellcasting Witchcraft Witch's Familiar 3
3 + 2 Spellcasting Witchcraft Witch's Familiar 3
4 + 2 Spellcasting Witchcraft Witch's Familiar 4
5 + 3 Spellcasting Witchcraft Witch's Familiar 4
6 + 3 Spellcasting Witchcraft Witch's Familiar 4
7 + 3 Spellcasting Witchcraft Witch's Familiar 4
8 + 3 Spellcasting Witchcraft Witch's Familiar 4
9 + 4 Spellcasting Witchcraft Witch's Familiar 4
10 + 4 Spellcasting Witchcraft Witch's Familiar 5
11 + 4 Spellcasting Witchcraft Witch's Familiar 5
12 + 4 Spellcasting Witchcraft Witch's Familiar 5
13 + 5 Spellcasting Witchcraft Witch's Familiar 5
14 + 5 Spellcasting Witchcraft Witch's Familiar 5
15 + 5 Spellcasting Witchcraft Witch's Familiar 5
16 + 5 Spellcasting Witchcraft Witch's Familiar 5
17 + 6 Spellcasting Witchcraft Witch's Familiar 5
18 + 6 Spellcasting Witchcraft Witch's Familiar 5
19 + 6 Spellcasting Witchcraft Witch's Familiar 5
20 + 6 Spellcasting Witchcraft Witch's Familiar 5

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Witchcraft Witch's Familiar 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Witchcraft Witch's Familiar 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Witchcraft Witch's Familiar 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Witchcraft Witch's Familiar 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Witchcraft Witch's Familiar 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Witchcraft Witch's Familiar 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Witchcraft Witch's Familiar 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Witchcraft Witch's Familiar 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Witchcraft Witch's Familiar 4 3 3 3 3 2 2 1 1

Class Spells

Acid Splash Cackle|WitchWBN Guidance Light Mending Minor Illusion Produce Flame Resistance Shillelagh True Strike Animal Friendship Alarm Bane Bless Command Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Disguise Self Fog Cloud Heroism Tasha's Hideous Laughter Inflict Wounds Protection from Evil and Good Shield Silent Image Sleep Speak with Animals Witch's Grasp|WitchWBN Aid Animal Messenger Arcane Lock Augury Blindness/Deafness Breath of Belladonna|WitchWBN Cleansing Crystal|WitchWBN Continual Flame Darkness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Gust of Wind Heat Metal Hold Person Invisibility Lesser Restoration Levitate Magic Mouth Misty Step Protection from Poison Ray of Enfeeblement See Invisibility Scorching Ray Shatter Silence Spider Climb Tongue-Tie Web Bestow Curse Clairvoyance Counterspell Create Poppet|WitchWBN Dispel Magic Fear Fly Gaseous Form Glyph of Warding Hypnotic Pattern Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Slow Speak with Dead Swineskin||WitchWBN Leomund's Tiny Hut|PHB Tongues Water Breathing Water Walk Arcane Eye Banishment Confusion Conjure Minor Elementals Conjure Woodland Beings Control Water Death Ward Dimension Door Divination Fabricate Mordenkainen's Faithful Hound|PHB Fire Shield Giant Insect Locate Creature Polymorph Mordenkainen's Private Sanctum|PHB Leomund's Secret Chest|PHB Spellwarping Curse|WitchWBN Stone Shape Stoneskin Wall of Fire Wyrding|WitchWBN Animate Hut|WitchWBN Animate Objects Bigby's Hand|PHB Awaken Commune Conjure Elemental Contact Other Plane Creation Dispel Evil and Good Dream Geas Greater Restoration Hallow Insect Plague Legend Lore Mass Cure Wounds Modify Memory Othershoes|WitchWBN Passwall Planar Binding Scrying Seeming Telekinesis Telepathic Bond Teleportation Circle Wall of Force Wall of Stone Conjure Fey Contingency Create Undead Eyebite Find the Path Flesh to Stone Forbiddance Globe of Invulnerability Guards and Wards Harm Heal Heroes' Feast Drawmij's Instant Summons Otto's Irresistable Dance|PHB Magic Jar Planar Ally Programmed Illusion Transport Via Plants True Seeing Wall of Ice Wall of Thorns Etherealness Finger of Death Forcecage Mordenkainen's Magnificent Mansion|PHB Mirage Arcane Plane Shift Prismatic Spray Prject Image Regenerate Reverse Gravity Sequester Simulacrum Symbol Teleport Animal Shapes Antimagic Field Antipathy/Sympathy Control Weather Demiplane Earthquake Feeblemind Maze Mind Blank Miser's Menace|WitchWBN Power Word Stun Astral Projection Foresight Gate Imprisonment Mass Heal Power World Kill Prismatic Wall Shapechange True Polymorph Weird Wish acid splash|xphb guidance|xphb light|xphb mending|xphb minor illusion|xphb produce flame|xphb resistance|xphb shillelagh|xphb true strike|xphb animal friendship|xphb alarm|xphb bane|xphb bless|xphb command|xphb cure wounds|xphb detect evil and good|xphb detect magic|xphb detect poison and disease|xphb disguise self|xphb fog cloud|xphb heroism|xphb tasha's hideous laughter|xphb inflict wounds|xphb protection from evil and good|xphb shield|xphb silent image|xphb sleep|xphb speak with animals|xphb aid|xphb animal messenger|xphb arcane lock|xphb augury|xphb blindness/deafness|xphb continual flame|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb gust of wind|xphb heat metal|xphb hold person|xphb invisibility|xphb lesser restoration|xphb levitate|xphb magic mouth|xphb misty step|xphb protection from poison|xphb ray of enfeeblement|xphb see invisibility|xphb scorching ray|xphb shatter|xphb silence|xphb spider climb|xphb web|xphb bestow curse|xphb clairvoyance|xphb counterspell|xphb dispel magic|xphb fear|xphb fly|xphb gaseous form|xphb glyph of warding|xphb hypnotic pattern|xphb magic circle|xphb major image|xphb nondetection|xphb phantom steed|xphb protection from energy|xphb remove curse|xphb sending|xphb slow|xphb speak with dead|xphb leomund's tiny hut|xphb tongues|xphb water breathing|xphb water walk|xphb arcane eye|xphb banishment|xphb confusion|xphb conjure minor elementals|xphb conjure woodland beings|xphb control water|xphb death ward|xphb dimension door|xphb divination|xphb fabricate|xphb mordenkainen's faithful hound|xphb fire shield|xphb giant insect|xphb locate creature|xphb polymorph|xphb mordenkainen's private sanctum|xphb leomund's secret chest|xphb stone shape|xphb stoneskin|xphb wall of fire|xphb animate objects|xphb bigby's hand|xphb awaken|xphb commune|xphb conjure elemental|xphb contact other plane|xphb creation|xphb dispel evil and good|xphb dream|xphb geas|xphb greater restoration|xphb hallow|xphb insect plague|xphb legend lore|xphb mass cure wounds|xphb modify memory|xphb passwall|xphb planar binding|xphb scrying|xphb seeming|xphb telekinesis|xphb teleportation circle|xphb wall of force|xphb wall of stone|xphb conjure fey|xphb contingency|xphb create undead|xphb eyebite|xphb find the path|xphb flesh to stone|xphb forbiddance|xphb globe of invulnerability|xphb guards and wards|xphb harm|xphb heal|xphb heroes' feast|xphb drawmij's instant summons|xphb magic jar|xphb planar ally|xphb programmed illusion|xphb transport via plants|xphb true seeing|xphb wall of ice|xphb wall of thorns|xphb etherealness|xphb finger of death|xphb forcecage|xphb mordenkainen's magnificent mansion|xphb mirage arcane|xphb plane shift|xphb prismatic spray|xphb regenerate|xphb reverse gravity|xphb sequester|xphb simulacrum|xphb symbol|xphb teleport|xphb animal shapes|xphb antimagic field|xphb antipathy/sympathy|xphb control weather|xphb demiplane|xphb earthquake|xphb befuddlement|xphb maze|xphb mind blank|xphb power word stun|xphb astral projection|xphb foresight|xphb gate|xphb imprisonment|xphb mass heal|xphb prismatic wall|xphb shapechange|xphb true polymorph|xphb weird|xphb wish|xphb

Class Features

Level 1

Spellcasting
Witchcraft
Witch's Familiar

Level 10

Coven Feature

Level 12

Ability Score Improvement

Level 14

Coven Feature

Level 16

Ability Score Improvement

Level 18

Willful Walls

Level 19

Ability Score Improvement

Level 2

Witch's Coven

Level 20

True Craft

Level 3

Retributive Curses

Level 4

Ability Score Improvement

Level 5

Wracking Curses

Level 6

Coven Feature

Level 8

Ability Score Improvement

Caster Progression

Caster Progression: full

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Proficiencies

Weapons

simple

Skills

Starting Equipment

(a) a light crossbow and 20 bolts or (b) any simple weapon
Alternatively, you may start with: 4d4 × 10|4d4 × 10|Starting Gold

Class Features

Spellcasting (Level 1)

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

Cantrips

At 1st level, you know three cantrips of your choice from the witch spell list. You gain additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Preparing and Casting Spells

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.

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

For example, if you are a 3rd-level witch, you have four 1st-level and two 2nd-level Spell Slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent practicing your craft: at least 1 minute per spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your witch spells, as your magic draws upon your profound attunement to the presence of magic in all things. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your witch spells. Witches may also have unusual, homemade, or repurposed objects as their arcane focuses, such as brooms, kitchen knives, kettles, dolls, or similar household objects. To use such an item, you must spend an hour long meditation dedicating it to that purpose.

Witchcraft (Level 1)

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

Tokens

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

Any 1st-level witch spell that targets one or more creatures can be crafted into a token with 1 hour of labour. To craft it, you must have an unexpended spell slot of a high enough level to cast the spell (you need not have the spell prepared) and you must succeed on a Wisdom check using artisan's tools with a DC of 10 + the spell's level. On a failure, the item isn't created; if the check fails by 5 or more, you also expend a spell slot of the spell's level. You can attempt to make a single token during a short or long rest. Tokens take a form appropriate to the artisan's tools you use to create them. An herbalism kit might produce a potion or salve; chef's tools might produce a cupcake.

Once created, a creature holding the token can cast the spell from it using your spell save DC, spell attack bonus, and spellcasting ability. If the spell requires concentration, the creature must concentrate. The token then loses its magical properties, becoming a mundane item of its kind. At 9th level, you can create a token with any witch spell of 2nd level or lower. At 13th level, you can create a token with any witch spell of 3rd level or lower.

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

Talismans

When you put your back into your craft and devote a little part of yourself to what you're making, you can weave your magic into a talisman that will last forever. Many witches make talismans of their hats, boots, cloaks, or walking sticks. Brooms, athames, keys, and tools are also popular. Some witches guard their talismans jealously, but others craft them specifically for heroes, loved ones, or younger witches under their tutelage.

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

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

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

You can recover the sacrificed spell slot by holding the talisman for 1 minute. The talisman ceases to be a magic item, and you regain that spell slot the next time you finish a long rest. Similarly, if the talisman is destroyed, you regain the spell slot when you finish your next long rest.

Alternatively, you can sacrifice a 3rd-level spell slot to craft an item from the Common or Uncommon Items table, or a 6th-level spell slot to craft an item from the Rare Items table.

Witch's Familiar (Level 1)

A witch's familiar is their lifelong companion and friend. You can choose to invest a willing bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel (or any other CR 0 creature approved by your GM) with magical power. Your familiar acts independently of you, but they generally heed your requests. In combat, they roll their own initiative and act on their own turn.

When your familiar is reduced to 0 hit points, you can use a reaction to expend a spell slot of 1st level or higher to make them drop to 1 hit point instead. If your familiar dies, you can perform a ritual to revive them during a short or long rest. The ritual requires 10 gp of herbs or incense, and your familiar returns to life with all their hit points.

You can communicate telepathically with your familiar, regardless of distance. Additionally, as an action, you can see through your familiar's eyes and hear what they hear until the start of your next turn, gaining the benefits of any special senses the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you choose another animal as your witch's familiar, you lose your connection to your previous familiar.

Magical Assistant

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

While you are maintaining concentration on a spell and touching your familiar, you can transfer concentration to your familiar as a bonus action. Damage that you take can't break your concentration on the spell, though the spell your familiar is concentrating on ends if you cast another spell that requires concentration. You can transfer concentration on the spell back to yourself as a bonus action by touching your familiar.

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

Witch's Coven (Level 2)

A witch's coven reflects their approach to practicing witchcraft, the intertwined discipline of high spellcasting with the rituals of daily life. A witch's coven is usually shared by a mentor or small group of more experienced witches, although some witches find their philosophy and coven drift from that of their fellows into another, and some have even been known to find their way to a coven's philosophies self-taught.

Retributive Curses (Level 3)

Witches are quick to punish those who wrong them. A witch's curse carries a personal grudge, imbuing certain spells with additional potency, as shown in the Curse Spells table below.

Starting at 3rd level, when a creature within 60 feet of you deals damage to you or forces you to make a saving throw, you can cast a curse spell on the triggering creature as a reaction. You must have the spell prepared, have a spell slot of a high enough level to cast it with, and can only target the triggering creature. However, the spell's range becomes 60 feet and you can cast it even if you can't see the triggering creature.

You can also use this reaction when a creature within range deals damage to or forces a saving throw from a creature holding a token or talisman you've created.

At the GM's discretion, you may be able to use this reaction when you come within range of someone who has dealt serious harm to you, or to people or things under your care. Someone who burned down your house while you were away might be subject to a curse as soon as you track them down.

Curse Spells
Spell LevelSpellConcentration

1st

bane

Yes

1st

hideous laughter

Yes

1st

witch's grasp

Yes

2nd

blindness/deafness

No

2nd

ray of enfeeblement

Yes

2nd

tongue-tie

Yes

3rd

bestow curse

Yes

4th

phantasmal killer (Coven of the Wicked only)

Yes

5th

othershoes

Yes

6th

irresistable dance

Yes

6th

flesh to stone

Yes

8th

miser's menace

No

9th

imprisonment

No

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.

Wracking Curses (Level 5)

A witch's curse inflicts added harm on any who have wronged them. Starting at 5th level, once per turn when you deal damage to a creature that is under the effects of a curse you cast with your Retributive Curses feature, you can deal an extra 1d10 psychic damage to it.

When you reach 11th level in this class, the extra damage increases to 2d10.

Coven Feature (Level 6)

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

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.

Coven Feature (Level 10)

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

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.

Coven Feature (Level 14)

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

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.

Willful Walls (Level 18)

At 18th level, a witch's labour bears so much of their connection to magic that the very sticks, stones, walls, and hearth of their dwelling respond. You may take 8 hours to fashion a place where you've taken a long rest into a sanctum. If the place is already owned or inhabited, you must have permission from its owner to reside there. You determine the boundaries of your sanctum, but you must be able to traverse its perimeter in an hour or less.

If you have a sanctum that's at least 7 days old, it becomes highly resistant to intrusion; you can cast the hallow spell on one 60-foot-radius area within your sanctum without material components. If you are in your sanctum when a creature tries to force its way into this area, you can impose disadvantage on the Charisma saving throw it makes to ignore the spell's effects.

You can only have one sanctum at a time. Whenever you fashion a new sanctum, your old sanctum goes dormant, and if you decide to restore it, it takes another 8 hours of labour and another 7 days to regain its full power. If you designate a new sanctum, any hallow spell you cast on a previous sanctum with this feature immediately ends.

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.

True Craft (Level 20)

True witchcraft knows no limits. At 20th level, you can create a token or talisman using a spell of 8th level or lower from another class's spell list by expending a spell slot one level higher than the spell you choose.

Multiclassing

Multiclassing Requirements

{"wis":13}

Subclasses

Coven of the Claw
WitchWBN
Coven of the Green
WitchWBN
Coven of the Heart
WitchWBN
Coven of the Wicked
WitchWBN

Subclass Features

Coven of the Claw

Coven of the Claw (Level 2)

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

Claw Spells (Level 2)

Your philosophical understanding of the laws of wild places grants you access to certain spells. At 2nd level, you learn the poison spray and primal savagery cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Claw Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.

Curse of the Claw (Level 2)

When you cast hunter's mark or a curse spell on one or more creatures, for the duration of the spell you can use a bonus action to make a melee weapon attack against an affected target within 5 feet of you using an unarmed strike or simple weapon.

Crimson Gift (Level 2)

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

  • You gain proficiency with light and medium armour, and with shields.

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

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

Call to the Hunter (Level 6)

You can call an allied Beast to your side in times of need, drawing on your reciprocal connection to the living things around you. When you summon this ally, choose its native environment: Air, Land, or Water. The creature has the form of an animal native to the chosen environment, which determines certain traits in its stat block. The creature disappears after 1 minute or when it is reduced to 0 hit points.

In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it defends itself from hostile creatures or takes the Dodge action, using its movement to avoid danger.

Once you use this feature, you can't use it again until you finish a short or long rest, or until you expend a spell slot of 2nd level or higher as an action to regain the use of this feature.

Allied Hunter

Red Frenzy (Level 10)

You can attack twice, instead of once, whenever you take the Attack action on your turn or make an attack as part of casting the primal savagery cantrip. Alternatively, when you take the Attack action on your turn, you can cast one of your witch cantrips in place of one of those attacks.

Steady Will (Level 14)

You can't lose concentration on hunter's mark or curse spells that you cast as a result of taking damage. Additionally, you have advantage on saving throws against the frightened and stunned conditions.

Coven of the Green

Coven of the Green (Level 2)

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

Green Spells (Level 2)

Your connection with root and leaf grants you access to certain spells. At 2nd level, you learn the druidcraft and thorn whip cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Green Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.

Curse of the Grasping Green (Level 2)

A creature under the effects of a curse spell you cast also treats soil and nonmagical vegetation as difficult terrain for the duration of the spell. A flying creature treats air within 15 feet of soil or nonmagical plants as difficult terrain. While in difficult terrain, the creature also has disadvantage on saving throws against spells and abilities that would grant the prone and restrained conditions.

However, when you cast a spell that creates magical plant growth or transforms the ground in an area, creatures of your choice automatically succeed on saving throws against the spell's effects, and they can move normally through the area even if your spell turns it into difficult terrain.

Green Gifts (Level 2)

You gain proficiency with a herbalism kit and a poisoner's kit. You gain resistance to poison damage, and you have advantage on saving throws to avoid or end the poisoned condition. Additionally, you can keep plant cuttings alive and well for as long as they're on your person, and can coax them into taking root again with 1 hour of labor. While you're carrying a plant cutting, you may use it as an arcane focus.

As part of a short or long rest, you can prepare an herbal tea for up to eight creatures. A creature that drinks this tea during this rest gains advantage on the next Constitution saving throw it makes before the end of its next long rest.

Wild Growth (Level 6)

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

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

Potions that you create with this feature lose their potency in 24 hours if unused. You can gather seeds or clippings for this feature with 10 minutes of labor in a garden or other fertile area, or purchase seeds worth at least 1 gp.

Bloodthorn (Level 10)

You can sprout deadly thorns from vines you create. As a bonus action when a creature is grappled, restrained, or paralyzed by a witch spell you cast, you can impale that creature with thorns, dealing 2d8 + your Wisdom modifier piercing damage.

Verdant Slumber (Level 14)

You can preserve defeated foes or fallen allies in a lasting slumber. When a creature you can see within 60 feet of you would die as a result of damage or failed death saving throws, you can stabilize it and put it to sleep at 0 hit points as a reaction. The creature remains asleep for 24 hours, or until you choose for it to awaken as an action. It is immune to all damage in this form.

If you move the creature to an area of fertile soil and natural growth, the duration of its slumber extends to a year and a day, as moss and vines grow over it. When you sleep within 60 feet of the sleeping creature, you can communicate with it in dreams. Many creatures preserved in this way are willing to share knowledge in exchange for eventual release, and you have advantage on Charisma checks that you make to interact with them.

You can extend the duration of a creature's slumber by another year and a day by expending a 7th-level spell slot as an action on the day that the duration would end. Otherwise, it wakes as if it had finished a long rest.

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

Coven of the Heart

Coven of the Heart (Level 2)

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

Heart Spells (Level 2)

Your connection to the magic of emotions and bonds grants you access to certain spells. At 2nd level, you learn the prestidigitation and spare the dying cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Heart Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.

Curse upon the Heartless (Level 2)

When you cast a curse spell on one or more creatures, you also reduce the targets' ability to inflict harm on others. For the duration of your curse, once per round when a target of your spell deals damage, you can roll a d8 and reduce the damage it deals to one target by that amount. If the target of your curse is a Fiend or Undead, roll the die twice and use the higher roll.

Heart's Gifts (Level 2)

When you cast spare the dying or a spell that restores hit points to a creature, you can expend a number of Hit Dice up to your proficiency bonus to roll an equal number of d6s and add the total to the number of hit points one target of your spell regains.

Overflowing Heart (Level 6)

You begin to channel your true feelings into your magic. When you finish a long rest, you can select a number of willing creatures up to your proficiency bonus + your Wisdom modifier. When you cast a spell that targets one or more of these creatures, you can replace one verbal or somatic component, or one material component worth up to 500 gp. You replace that component with the target's laughter or tears, or a shared kiss or embrace

Sympathetic Bond (Level 10)

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

Witch's Grace (Level 14)

The power of your sympathy and empathy can overwhelm the hardest of hearts, making you a powerful force for reconciliation. When a creature that you and your allies haven't harmed or insulted deals damage to you or an ally of yours that you can see, you can use an action on your turn to implore the creature to cease hostility. At the start of your next turn, if the creature has not been attacked, threatened, or forced to make a saving throw by you and your allies since you used this feature, it feels the presence of a curse waiting to inflict consequences should it harm you or your allies. For the next 24 hours, or until you or your allies attack, threaten, or force the creature to make a saving throw, the act of harming you or your allies causes the curse to immediately take effect. While cursed in this way, the creature has disadvantage on all ability checks, attack rolls, and saving throws for the following 24 hours, including the action that triggered the curse.

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

Once you use this feature, you can't do so again until you expend a 7th-level spell slot as an action to regain the use of it.

Coven of the Wicked

Coven of the Wicked (Level 2)

No witch sets out to be wicked, and no witch chooses the wicked coven. Players may not pick the Coven of the Wicked at 2nd level; this coven is a doom that befalls witches whose care turns to selfishness and whose magic sours with misuse. Members of this coven like to paint themselves as misunderstood victims, but it's not tragedy that turns a witch's heart to darkness—it's the inability to let go of their suffering.

A wicked witch might claim to be an enemy to all the world, but they always have one kind of person in particular—usually related to their past self, and what soured their magic—that they despise above all else. When you become wicked, choose a virtue that is anathema to you: courage, fairness, generosity, innocence, loyalty, kindness, optimism, prudence, selflessness, or being in love. Beings that display this virtue are especially tempting targets for your ire.

Turning Wicked (Level 2)

When a witch begins to go wicked, their magic warps, and they lose access to some of their coven spells. This should be a conversation between the player and the GM. The line between righteous retribution and vindictive cruelty can be very thin, but witchcraft permits the former and condemns the latter.

When the first signs of your wickedness peek through, pick one of the coven spells you've been granted and replace it with one of the Coven of the Wicked spells of the same level below. Each time you finish a long rest, replace another of your coven spells if you've continued down the path of wickedness.

When half of your original coven spells are gone, change your coven to the Coven of the Wicked, replacing your old coven features with those below. Hereafter, if you gain your 3rd, 5th, 7th or 9th level in the witch class, you learn one spell of your choice you would have learned from your previous coven and one spell of your choice from the Coven of the Wicked Spells table. These are witch spells for you.

Curse of Cruelty (Level 2)

When you cast a curse spell on one or more creatures, spells that you cast upon it can cause it wracking pain. Once per turn, when an affected target fails a saving throw against a spell you cast by 5 or more, you can choose to make it incapacitated until the start of your next turn.

Loathsome Gifts (Level 2)

In your wickedness, you feed on death and misery. When a creature dies while affected by a curse spell you cast, you can extract spell energy from its corpse. If you touch the corpse's head or heart for the duration of a short rest, you can regain expended spell slots. The spell slots can have a combined level that is equal to or less than your proficiency bonus.

You can't use this feature more than once during the same short rest, and you can't extract spell energy from the same creature more than once (even if it is restored to life).

Curse-Token (Level 6)

You instantly know if a curse you cast is lifted by a remove curse or greater restoration spell or similar magic. Additionally, your curses are persistent in their power. When you cast a curse and it successfully affects a creature, you can transfer the concentration requirement of that curse into a nonmagical Tiny or Small object that isn't being worn or carried by another creature as a bonus action. You can't lose concentration on the spell unless the object is destroyed or you transfer another curse's concentration into the same object. The object has 35 hit points and a damage threshold of 20.

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

Malicious Bond (Level 10)

Your wicked magic cares nothing for distance. Using a lock of hair, nail clippings, or other body part from a creature, you can target it with spells as if you can see and touch it. An item with an active curse from your Curse-Token feature also satisfies this requirement.

Twisted by Cruelty (Level 14)

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

  • Any critical hit against you that doesn't include radiant damage is a normal hit instead.

  • You gain resistance to necrotic and poison damage. You have advantage on saving throws to avoid or end the poisoned and stunned conditions.

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

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