Livspoeng
Kyndigheter
Witch
| Niva | Dyktighetsbonus | Egenskaper | Jinxes Known |
|---|---|---|---|
| 1 | + 2 | Spellcasting Occult Familiar | 0 |
| 2 | + 2 | Spellcasting Occult Familiar | 2 |
| 3 | + 2 | Spellcasting Occult Familiar | 2 |
| 4 | + 2 | Spellcasting Occult Familiar | 2 |
| 5 | + 3 | Spellcasting Occult Familiar | 2 |
| 6 | + 3 | Spellcasting Occult Familiar | 2 |
| 7 | + 3 | Spellcasting Occult Familiar | 3 |
| 8 | + 3 | Spellcasting Occult Familiar | 3 |
| 9 | + 4 | Spellcasting Occult Familiar | 3 |
| 10 | + 4 | Spellcasting Occult Familiar | 3 |
| 11 | + 4 | Spellcasting Occult Familiar | 3 |
| 12 | + 4 | Spellcasting Occult Familiar | 3 |
| 13 | + 5 | Spellcasting Occult Familiar | 4 |
| 14 | + 5 | Spellcasting Occult Familiar | 4 |
| 15 | + 5 | Spellcasting Occult Familiar | 4 |
| 16 | + 5 | Spellcasting Occult Familiar | 4 |
| 17 | + 6 | Spellcasting Occult Familiar | 4 |
| 18 | + 6 | Spellcasting Occult Familiar | 5 |
| 19 | + 6 | Spellcasting Occult Familiar | 5 |
| 20 | + 6 | Spellcasting Occult Familiar | 5 |
| Niva | Dyktighetsbonus | Egenskaper | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Occult Familiar | 3 | 3 |
| 2 | + 2 | Spellcasting Occult Familiar | 3 | 4 |
| 3 | + 2 | Spellcasting Occult Familiar | 3 | 5 |
| 4 | + 2 | Spellcasting Occult Familiar | 4 | 6 |
| 5 | + 3 | Spellcasting Occult Familiar | 4 | 7 |
| 6 | + 3 | Spellcasting Occult Familiar | 4 | 8 |
| 7 | + 3 | Spellcasting Occult Familiar | 4 | 9 |
| 8 | + 3 | Spellcasting Occult Familiar | 4 | 10 |
| 9 | + 4 | Spellcasting Occult Familiar | 4 | 11 |
| 10 | + 4 | Spellcasting Occult Familiar | 5 | 12 |
| 11 | + 4 | Spellcasting Occult Familiar | 5 | 13 |
| 12 | + 4 | Spellcasting Occult Familiar | 5 | 14 |
| 13 | + 5 | Spellcasting Occult Familiar | 5 | 15 |
| 14 | + 5 | Spellcasting Occult Familiar | 5 | 16 |
| 15 | + 5 | Spellcasting Occult Familiar | 5 | 17 |
| 16 | + 5 | Spellcasting Occult Familiar | 5 | 18 |
| 17 | + 6 | Spellcasting Occult Familiar | 5 | 19 |
| 18 | + 6 | Spellcasting Occult Familiar | 5 | 19 |
| 19 | + 6 | Spellcasting Occult Familiar | 5 | 20 |
| 20 | + 6 | Spellcasting Occult Familiar | 5 | 20 |
Spell Slots per Spell Level
| Niva | Dyktighetsbonus | Egenskaper | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Occult Familiar | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Occult Familiar | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Occult Familiar | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Occult Familiar | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Occult Familiar | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Occult Familiar | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Occult Familiar | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Occult Familiar | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Occult Familiar | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 14
Niva 15
Niva 16
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Kjente Trolldommer-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Kjente Trolldommer | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 19 | 20 | 20 |
Cantrip-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Kjent | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Startutstyr
Klasseegenskaper
Spellcasting (Level 1)
Whichever magical tradition you hail from, you have an innate talent for spellcraft. Some attribute this to birthright, others to practice, but only with training and dedication will it grow stronger. See chapter 10 for the general rules of spellcasting. The witch spell list is included here, at the end of this supplement.
Cantrips
At 1st level, 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 witch spells of 1st level and higher. To cast one of these witch spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell witch bolt and have a 1st-level and a 2nd-level spell slot available, you can cast witch bolt using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the witch spell list.
You learn an additional witch spell of your choice at each level except 18th and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for witch spells, representing the deep study of natural arcana required for witchcraft. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 also have a spellbook known as a ritual book. Your ritual book does not contain the witch spells you know, which are instead fixed in your memory. Rather, the ritual book contains your choice of two 1st-level spells that have the ritual tag from the witch spell list. The spells that are in your ritual book don't count against the number of spells you know. You can't cast the witch spells in your ritual book except as rituals, unless you've learned them by some other means. You can also cast any witch spell you know as a ritual if it has the ritual tag.
Adding Ritual Spells
On your adventures, you can add other witch ritual spells to your ritual book. When you find such a spell, you can add it to your ritual book if the spell's level is equal to or less than half your witch level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Replacing the Book
You can copy a ritual spell from your ritual book into another book—for example, if you want to make a backup copy of your ritual book. This is just like copying a new ritual spell into your ritual book, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied ritual spell.
If you lose your ritual book and do not have a replacement, you can instead attempt to replicate each ritual spell in the lost book, writing each spell in turn into a new book. This has the same cost in time and currency as duplicating a book, above, but after scribing a spell you must roll an Intelligence (Arcana) check with a DC of 8 + twice the ritual spell's level, to determine whether or not you have recalled it correctly. On a success, the ritual spell is added to your book, but on a failure the spell is incorrect and forgotten, and must be found again. To avoid this, most witches keep an extra ritual book hidden away in a secure location.
Optional Rule: Rituals While Leveling
If your DM does not want to include spells as potential loot items, they may consider allowing your witch character to add ritual spells to your ritual book at certain character levels.
If your DM uses this optional rule, add one spell with the ritual tag to your ritual book at 3rd, 5th, 7th, 9th, and 11th level in the witch class, instead of finding spells in the wider world.
Spellcasting Focus
You can use an arcane focus or a druidic focus as a spellcasting focus for your witch spells.
Occult Familiar (Level 1)
Since time immemorial, witches have formed bonds with familiar spirits, which stand as symbols and sources of their magical power. Historically, familiars have acted as messengers between witches and the unknowable entities that taught them the ways of the arcane, but in modern times familiars mostly serve as companions and foils to their chosen witch.
You know the spell find familiar, which counts as a witch spell and does not count against the total spells you can know. You are able to cast find familiar without expending a spell slot or any materials costs. Familiars you conjure with find familiar gain a number of additional benefits:
The familiar's Charisma and Intelligence scores become 12, unless they are already higher.
The familiar can speak, read, and understand all languages you know.
The familiar's movement does not provoke opportunity attacks.
The familiar adds your witch level to its hit point maximum.
If the familiar succeeds on a saving throw and would take half damage, it instead takes no damage.
Roleplaying a Familiar
Familiars gifted with the power of speech often carry their own force of personality, and, like witches, have very strong opinions on what goes on around them. A familiar can be roleplayed a number of ways, such as being a foil to the witch they are paired with, a steadfast support, or an inquisitive trickster that always seems to find trouble.
Whether the witch's player or the DM roleplays a familiar is left intentionally vague, and should be discussed with your group, though the player is expected to control the familiar in combat. As a further option, many familiars are content to be passive observers, only commenting if necessary, should roleplaying a familiar prove too disruptive to the flow of gameplay.
Should you wish to further define your familiar's identity, however, you can roll on the tables included here for your familiar's personality, ideal, and flaw. A familiar's bond is always, "I must protect my master and ensure their success."
| d8 | Personality Trait |
|---|---|
1 | I'm endlessly optimistic, and determined to find the best in everything! |
2 | I'm polite, refined, and distinguished at all times. |
3 | I show my love through relentless sarcasm. |
4 | Magic fascinates me. My master must learn more of it! |
5 | I'm very shy. Strangers must first earn my trust. |
6 | I have a voracious appetite, and am always looking for new snacks. |
7 | I worry that my master isn't good enough, so I constantly nudge them towards greatness. |
8 | I'm frustrated with my lack of thumbs and often try new techniques to compensate for this. |
| d6 | Ideal |
|---|---|
1 | Knowledge. We must know everything there is to know! (Neutral) |
2 | Secrets. The more hidden something is, the greater its worth. (Neutral) |
3 | Obedience. Like it or not, my master makes the rules here. (Lawful) |
4 | Freedom. I do what I want, and I may or may not apologise later. (Chaotic) |
5 | Greed. When I find something I want, I have to have it! (Chaotic) |
6 | Respect. All should respect my master's ability, and by extension myself. (Lawful) |
| d6 | Flaw |
|---|---|
1 | I always watch my master to see what they are doing wrong. I voice my disapproval in little, subtle ways. |
2 | My curiosity is completely out of check. |
3 | I feel as if I'm four sizes greater than I am, and am bold to a fault. |
4 | I'm an unrepentant coward. Let my master fight for me, I'm staying out of it! |
5 | I hoard shiny objects in all my master's pockets when they're asleep. |
6 | Everyone except my master is expendable to me, and I make sure they know. |
Jinx (1/rest) (Level 2)
At 2nd level, you harness the power of jinxes, which are subtle ways to twist your spellcraft, derived from the blending of natural and arcane magics. Learn two jinxes of your choice from the following list. You learn one additional jinx of your choice at 7th, 13th, and 18th level.
Once on each of your turns in which a creature within 120 feet of you that you can see has failed a saving throw against one of your spells or has been hit by one of your attacks, you can use a bonus action to target one such creature of your choice with a jinx of your choice, out of those jinxes that you know. If multiple such creatures exist, still target only one of them. A jinx's effects last until the start of your next turn, unless the effects would end earlier. Jinxes are inherently magical, and do not function in the area of an antimagic field spell or similar effects.
You can use this feature once before you must finish a short or long rest to regain its usage. At 5th level, you can use this feature twice between rests. At 15th, this increases to three times between rests.
The jinxes you can learn are as follows. If a jinx has prerequisites, you must meet them before you can learn the jinx. Whenever you gain a witch level, you can replace one jinx you know with a different jinx on this list that you meet the prerequisites for.
Witch's Coven (Level 2)
Also at 2nd level, you align yourself with a witch's coven, a secretive society of witches that closely guards their magical secrets from those outside.
Select a coven from one of the following options: Coven of the Dark Moon, Coven of the Full Moon, Coven of the Half Moon, Coven of the Crescent Moon, Coven of the Eclipse, Coven of the Gibbous Moon, or Coven of the Lost Moon. These are detailed later in this class option.
Your Moons May Vary
The magic wielded by witches holds strong thematic ties to the night, and the covens witches form identify themselves with a specific phase of the moon, practicing rituals and dedications under its auspice.
However, not every setting has a moon. Witches in settings without a moon tend to identify themselves with constellations or other celestial bodies, typically those that share a symbology with what their coven represents. For example, the Coven of the Full Moon in such a setting could identify with a constellation in the shape of a tree or a legendary healer. Likewise, the Coven of the Dark Moon might identify themselves with a dimly-lit planetoid, fast moving and barely visible in the night sky, that has taken on the mythological trappings of a particular trickster spirit.
In a world with multiple moons, each coven may consecrate themselves to one of them, or to a particular celestial arrangement of moons in the sky. In such a world, the Coven of the Half Moon might hold a binary combination of one full moon and one new moon to be sacred, as an example.
Brewcraft (Level 3)
Natural magic and arcane magic are not separate entities to a witch. Because of this, witches are masters of unlocking the arcane potential hidden in common herbs and plants.
Starting at 3rd level, if you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. These bonuses also apply to any mundane items you could create with alchemist's supplies or the poisoner's kit, such as antitoxin, acid, alchemist's fire, ale, basic poison, or any of the poisons listed in the Dungeon Master's Guide (p. 257-258).
Your DM may decide that certain potions or poisons (purple worm poison, as an example) are uncraftable to you unless you uncover specific rare ingredients first. Should you acquire them, subtract the price of these rare ingredients from the crafting cost accordingly.
Optional Rule: Foraging for Herbs
Your DM may allow any character proficient in the herbalism kit to spend their downtime foraging for herbs that decrease the crafting cost of potions, poisons, and other items listed with the Brewcraft feature.
Whenever such a character has a week of downtime, they can choose to spend it collecting herbs. After completing this week, roll an Intelligence check, adding proficiency with the character's herbalism kit if they have one on their person. Make this check with advantage in a marsh or jungle, or disadvantage in a city, desert, or tundra.
The character then receives the item associated with the result of the check they have rolled, as listed on the Herbal Foraging table. The character can sell these herbs to interested parties, or use them to reduce the crafting cost of any potion, poison, or other alchemical item by the worth of the herbs. A character can use multiple herbs to further reduce the crafting cost of any relevant item they are creating.
| Result | Item | Worth | Examples |
|---|---|---|---|
10-14 | 3d4 lb. of common herbs | 5 sp / lb. | mint, sage |
15-24 | 2d4 lb. of uncommon herbs | 5 gp / lb. | horsetail, comfrey |
25-29 | 1d4 lb. of rare herbs | 50 gp / lb. | devilroot, embertear |
30+ | 1 lb. of very rare herbs | 500 gp / lb. | starspine, voidweave |
Imbue Potion (Level 3)
When witches are unable to spend great amounts of time brewing potions, they can imbue a tincture directly with their arcane power. The result is a potion that is easier and less costly to make, but less stable and with little longevity.
Beginning at 3rd level, when you take a short or long rest and have an empty vial on your person, you can choose one of the following spells you know and can cast with available spell slots:
Immediately choose any details this spell would have you select and expend that spell's material components and a spell slot equal to the spell level you intend the spell to function at. Instead of any targets specified by the spell, the spell's target becomes the creature that drinks the potion. If a creature must have certain attributes to be subject to the spell (such as a specific creature type), the potion only works on creatures with those attributes.
At the end of the rest, you then create a potion that is able to impart the spell you selected, with the details you have chosen. The spell slot you have used in the creation of the potion does not refresh as long as the potion exists. Once the potion (or an item it is applied to) has been used, is destroyed, or otherwise ceases to exist, the spell slot can refresh as it would normally, but does not automatically do so.
Using an Imbued Potion
As an action, a creature can drink the entire potion, administer it to another willing creature, or apply it to an item of food or drink. The potion only confers effects on a creature that drinks it entirely, or that consumes in entirety the item of food or drink to which it is applied. Such a creature immediately gains the effects of the spell you selected, with the specific details you chose when you first created the potion. An applied potion on a consumable item can be detected by a creature holding the item with a successful Intelligence (Arcana) or Wisdom (Survival) check made against your spell save DC.
Spells imparted by this potion last for their normal durations, listed within the text of the spells themselves. If a spell conferred by this feature requires concentration, the creature that drank the potion must maintain concentration on the effect as if they cast the spell themselves. If a potion would require the creature drinking it to make a saving throw, that saving throw is made against your spell save DC.
Active Potions
At any time, you can have a number of active potions from this feature equal to your witch level divided by 3, rounded down. You can also cause any of your potions from this feature to no longer retain their potency with a bonus action, regardless of how far away from you they may be.
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.
Jinx (2/rest) (Level 5)
Beginning at 5th level, you can use your Jinx twice between rests.
Witch's Coven feature (Level 6)
At 6th level, you gain a feature from your Witch's Coven.
Enchant Broom (Level 7)
At 7th level, you've learned the secret ritual required to make a witch's broom, the flying conveyance of any true witch. You can undertake an hour-long ritual that prepares one broom (or, with your DM's permission, any sufficiently broom-like object) to become your witch's broom.
After this ritual is complete, this broom counts as a broom of flying (Dungeon Master's Guide, p. 156), and you choose the command word needed to activate it. This broom responds only to your use of its command word, and will refuse to move if anyone else tries to ride it while you are not already on it. The broom is still able to move about unoccupied as normal, however.
If you perform this ritual on a second broom while you already have a witch's broom benefiting from this feature, the first witch's broom returns to its initial mundane state, and the new broom becomes your witch's broom.
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's Coven feature (Level 10)
At 10th level, you gain a feature from your Witch's Coven.
Fine Fettle (Level 11)
At 11th level, you are perpetually healthy and resistant to conditions that could be the death of others. You have resistance to poison damage and are immune to disease and the poisoned condition.
Additionally, you age only 1 year for every 5 years you grow older, are immune to the negative effects of aging, and cannot unwillingly die from old age.
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's Coven feature (Level 14)
At 14th level, you gain a feature from your Witch's Coven.
Jinx (3/rest) (Level 15)
Beginning at 15th level, you can use your Jinx three times between rests.
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.
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.
Grand Old Wytch (Level 20)
Once you reach 20th level, you have been honored with the title of Grand Olde Wytch, bestowed on only the greatest practitioners of witchcraft. After you roll initiative, you can choose to be able to use your Jinx feature freely for the next one minute without expending any of its uses. All other restrictions on using Jinx still apply.
Multiklassing
Multiklassekrav
{"int":13}
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Coven of the Crescent Moon
Coven of the Crescent Moon (Level 2)
Witches are practical and pragmatic by nature, and many know full well the limits of spellcraft. The green witches of the Coven of the Crescent Moon train with both blade and spell, and style themselves as the protectors of witchcraft, both within and without, and tend to be lawful in nature. Should a witch-hunter make too much headway or a spellcaster delve too deeply into the darkest secrets of magic, the green witches will be there, fighting to restore the balance.
Crescent Moon Spells
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Battle Witchcraft
When you join this coven at 2nd level, you are trained to be more adept at melee combat. You gain proficiency with the scimitar, shortsword, and rapier. When you hold a sickle, it has the finesse property in addition to its regular properties and deals 1d6 slashing damage on a hit.
Further, you add your Intelligence modifier as a bonus to rolls for initiative and on any Constitution saving throws you make to maintain concentration on a spell. In addition, add half your Intelligence modifier (round up) to your Armor Class when you are not wearing armor or using an Unarmored Defense class feature (or similar).
Crescent Strike
Also at 2nd level, once on your turn when you hit a target with a melee attack while you are holding a weapon, you can choose to have your familiar use its reaction to roll a melee weapon attack against a creature within 5 feet of it, adding your proficiency bonus and your choice of either your Strength modifier or Dexterity modifier in place of its own statistics. On a hit, this attack deals 1d6 bludgeoning, piercing, or slashing damage (your choice). This damage dealt by your familiar is magical for the purposes of overcoming resistance and immunity.
The damage this feature deals increases by 1d6 at 6th level (2d6), 10th level (3d6), 14th level (4d6), and 18th level (5d6).
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Walk the Crescent Path (Level 10)
At 10th level, you and your familiar know well the twisting dance of battle. Once on your turn, immediately before or after any attack taken as a part of the Attack action, you or your familiar can teleport up to 10 feet.
Hastened Arcana (Level 14)
Starting at 14th level, you are able to channel your magical ability even as you strike. On a turn in which you use the Attack action, you can use a bonus action to cast one witch cantrip you know that would normally require an action.
Coven of the Dark Moon
Coven of the Dark Moon (Level 2)
All witches possess a supernatural tie to the magic of shadows and the night, but those that band together under the Coven of the Dark Moon are the most innately acquainted with this midnight arcana. Known as dark witches, they are sworn under the darkness of a new moon to sow curses and discord, disrupting the structures of society, for better or for worse. As such, witches of this coven tend to be chaotic in nature, but may be good, neutral, or evil depending on their individual morals.
Dark Moon Spells
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Midnight's Own
When you join this coven at 2nd level, you gain darkvision out to 30 feet, or increase the range of your existing darkvision by 30 feet. Your darkvision can see through magical darkness.
Additionally, by using a bonus action on your turn you can reduce the light level in a 10 foot radius centered on your choice of either yourself or your familiar, lowering it from bright light to dim light, or from dim light to darkness. This lasts for up to 1 minute, until you use this ability again, or until the creature the darkness is centered on moves or takes damage.
Minions of the Dark Moon (Level 6)
At 6th level, you have an almost reflexive grasp on the dark energies at your command, and can use them to create minions at a moment's notice. If a Medium or Small humanoid dies while within 10 feet of you or your familiar, you can use a reaction to instantly animate its corpse as your choice of either a skeleton or a zombie (Player's Handbook, p. 310-311) with a hit point maximum of 1.
This creature lasts for up to one hour or until it is destroyed, after which it disintegrates into dust. You can use this ability a number of times equal to your Intelligence modifier (minimum once), after which you require a long rest to refresh its uses.
Additionally, any skeleton or zombie you create with a witch spell (but not this feature) has its hit point maximum increased by half your witch level. Further, any skeleton or zombie you create, regardless of source, adds half your proficiency bonus to its rolls to hit with attacks.
Orb of Night (Level 10)
Beginning at 10th level, you can use an action to conjure an orb of night, which is a 5-foot diameter sphere of magical darkness centered on a point you can see within 60 feet of you. A creature that starts its turn within or adjacent to the orb of night takes 3d10 necrotic damage and must succeed on a Wisdom saving throw against your spell save DC or become blinded until the start of its next turn.
While the orb exists, you can use a bonus action on each of your turns to cause it to move up to 15 feet in a direction of your choosing. The damage dealt by the orb of night increases to 5d10 at 14th level.
This orb lasts for up to one minute or until you dismiss it with no additional action. Once you use this ability, you must finish a short or long rest before you can use it again.
Create Scarecrow (Level 14)
Starting at 14th level, you discover the terrifying secret to creating scarecrow servators, golems of thatch, weaving, and wood that each contain a humanoid soul. Creating a scarecrow requires an hour long ritual involving a humanoid either killed within the past hour, or restrained for the duration of the ritual, during which you construct the scarecrow's body from available materials and imbue it with the humanoid's soul. If the humanoid is alive during this ritual, they die upon the ritual's completion.
A scarecrow lasts until it is destroyed, and you can have no more than 4 scarecrows active at any time. Creating a new scarecrow while you have 4 active scarecrows causes a randomly-chosen active scarecrow to burst into flames and be reduced to ash. The statistics for a scarecrow can be found on page 268 of the Monster Manual.
Scarecrows have none of the memories of their mortal souls, but occasionally retain quirks and mannerisms. Your DM may decide to roll or choose one of the options on the following table, if they wish to add character to your scarecrows. It is recommended that no more than two of your scarecrows develop a quirk, however, to avoid disruption to the flow of gameplay.
| d10 | Scarecrow Quirk |
|---|---|
1 | Bows respectfully to anyone it considers of importance. |
2 | Often becomes lost staring at itself in a mirror or reflective surface. |
3 | When left idle, makes stitched dolls that resemble its mortal form. |
4 | Dances silently by itself when it thinks no one is looking. |
5 | Tries on spare articles of clothing it finds, unless told specifically not to. |
6 | Attempts to secretly collect one specific type of item, such as forks or bells. |
7 | Favors one type of gaming set, and will attempt to join any games of that type it sees. |
8 | Sometimes attempts to eat objects, despite not having a functional mouth. |
9 | Writes letters and even books, though the writing appears to be gibberish. |
10 | Gathers flowers and tries to give them to children it sees. |
Coven of the Eclipse
Coven of the Eclipse (Level 2)
All witches know fully well there are magics they are forbidden to study, forgotten secrets that, if dabbled with, can easily be the end of the world. Though exceedingly rare, these red witches fall within the Coven of the Eclipse, dedicating themselves to their craft under the auspice of a lunar eclipse. Such witches can easily be evil malefactors obsessed with power, or they can simply be chaotic seekers of truth, willing to go to any length to understand the origins of their abilities.
Eclipse Spells
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Fiendish Affinity
When you join this coven at 2nd level, you learn the languages Infernal and Abyssal.
Additionally, the dark powers behind your magic entrust you with one of their own. When you cast find familiar, you can choose to have your familiar be an imp or a quasit. Should you select one of these familiars, you cannot choose for it to be any type other than a fiend.
When a creature adjacent to your imp or quasit familiar reaches 0 hit points and dies, you can use a reaction to have your familiar consume a portion of its soul. If you do, your choice of either you or your familiar gains temporary hit points equal to your Intelligence modifier + half your witch level, which last for up to one minute. Once your familiar consumes a portion of a soul in this way, it can't do so again until you have finished a short or long rest.
Sanguine Rain (Level 6)
At 6th level, you can use an action to call down a rain of blood in a cylinder with a 15-foot radius and a height of 60 feet, centered on a point you can see within 120 feet of you. You and any fiends you choose attack with advantage while within this rain of blood. The rain of blood also confers half cover on you and any fiends you choose, and a number of additional creatures up to your Intelligence modifier (minimum 1).
Once you use this ability, you must finish a short or long rest before you can use it again.
Hellish Influence (Level 10)
At 10th level you can use an action to invisibly summon a particularly insidious fiend, which takes root in the mind of a humanoid you can see within 120 feet of you. This fiend is active for 24 hours, during which time it psychically reports back to you as long as you are on the same plane of existence, making you aware of anything the target sees or does.
Additionally, you can use an action to instruct the fiend to influence its humanoid host. This takes the form of a sentence or two of directions you tell the fiend to pass on to the target. The fiend does its best to make the course of action sound reasonable to the target, but cannot convince the target to harm itself in an obvious way. The fiend will also attempt to word the directions in a way that is both true to the letter of what you have requested, but also in service to whatever nebulous agenda the fiend may have.
The target must make a Wisdom saving throw against your spell save DC. On a failure, it follows the fiend's directions to the best of its ability. On a success, the fiend is expelled, the target becomes aware of its presence, and this effect ends. Creatures immune to being charmed automatically succeed on this saving throw.
You can give the target directions in this way more than once, but the target has advantage on every saving throw it makes after the first.
Once you use an action to summon a fiend with this ability, you cannot do so again until you have finished a long rest.
Hagform (Level 14)
Starting at 14th level, you can use a bonus action to let your fiendish power overtake you and transform into a night hag, a blue skinned, horned demonic creature, many of whom are the progenitors of this coven. This form lasts for up to a minute, until you are rendered unconscious, or until you dismiss it with another bonus action. Once you use this ability, you cannot use it again until you have completed a long rest.
While in this form, you gain the following:
Your type is fiend, instead of any other type.
Darkvision out to 120 feet.
Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
As an action, you can cast the spell etherealness at-will as a 7th level spell without expending a spell slot. When cast in this way, the spell ends when you return to your original form.
Damage dealt by your cantrips uses the highest possible number on each die, instead of rolling.
Coven of the Full Moon
Coven of the Full Moon (Level 2)
Though the night may be dark, it is not without life, compassion, and mercy. The light of the full moon is a beacon to those that travel by night, assuaging their fears and lending them hope in the darkness. So, too, do the witches sworn to the Coven of the Full Moon give hope and healing, both to their allies and to the domains of nature. Witches of this coven are known as white witches and are often neutral or good, very rarely having any reason to stray towards evil, though they may be as lawful or chaotic as they see fit.
Full Moon Spells
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Abundant Health
When you join this coven at 2nd level, your healing magic carries with it the abundance of nature. If a witch spell or ability you use heals a target to its hit point maximum, any healing the spell or ability would do in excess of this amount instead becomes temporary hit points for the target, which last for up to one minute.
Familiar's Solace (Level 6)
At 6th level, your familiar's ties to your magic can save those around them from the specter of death. On your turn, you can use a bonus action to stabilize any number of creatures of your choice that are at 0 hit points and within 5 feet of your familiar.
The first time a creature is affected by this ability, you can cause it to regain 1 hit point. After a creature regains a hit point in this way, it cannot regain hit points from this feature again until it has finished a long rest.
Warding Moonlight (Level 10)
Beginning at 10th level, when a creature within 5 feet of you or your familiar takes damage, you can use a reaction to weave a defense out of moonbeams. After taking damage, that creature then gains temporary hit points equal to your witch level + your Intelligence modifier, which last for up to one minute.
Once you use this ability, you must finish a short or long rest before you can use it again.
Light of the Full Moon (Level 14)
Starting at 14th level, you can use an action and choose one creature you can see within 60 feet of you, imbuing that creature with the radiance of the full moon for one minute. During this time, the creature emits dim light in a 30 foot radius.
A creature subject to this effect cannot be charmed, frightened, poisoned, or have its hit point maximum reduced, and is immune to disease for the duration. Additionally, the creature can use a bonus action on its turn to draw power from the moonlight, healing itself for an amount of hit points equal to your Intelligence modifier + half your witch level.
Once you use this ability, you cannot use it again until you have finished a long rest.
Coven of the Gibbous Moon
Coven of the Gibbous Moon (Level 2)
Fate is written in both the stars and blood, for those who look with careful eye. Witches of the Coven of the Gibbous Moon consider themselves to be the arbiters of destiny, reading fate and either averting it or ensuring its completion. These indigo witches also act as spirit guides, bringing the souls of the dead to their final place of rest through rite and ritual. Witches in this coven are often neutral, respecting the forces of death and fate in the broader cosmos, and knowing their place as but a servant to each.
Gibbous Moon Spells
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Read the Entrails
When you join this coven at 2nd level, you learn how to read the secret signs hidden in a creature's viscera. When a creature that is not an undead, elemental, ooze, or construct is reduced to 0 hit points and dies within 10 feet of you or your familiar, you can use a reaction to read fate in the substance of its death.
If you do, roll twice on the Revelations table, selecting one of these two results and then choosing a creature within 30 feet of you. That creature gains the effect you selected, which lasts until its stated duration or until you take a short or long rest, whichever is first.
Once you use this ability, you require a short or long rest before you can use it again.
Psychopomp (Level 6)
At 6th level, when you summon your familiar, you can have it manifest as a spectral version of itself. While in this form, your familiar gains the following additional benefits:
A flying speed of 30 feet with the hover property (unless it has a faster flying speed)
The ability to become invisible until the end of its next turn by using an action
The ability to pass through solid surfaces other than those made of lead. If your familiar ends its turn within a surface, it takes 2d10 force damage, which cannot be reduced or ignored, and is expelled to the nearest available location.
Resistance to all damage other than psychic; radiant; and bludgeoning, slashing, or piercing damage from magical or silvered weapons
Additionally, when your familiar shares a space with a creature, you can cause your familiar to use its reaction to share one of these benefits of your choice with that creature. The creature receives the chosen benefit until the beginning of your next turn. Once you share a benefit in this way, you cannot do so again until you have finished a short or long rest.
Fortune Telling (Level 10)
At 10th level, you know the secrets to true fortune telling. As a 10-minute ritual, you conjure a tarokka deck and tell the fortune of a willing creature besides yourself within 5 feet of you for the duration of the ritual.
This creature must share a language with you, and must have a CR or level of at least 1 to have a destiny significant enough for this reading. Roll three times on the Fortune Telling table, or, if you have a physical tarokka deck, shuffle together the high deck with the masters of swords, stars, coins, and glyphs, and deal out three cards.
The creature must then select one of these cards, which it keeps. If the card is not specified to be used immediately, the creature can use the card with no action on its turn. The card's magic fades once 24 hours have passed after the completion of the ritual, so it must be used within that time. A creature cannot have its fortune read by this ritual more than once every 30 days.
When a creature is selecting a card, it is to know nothing about the fortune it chooses other than the name of the card and its appearance. Any hints as to the nature of the fortune bestowed by a card (by either any character or any player) invalidate the ritual, causing the spell slot to be expended with no result. Once the creature has selected a card, however, it knows fully the effects of the card chosen.
A creature cannot receive the same fortune twice. If you draw a card that the creature has previously chosen, reroll it or discard it and draw again. If it is impossible to draw three cards without turning up one which the creature has already selected, this ritual no longer works for that creature.
Once you have used this ability, you cannot do so again until you have completed a long rest.
Guide of Fates (Level 14)
Starting at 14th level, when you use your Read the Entrails feature, you can roll 3 times on the Revelation table, still selecting only one result. You can use your Read the Entrails feature twice between rests.
In addition, while using your Psychopomp feature, your familiar can share two of the feature's benefits instead of one with a single creature.
Coven of the Half Moon
Coven of the Half Moon (Level 2)
Notorious for playing tricks on mortal eyes, moonlight casts strange shadows, making things appear to be other than they are. When the moon is perfectly halflit and half covered in shadow, the dim light it casts clouds the truth of all things, in equal part revealing and creating lies and deceptions. Witches of the Coven of the Half Moon are experts at crafting moonlight to their will, using it to both expose and author new treacheries. These grey witches (as they are known) trend towards being neutral, though many good and evil grey witches exist. Though many grey witches are chaotic, some few are lawful, using their deceptions and trickery to reinforce the order of society and civilization.
Half Moon Spells
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Moonlight Illusionist
When you join this coven at 2nd level, you have advantage on any Investigation checks made to discern the true nature of an illusion or whether or not a creature is in its true form. You learn the minor illusion cantrip if you do not already know it, and you can cast it using a bonus action or an action.
If you already have knowledge of this cantrip, you instead gain knowledge of one additional cantrip from the witch spell list.
Disguise Familiar (Level 6)
At 6th level, your familiar is under the effects of a permanent disguise self spell, which uses your spell save DC. You and your familiar can both dismiss, reapply, or adjust the appearance of this illusion by using an action on your respective turns. Reapplying this spell does not require expending a spell slot.
Further, this spell can be used to make your familiar appear to be size Medium or smaller, and can be made to appear to give your familiar a humanoid body shape. Your familiar still retains its normal configuration of limbs, however, and cannot physically interact with any object that requires hands.
If the illusion has a humanoid appearance, the illusion does not behave exactly as your familiar does. Rather, it follows the general idea of what your familiar is doing. Thus, an illusion of a halfling placed on top of a cat familiar does not walk on four legs as a cat does, but rather walks on two, as would be normal for a humanoid.
Hidden Spellcraft (Level 10)
Beginning at 10th level, when you cast a spell that has an area of effect and a duration of 1 round or greater, you can choose to use illusion magic to make the effects of that spell invisible. Creatures are still affected by the spell, as normal, and can see the spell's effects on other creatures, but cannot see the spell itself, making its location hard for them to determine.
If a creature suspects there is an invisible spell present, it can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, the creature perceives a translucent outline of the spell itself, and knows the spell's location as if the spell was visible.
Once you use this ability, you must finish a short or long rest before you can use it again.
Figments (Level 14)
Starting at 14th level, you gain the ability to craft potent illusory curses. You can touch a creature and use an action, forcing it to make a Charisma saving throw against your spell save DC. If it fails, it is subject to one of the following curses of your choice.
You decide the parameters of the curse when you first inflict it, and it lasts until a remove curse spell or similar magic is cast on the target, or until you take a long rest. Once a creature fails its saving throw against this ability, you cannot use this feature again until you finish a long rest.
Alternatively, when this curse would expire on a creature after you've finished a long rest, you can choose for it to instead persist until your next long rest (or until it is dispelled). If you choose to extend this curse, you do not regain the use of this feature after completing the long rest.
The curses you can select from are as follows:
False Face
The target is affected by an illusion that makes them (and their clothing, armor, weapons, and other belongings on their person) look different in a method of your choosing. They can seem up to 1 foot shorter or taller, be visibly heavier or lighter, but must have the same basic arrangement of limbs.
This illusion is powerful enough to hold up to physical inspection, seeming real to the touch, modifying the target's voice and other sounds they would produce, and even emitting convincing smells. A creature can discern that the target is under an illusion, but must first use an action to inspect the target and succeed on an Intelligence (Investigation) check against your spell save DC.
Wrongsight
You change how one facet of the world appears to the target, substituting reality with what you wish the target to see. You could, as examples, dictate that all doors appear open to the target, or that all humans appear to be orcs. You cannot change how the entire world appears to the target; you cannot choose for the target to perceive the world to be made of lava, but you can specify that the target sees the floor of any given room as lava.
If the target suspects a facet of the world is not what it seems, it can use an action to make an Intelligence (Investigation) check with disadvantage against your spell save DC. On a success it knows the target for what it really is, though their incorrect perception of the target does not change. Over time, the target may begin to assume certain things are illusions and act as such, but the target most likely will not always be correct.
Coven of the Lost Moon
Coven of the Lost Moon (Level 2)
Legends and star charts of old tell of how, long ago, one additional moon hung in the night sky. Whether by magic, cataclysm, or something stranger still, this moon has vanished, leaving the witches under its auspice in a precarious position. Naming themselves the Coven of the Lost Moon, these witches scour the multiverse for what happened to the missing celestial object, as well as the answers to other strange permutations of existence. These starlight witches, clad in silver, can find themselves as ardent members of any alignment, as each witch is likely to stumble upon their own poignant, individual truth.
The Lost Moon and You
In many ways, the Coven of the Lost Moon is designed as an archetype with an evolving story built into it. Who were these witches before the moon was lost? What happened to the moon they consecrated themselves under? And importantly, who do they see themselves as now?
Young witches that join this coven do so because they are seeking answers to their own questions, and the search of the Lost Moon coven resonates with them. What truths do you seek, as a Lost Moon witch, and where in the multiverse do you hope to find them?
Lost Moon Spells
You gain advanced tutelage into specific spells important to your coven. You learn each of the spells on the following list at the witch level associated with them. These spells count as witch spells for you and do not count against the total spells you can know.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Starlight Seeker
When you join this coven at 2nd level, you have proficiency with the Investigation skill, and add double your proficiency bonus to checks made with it.
Additionally, as a ritual that takes 10 minutes, you can cast your choice of either find traps, locate animals or plants, or locate object without expending a spell slot or material components. At 5th level, this list also includes locate creature.
Familiar Nexus (Level 6)
At 6th level, your understanding of the complex nature of the multiverse allows you to more effectively utilize the unique bond between you and your familiar. Your familiar can be used to deliver spells with any range, rather than just those with a range of touch.
Additionally, you always know the distance and direction of any planar portals within 1 mile of you.
Witchwarp (Level 10)
When you reach 10th level, you know how to exploit the connection between your familiar and yourself, effortlessly transporting to each other's locations. As a bonus action, you and your familiar teleport, each of you appearing at the other's previous location.
Additionally, you can choose for one creature adjacent to either you or your familiar to be teleported as well, appearing in a space of your choosing within 5 feet of either your familiar or yourself. After you have teleported another creature besides yourself or your familiar, you must finish a short or long rest before you can teleport an additional creature in this way again.
Lost Knowledge (Level 14)
Starting at 14th level, you've discovered much in your searchings, and have a prodigious grasp of magic. As a bonus action on your turn, you can gain knowledge of one spell from any class's spell list. You must have at least one spell slot available that can be used to cast the spell, which must be expended if you cast it. While you know the spell, it counts as a witch spell for you, and doesn't count against the number of spells you can know. The spell fades from your mind after you cast it or at the end of your current turn, and you lose knowledge of it at that time.
Once you use this feature, you cannot use it again until you finish a long rest.