Classes, Custom

Witch

The witch is a mystic that draws upon an inborn connection with the outer planes and an intelligent familiar.

Much of this class is an attempt to create a counterpart to the warlock, a class with a similar casting style but unique flavor. I also took inspiration from the Pathfinder witch when it comes to the hexes.

The class is currently being play-tested and I will update it as time goes on.

Quick Build

You can make a witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit or sage background.

LevelFeaturesHexes Known
1stWitchcraft, Witch’s Coven
2ndHexes2
3rdFamiliar2
4thAbility Score Improvement2
5th3
6thWitch’s Coven feature3
7thImproved Familiar4
8thAbility Score Improvement4
9th5
10thWitch’s Coven feature5
11thGrand Witchcraft (6th)5
12thAbility Score Improvement6
13thGrand Witchcraft (7th)6
14thWitch’s Coven feature6
15thGrand Witchcraft (8th)7
16thAbility Score Improvement7
17thGrand Witchcraft (9th)7
18th8
19thAbility Score Improvement8
20th???8

Class Features

As a witch, you gain the following class features.

Hit Points

Hit Dice: 1d8 per witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st

Proficiencies

Armor: Light armor
Weapons: Daggers, darts, handaxes, light crossbows, sickles, quarterstaves, whips
Tools: Herbalism kit

Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Nature, Religion

Equipment

You start with the following equipment, in addition to the equipment provided by your background:

  • (a) a light crossbow and 20 bolts or (b) a sickle and 10 darts
  • (a) a component pouch or (b) a voodoo doll
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Leather armor and a quarterstaff

Witchcraft

As a witch, you have an in-born connection to the energies of the outer planes, which you have learned to channel into powerful spells. See the Witch Spell List section for the full list of witch spells.

Witch LevelCantrips KnownSpells KnownSpell SlotsSlot Level
1st2211st
2nd2321st
3rd2422nd
4th3522nd
5th3623rd
6th3723rd
7th3824th
8th3924th
9th31025th
10th41025th
11th41135th
12th41135th
13th41235th
14th41235th
15th41335th
16th41335th
17th41445th
18th41445th
19th41545th
20th41545th

Cantrips

You know two 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 Spell Slots table.

Spell Slots

The Witch Spell Slots table shows how many spell slots you have to cast your witch spells of 1st through 5th level. The table also shows what the level of those slots is; all spell slots are of the same level. To cast one of your witch spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the first level spell charm person, you must spend one of those slots, and you cast it as a 3rd level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the witch spell list.

The Spells Known column of the Witch Spell Slots table shows when you learn more witch spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new witch spell, which can be 1st, 2nd, or 3rd 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 your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack bonus = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a grimoire or a doll as a spellcasting focus for your witch spells.

Witch’s Coven

At 1st level, you have joined a coven of like-minded witches. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Hexes

At 2nd level, you learn two hexes of your choice. Your hex options are detailed in the Hexes section. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table.

Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at that level.

If a hex has prerequisites, you must meet them to learn it. You can learn a hex at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Familiar

Starting at 3rd level, you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: homunculus, pseudodragon, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. The familiar uses your spell attack bonus instead of its own attack bonus, and deals damage equal to your Intelligence modifier if it would otherwise deal less.

Ability Score Improvement

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

Improved Familiar

Starting at 7th level, your familiar grows in strength as you do. Unless already higher, it has an Intelligence score of 10, and gains additional hit points equal to twice your witch level.

Additionally, you become able to speak through your familiar when you are concentrating on seeing and hearing through your familiar.

Grand Witchcraft

At 11th level, you uncover an extraplanar secret. Choose one 6th-level spell from the witch spell list as this secret.

You can cast your secret spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more witch spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th-level, and one 9th-level spell at 17th level. You regain all uses of your Grand Witchcraft when you finish a long rest.

???

This is the level 20 feature. Coming soon.

Witch Covens

Every witch approaches her connection to magic in her own unique way, seeking to understand the great gift she has been given. Often, however, witches will gather in communities known as covens. A witch’s coven is an important part of her social life, as she meets like-minded witches and receives guidance and advice from those more experienced.

Black Coven

Witches that find company among black covens are the archetypal “evil witch”. Seeking to harness their powers to cause harm, black witches often turn to fiends and other darker powers for guidance and even greater power. These witches, if discovered, are viewed with fear by the common folk.

Expanded Spell List

You may choose from an expanded list of spells when you learn a new witch spell. The following spells are added to the witch spell list for you.

Spell LevelSpells
1stfalse life, inflict wounds
2ndcrown of madness, phantasmal force
3rdbestow curse, lightning bolt
4thblight, wall of fire
5thcontagion, dominate person

Paralyzing Gaze

When you choose this coven at 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Additionally, you can use your action to force a creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, that creature is paralyzed for a number of rounds equal to your Charisma modifier (minimum of one).

You can use your Paralyzing Gaze once. You can do so again after completing a short or long rest.

Aura of Unease

Starting at 6th level, your magical aura sows fear in the minds of your enemies. Whenever a hostile creature within 10 feet of you attacks you, you can use your reaction to impose disadvantage on the attack roll.

At 18th level, the range of this aura increases to 30 feet.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a short or long rest.

Malicious Witchcraft

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any witch spell you cast.

Level 14 Feature

Coming soon.

Green Coven

Witches that join green covens are the archetypal “woodland witch”. Often mistaken for druids, these witches form a deep connection with nature and the fey. They tend toward living alone or in pairs, caring for their homes and the wilderness. Generally ambivalent, these witches neither seek to aid nor harm others and prefer to keep to themselves.

Expanded Spell List

You may choose from an expanded list of spells when you learn a new witch spell. The following spells are added to the witch spell list for you.

Spell LevelSpells
1stfaerie fire, goodberry
2ndbarkskin, spike growth
3rdblink, wind wall
4thdominate beast, grasping vine
5thconjure elemental, tree stride

Bonus Cantrip

When you choose this coven at 1st level, you gain the druidcraft cantrip if you don’t already know it.

Cloak of the Wild

Also at 1st level, when you are at least lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena, you can use a bonus action each of your turns in combat to take the Hide action.

Aura of the Wild

Starting at 6th level, your magical aura encourages nature to protect you from harm. Whenever a hostile creature comes within 10 feet of you, you can use your reaction to turn the surrounding area into difficult terrain for a number of turns equal to your Intelligence modifier (minimum of one).

At 18th level, the range of this aura increases to 30 feet.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a short or long rest.

Level 10 Feature

Coming soon.

Level 14 Feature

Coming soon.

White Coven

Witches that form white covens are the archetypal “good witch”, practicing benevolent magics and seeking to aid and guide the common folk. White witches are often found living in towns and villages, providing medicine and healing magic to those that need it.

Expanded Spell List

You may choose from an expanded list of spells when you learn a new witch spell. The following spells are added to the witch spell list for you.

Spell LevelSpells
1stheroism, sanctuary
2ndenhance ability, lesser restoration
3rddaylight, revivify
4thaura of life, death ward
5thgreater restoration, raise dead

Healer’s Insight

When you choose this coven at 1st level, you gain proficiency with the Medicine skill. Additionally, your proficiency bonus is doubled for the Medicine skill.

Aura of Peace

Starting at 6th level, your magical aura calms those around you. You have advantage on all Charisma (Persuasion) checks made against creatures within 10 feet of you. Additionally, once per day you can use an action to cast calm emotions on all creatures that you can see within your aura.

At 18th level, the range of this aura extends to 30 feet.

Level 10 Feature

Coming soon.

Level 14 Feature

Coming soon.

Hexes

Hexes are magical tricks and incantations that grant a witch the ability to debilitate her foes. Some hexes have prerequisites you must meet to learn them; a level prerequisite refers to your witch level.

If a hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC respectively. Unless otherwise stated, all hexes require a verbal or somatic component, selected by the witch at the time of casting.

Beast of Ill-Omen

Prerequisite: Black Coven, 3rd level

As an action, you cause one creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, until the end of your next turn, whenever the target makes an attack roll or saving throw, the target must roll a d4 and subtract the number rolled from the attack or saving throw.

You can use this hex a number of times equal to your proficiency bonus. You regain all expended uses after a short or long rest.

Blight

As an action, you cause one creature to wither and decay. That creature must make a Constitution saving throw. On a failed save, the target is sickened (behaves the same as poisoned) until the end of your next turn.

Cackle

You can use your bonus action to cackle. The duration of all your hexes within 60 feet of you is extended by 1 round.

Charm

As an action, you cause one creature that you can see within 60 feet of you to make to make a Wisdom saving throw. On a failed save, the target is charmed by you until the end of your next turn. The target regards you as a friendly acquaintance.

When the hex ends, the target knows it was charmed by you.

Cripple

As an action, you attempt to temporarily cripple one creature that you can see within 60 feet of you. That creature must make a Constitution saving throw. On a failed save, that creature’s movement speed is reduced to 10 feet until the end of your next turn.

Curse Wound

As an action, you target one creature that has taken damage that you can see within 60 feet of you. That creature must make a Constitution saving throw. On a failed save, the target’s wounds begin to bleed uncontrollably, causing it to take 1d4 necrotic damage at the start of its turn for a number of turns equal to your Intelligence modifier (minimum of one).

This hex’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

This hex is a curse and can be ended early by remove curse or greater restoration. A creature cannot be cursed by this hex more than once at a time.

Discord

As an action, you cause one creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target regards one other creature that you can see within range as an enemy until the end of your next turn.

When the hex ends, the target knows it was tricked by you.

Disguise

You can cast disguise self at will, without expending a spell slot.

Evil Eye

As an action, you cause doubt to creep into the mind of one creature that you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of your next turn.

Feral Speech

Prerequisite: Green Coven

You can cast speak with animals at will, without expending a spell slot.

Flight

You can cast feather fall on yourself at will as a 1st-level spell, without expending a spell slot or material components. At 9th level, you can cast levitate on yourself at will, without expending a spell slot or material components.

Fortune

When you see a friendly creature within 60 feet of you make an attack roll, ability check, or saving throw you can use your reaction to grant that creature advantage on the roll.

Gift of Consumption

Prerequisite: 5th level

When you are exposed to an effect that requires a Constitution saving throw, you can use your reaction to curse a creature that you can see within 60 feet of you. The creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature is subject to the same effect as you.

At 15th level, if you intentionally exposed yourself to the effect and succeed on the Constitution saving throw, you can instead redirect the effect to the creator of the effect.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a short or long rest.

Misfortune

When you see a enemy creature within 60 feet of you make an attack roll, ability check, or saving throw you can use your reaction to impose disadvantage on the roll.

Nails

Your nails are unnaturally long and sharp, and act as natural weapons that you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

At 6th level, damage dealt by your nails count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Rejuvenation

Prerequisite: White Coven

You can perform a short ritual to heal wounds. You have a pool of healing power that recovers when you take a long rest. With the pool, you can restore a number of hit points equal to your witch level × 10.

As part of a one minute ritual, you can touch a creature and draw magic from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

This hex has no effect on constructs.

Purifying Breeze

Prerequisite: Green Coven, 5th level

As an action, you summon a cleansing breeze to purify the air around you. All airborne poisons and noxious gasses (such as cloudkill) within 10 feet of you are negated.

At 15th level, the range of this hex increases to 30 feet.

Tongues

Prerequisite: 3rd level

You can cast comprehend languages on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Ward

As an action, you place a protective ward on one creature that you can see within 60 feet of you. Until the end of your next turn, that creature has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Witch Spell List

The following spells can be cast by witches. They are presented in alphabetical order.

Cantrips (0 Level)

chill touch, control flames, create bonfire, dancing lights, druidcraft, friends, frostbite, gust, infestation, light, mage hand, magic stone, mending, message, minor illusion, mold earth, poison spray, ray of frost, shape water, shocking grasp, thaumaturgy, thunderclap

1st Level

animal friendship, burning hands, charm person, color spray, comprehend languages, cure wounds, detect magic, detect poison and disease, entangle, hex, ice knife, illusory script, protection from good and evil, purify food and drink, sleep, summon creature, Tasha’s hideous laughter

2nd Level

alter self, animal messenger, augury, blindness/deafness, boneshaker, calm emotions, darkness, gust of wind, hold person, invisibility, levitate, locate animals or plants, locate object, misty step, moonbeam, see invisibility, web, zone of truth

3rd Level

animate dead, call lightning, clairvoyance, dispel magic, fear, fly, glyph of warding, magic circle, nondetection, plant growth, protection from energy, remove curse, sending, sleet storm, slow, speak with dead, speak with plants, stinking cloud, tongues, wall of water, water breathing, water walk, wind wall

4th Level

arcane eye, banishment, confusion, conjure minor elementals, control water, control weather, dimension door, divination, freedom of movement, greater invisibility, hallucinatory terrain, ice storm, locate creature, polymorph, stoneskin

5th Level

awaken, commune with nature, contact other plane, creation, dream, hold monster, insect plague, mass cure wounds, planar binding, raise dead, scrying

6th Level

chain lightning, circle of death, conjure fey, create undead, eyebite, flesh to stone, magic jar, mass suggestion, move earth, Otiluke’s freezing sphere, Otto’s irresistible dance, true seeing, wall of thorns

7th Level

etherealness, finger of death, forcecage, plane shift, prismatic spray, regenerate, resurrection, reverse gravity, symbol, teleport

8th Level

animal shapes, antimagic field, antipathy/sympathy, control weather, demiplane, dominate monster, feeblemind, mind blank, power word stun, telepathy

9th Level

astral projection, foresight, gate, imprisonment, power word kill, prismatic wall, true polymorph, weird, wish

Multiclassing

Prerequisites. To qualify for multiclassing into the witch class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the witch class, you gain the following proficiencies: Herbalism kit