Witch
Smiling with gracious joy, a half-elf woman glances between the mistleweed in her hand and her anxious ally before her. Dropping the herb into her iron cauldron, she mixes it with various spices and a touch of witchcraft. The potion is ready, and he would be cured.
Clad in folds of white robes, a witch twirls his magic staff as a giant ogre descends upon him. Knowing he will need time to defeat his foe, he erupts a wall of force, blocking his opponent. Immediately, he descends to the ground, drawing out his sulfur cross symbol. When the wall fades and his ceremony completes, he would wield the terrible fire of brimstone.
A woman, scorned by a village who refused to allow her to set up a shop of potions, rallies her arcane knowledge into a cruel, vengeful curse. They will soon change their mind as each new-born of the village is born an undead creature.
What is magic, but the intuition and deeds of a spellcaster? Witches know this more than most, as they are practitioners of magic that controls, alters, divines, or in another word, affects. While most witches choose a magical coven to focus their talents, every witch has an arsenal of magical spells that make them stand out as healers, oracles, and sages of power. That being said, witchcraft is often more subtle than other forms of spellcasting. Witches do not draw their magic from gods or divine means (though they may worship them), nor are they bestowed by patrons, beings of immense power, or diligent study; instead, witches gain their magic from their witchcraft, a form of spell preparation that connects intent, intuition, and deeds to form a mystical, or perhaps spiritual, manifestation of magic. Some say witchcraft is when intent and actions meet the weave. Because of this, witches must pay levies, or some price, to maintain their magic.
Creating a Witch
The first step of creating a witch usually means answering the question of how they discovered their witchcraft. Were they taught as an apprentice from a powerful witch? Were they exposed to some ancient tome that made them curious enough to explore? Witches often discover their craft in a certain action in combination with a supernatural intent. Many new witches confuse this power with prayer, given that prayer involves invoking something to create an outcome. It is a revelation to learn that this power, instead, comes from within and is in fact witchcraft.
Consider what drew you to magic. Power? Vengeance? The aim to protect and love? The desire to control and ascend? Regardless, witches are not easily archetypal; they are versatile and unique to their own. It is only in the magical covens that witches choose to join that others may begin to better understand them as closer archetypes, much like a bard joins a college.
Coven Magic
You should determine if your coven is a fully realized community, a loose organization, or a simple fount of power that you use in your craft. Deciding this could decide many things for your character in terms of background, connections, intent, and motivations.
Class Features
As a witch, you gain the following class features
Hit Points
- Hit Dice: 1d6 per witch level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs
- Tools: Herbalism kit
- Saving Throws: Wisdom, Charisma
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers or (b) a quarterstaff
- (a) scholar's pack or (b) a priest's pack
- (a) component pouch
- (a) an herbalism kit
Witchcraft
As a practitioner of witchcraft, you can cast witch spells. See Chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this text for the witch spell list.
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. You gain additional cantrips known based on your Coven that do not count against 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 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's spell list. You can prepare a witch spell by using witchcraft points as described below. The spells you prepare must be of a level for which you have spell slots. You can have a number of spells prepared equal to your Wisdom modifier. When you finish a long rest, you lose all prepared spells and must use additional witchcraft points to prepare more.
Witch's Levy
Magic comes at a cost. In order to continue casting spells and have access to your witchcraft features, you must pay the levy of your coven. See each individual coven to find its levy. Failing to pay the witch's levy strips you of your class features, except only the ones, if any, that could help you to pay your levy at the time you could pay it.
Witch
Level | Proficiency Bonus | Features | Witchcraft Points | Ceremony Magic | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Witchcraft, Coven | 2 | — | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Ceremony Magic | 3 | 2 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Brew Potion | 3 | 2 | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 2 | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Sanctum Artifact | 5 | 3 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Coven Feature | 7 | 3 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | ─ | 7 | 3 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 9 | 3 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Mystical Quickening | 9 | 3 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Coven Feature | 11 | 3 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Sanctum Ritual | 11 | 3 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 13 | 3 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 13 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Coven Feature | 15 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 15 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 17 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Sanctum Ritual | 17 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Coven Feature | 19 | 4 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 19 | 4 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Witchcraft Supremecy | 21 | 5 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting Ability
Wisdom is your spellcasting ability for your witch spells. 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 Save DC
Spell attack modifier
Spellcasting Focus
You can use a druidic focus and any arcane focus items as a spellcasting focus for your witch spells.
Ritual Casting
You can cast any spell from the witch spell list or your ceremony spell list you can prepare as a ritual if that spell has the ritual tag.
Witchcraft Points
You have 2 witchcraft points to channel your magic. As an action, you can expend 1 witchcraft point and prepare one witch spell from the witch spell list, or swap out a prepared witch spell from the witch spell list for another you can prepare from that list. You cannot have more witch spells prepared from the witch spell list than your Wisdom modifier.
Additionally, witches are powerful magic users that can tether their witchcraft to others. As a reaction to an ally that is casting a spell within 60 feet that you can see, you may expend a witchcraft point. If you do so, the ally increases the spell slot level (without expending a higher spell slot) of the spell they are casting by 1 (maximum 9), or they can increase the spell save DC by 1 for every witch who expended a witchcraft point as a reaction when they casted their spell (maximum 4).
You gain additional witchcraft points as you gain levels in witch, as shown on your Witchcraft Points column of the Witch class table. You regain all expended witchcraft points when you finish a long rest.
Coven
There are distinct types of witches that interact or use similar methods of witchcraft that are defined as covens. While these covens could be actual groups of spellcasters that come together for rituals and festivals, it could also just mean a loose organization of witches who only know of each other by
rumor. A witch who interacts with the power of a particular coven could also only view the coven as a fount of power, as a source of magic that they tap into. Witchcraft and covens, then, become difficult to define as ubiquitous as their styles and flavor vary across time, place, and settings. Choose a coven wisely to connect you to the setting of your character.
Bonus Cantrips
When you join a coven, you expand your witch cantrips known. These cantrips do not count against the number of Cantrips Known on the Witch class Table.
Creeds of the Coven
Each coven has a set of loose creeds by which witches within the coven choose to adhere to. These are not lawful tenets but instead a general guide that ties different communities of the covens together. Creeds are closely tied to the witch's levy and not all witches choose all the creeds of a coven.
You must choose at least one creed from a coven's list of creeds, but may choose as many as you'd like.
Ceremony Magic
Starting at 2nd level, you can invoke certain rites during a ceremony to expand your witchcraft. You can perform a 10 minute ceremony using various sigils, candles, or other esoteric ingredients. When your ceremony is complete, choose a number of spells to prepare from your ceremony spell list equal to your Charisma or Intelligence modifier, whichever is lowest (minimum of 1). You do not need to expend witchcraft points to prepare ceremony spells, and these spells do not count against the number of spells you can prepare normally -- they are separate. Once you finish a short or long rest, you lose all prepared witch spells from the ceremony spell list.
Ceremonial Rites
You know 2 ceremonial rites at 2nd level and gain additional ones as you level in witch as shown on the Ceremony Magic column of the Witch table. When you learn a ceremonial rite, you add those spells to your ceremony spell list. Ceremony spells are treated as witch spells for you, except you track how many you can prepare of them separately from your witch spell list. When you gain a level in witch, you can replace one rite you know for another. The ceremonial rites you can choose from are described at the end of this class description.
Brew Potions
Witches have a talent for discerning the natural and magical properties of herbs and other various ingredients. You are particularly adept at combining these ingredients to create magical potions, so much so that you are likely sought after for them.
Starting at 3rd level, you become proficient in alchemist tools. Additionally, you may craft potions using the rules for crafting magic in the Dungeon Master's Guide on page 129, but your crafting time and cost is reduced by half. Whenever you craft potions while at your sanctum artifact, your crafting time and cost is reduced to only 1/4 of the normal time and cost. Your DM may determine that you must have a specific item or ingredient in order to create a potion. If this is determined to be true, subtract the cost of that item from the crafting cost.
Sanctum Artifact
Witches are known to have strongholds of power whether they are huts, massive cauldrons with legs of a chicken, or towers. Within these strongholds are artifacts of immense power.
Starting at 5th level, you may begin to set the stage for where one day your sanctum may be. By spending at least 100gp in ingredients in a magical ritual that takes seven complete days, you may create an immovable altar, shrine, cauldron, or other artifact that your DM approves of that is the center-piece of your sanctum. This artifact has a strong magical aura that can be seen by the detect magic spell. Whenever you are within 30 feet of your sanctum artifact, you gain advantage to any saving throws against spells or other magical effects. Additionally, whenever you take a short rest or long rest when you are within 30 feet of your sanctum artifact, you regain all expended witchcraft points. Depending upon your coven, other benefits are bestowed upon you as you develop your craft. If you create another sanctum, your previous sanctum's magical energies are diffused
and it returns to a nonmagical object (unless you
are of the Coven of the Wilds, see note).
Additionally, you can use your sanctum artifact once to perform one of the following rituals from below. This ritual takes 24 hours to complete. Once you choose your ritual, the result is permanent. You gain access to choosing an additional ritual from below at 11th level and 17th level.
Empowered Curses. If you are within 30 feet of your sanctum artifact and cast bestow curse, geas, or polymorph, you can expend 1 witchcraft point per spell level of the chosen spell and empower the magic of the spell by infusing it with the magic of your artifact. Casting these spells this way also increases the casting time to at least 1 minute. The durations of casting these spells in this way become permanent and no longer require concentration. As an action, you can end the effects of these spells.
Hag Enjoining. You embrace the path of the cruel fey hags. Your appearance turns ghastly and horrific. Your back arches, your flesh thins to a gauntlike wrap around your protruding bones, and your hair thins. Your skin turns a darkly hue of purple, green, or blue. Hags treat you as one of their sorority and you may join a coven of hags and share their spells and spell slots. Additionally, when you are not wearing armor or using a shield, you have an armor class equal to 13 + your Dexterity modifier.
Majestic Form. Your appearance radically changes to pure majesty. Your form shifts to the epitome of attractive and respectable appearance of your race. You gain proficiency in Deception, Persuasion, or Performance. Additionally, an invisible aura of majesty protects you from harm. When you are not wearing armor or using a shield, your armor class is 13 + your Dexterity modifier.
Otherworldly Knowledge. Your mind is flooded with knowledge of otherwordly realities. Whenever you roll to recall knowledge about aberrations, celestials, fey, or fiends, or generally any creature, object, or information beyond the Material Plane, you roll at advantage.
Spiritual Seer. You awaken a sixth sense that allows you to communicate with the spiritual world. You can activate this sense as a bonus action, allowing you to see and hear into the Ethereal Plane for 1 hour. While you have this sight, as an action, you can target a hostile undead that is partially or totally in the Ethereal Plane that you can see and cast the calm emotions spell on it using your witch spell save DC, making it become indifferent towards you and your allies. You may suppress and activate this sight as a bonus action. You may see into the Ethereal Plane once before you must take a long rest to do so again.
Youth Eternal. So long as you pay your witch's levy, you do not age and are immune to magical effects that age you. Whenever you fail to pay your levy, you begin aging until you pay it.
Once created, you cannot move your sanctum artifact. Destroying a sanctum artifact causes a magical explosion dealing 4d8 force damage to anyone within 20 feet of it being destroyed or 8d8 force damage to anyone within 5 feet of it being destroyed.
Mystical Quickening
Starting at 9th level, you are more adept at utilizing your witchcraft to quickly prepare spells. As a bonus action, you can expend 2 witchcraft points, instead of 1 as normal, and prepare a witch spell or swap out a prepared witch spell for another for which you can cast normally.
Once you use this feature, you cannot do so again until you finish a long rest.
Witchcract Supremecy
Starting at 20th level, you are so infused and accustomed to your witchcraft that you rarely are without power. Whenever you roll initiative and you have expended all of your witchcraft points, you regain 1d8 + your Wisdom modifier expended witchcraft points.
Once you use this feature, you cannot do so again until you finish a long rest.
Coven Magic
Covens are the shared knowledge of other witches. The power that comes from a coven is both tangible and abstract. The options are Coven of the Dark Well, Coven of the Far Realm, Coven of White Well, and Coven of the Wilds.
Choose one coven, starting at 1st level. You gain features at 1st, 6th, 10th, 14th, and 18th level..
Coven of the Dark Well
Myths say the dark well is the fount of negative energy, what fuels betrayal, malice, and cruelty. Witches that speak to the dark well are usually the most vile and malevolent of spellcasters. Even if the dark well is nothing more than evilness itself, or simply a legend, it is quite foretelling of the type of witch that could manipulate acts of cruelty into magic.
Organized covens of the dark well are practitioners of cruelty and sacrifice. They are the wicked witches in the woods, capturing children to sacrifice their innocence to fuel magic. Most covens of the dark well are either strictly hierarchal or loosely organized, in that a dominant witch governs the coven with absolution or witches only vaguely associate themselves with each other.
Creeds of the Dark Well
Witches of the Coven of the Dark Well have the following creeds to choose from:
of Avarice. Covet all and know that all shall covet!
of Corruption. Children and beings of innocence deserve malice and cruelty. Use them to pay your levy.
of Malice. Strength is in cruelty and power is found in strength.
of Subterfuge. Lies and deceit unlock further power and knowledge -- cunning is witchcraft itself.
Bonus Cantrips
When you chose this coven at 1st level, you gain the chill touch and toll the dead cantrips.
White Magic Forbiddance
You may not choose the Ceremonial Rites of White Magic when you gain the Ceremony Magic class feature.
Evil Eye
At 1st level, you gain the ability to offend creatures with a powerful curse. As a bonus action, choose one creature within 30 feet of you that you can see and it can see you. Your eyes flash a dull, crimson color. The creature must make a Charisma saving throw against your witch spell save DC, although if they are protected by a protection against evil and good spell or a magic circle they are not affected by this ability. If they fail their save, your dark magic assaults their fate and calamity follows them. The next saving throw they attempt within 1 minute is made at disadvantage. You may expend a witchcraft point to make the duration 7 days. A remove curse or greater restoration spell ends this curse.
You can use your evil eye ability once before you must finish a short or long rest to do so again.
Vile Athame
At 6th level, as part of casting spells you can harm yourself and channel this pain into your spell to make it more potent.
As a bonus action and as part of casting a 1st-level spell or higher in which you are wielding a dagger, you deal 1d4 slashing damage to yourself, a willing creature within 5 feet of you, or an unwilling restrained or incapacitated creature within 5 feet of you. If the spell you are casting requires a spell save DC, it increases by your result, or you may instead add your slashing damage to the spell attack roll should the spell have one. You can either increase the spell save DC or gain a bonus to your spell attack, not both.
You must expend 1 witchcraft point per spell level of the spell you are casting to use this feature. Calculate the spell level before applying the bonus to determine how much witchcraft points you must expend.
Dark Sanctum
At 10th level, your sanctum artifact has grown in strength. Within 1 mile of your artifact, toads, spiders, or other vermin of your choice frequent the location, setting up many swarms of their kind. You may, instead, allow your environment within 1 mile of your artifact to appear benign and lovely, even alluringly so to particular types, like children or fey. Either way, creatures in the area feel a general sense of dread and concern as they traverse the location and find it difficult to sleep. Long rests are impossible without your permission, given that dreams are turned to nightmares and images of monsters and terror fill the subconscious.
Additionally, when you are within 1 mile of your artifact, you can see in darkness and magical darkness normally out to 120 feet.
Levy of the Dark Well
The price of dabbling in black magic is terrible and dangerous. While the dark well itself may be nothing more than a myth, it is in evil deeds that black magic can be manifested. This levy must be paid once a year. As you acquire greater mastery over your witchcraft, the levy increases in its magnitude.
Witch levels 1-4. In a ritual that takes 1 hour, you chant or wail. You must be partially smeared in the blood of an unwilling humanoid creature that has never wronged you in any way that was spilled within the last 24 hours.
Witch levels 5-10. You must participate in an event, in some way, that leads to a good-aligned humanoid creature turning away from their alignment through theft, murder, or some other "evil" act.
Witch levels 11-16. You must restrain a humanoid creature that is good-aligned at your sanctum artifact. You perform a 1 hour ritual in which part of their essence is drained away. At the end of the ritual, that creature must succeed on a Constitution saving throw against your witch spell save DC or it ages 5d20 years, potentially dying. Until a creature fails this saving throw, the levy is not paid. Once the levy is paid, you cannot perform this ritual again for 30 days.
Witch levels 14-20. You must steal the soul, as per your soulsteal ability, of a good-aligned creature that has never wronged you and place that soul in a jar. In a ritual that takes 1 hour, you offer up the soul to the dark well, which consumes it.
Soulsteal
Starting at 14th level, you can rend a soul from a target to consume or house in a container or jar. As an action, you cast disintegrate on a creature, except if the spell kills a creature, you may choose to consume its soul or house the soul in a jar or container that you possess and display as part of casting the spell.
Casting this spell in this way only works on creatures that are mortal and would have a soul. If the target survives, they are simply wounded, though they feel the affects of a near soul-rendering. If they die, you may steal their soul and consume it or place it in a container. If you consume it, you gain temporary hit points equal to their Challenge Rating x 2 and you also gain a Dark Boon. A dark boon gained in this way can be used to cast any spell 5th level or lower from your witch's spell list without having it prepared or expending a spell slot. If you do not use your dark boon before you take a long rest, it is lost. Creatures whose soul you steal may not be resurrected except by the true resurrection spell and if that should ever happen you take 6d10 psychic damage as you reel from their soul being wrenched from you. Using this feature is terrible on the mind. Should you kill them and take their soul you must make a Wisdom saving throw (DC 15) or you take 5d10 psychic damage yourself during the theft of their soul as it fuses and binds to your being. You may also
decide to house their soul in a container so long as that container is in your possession when you use this ability. If you decide to do this, you may not gain a dark boon or temporary hit points. If the container is ever shattered, broken, or opened, the soul escapes and moves on as though the creature had died normally. A true resurrection spell shatters the jar that houses the soul as part of casting the spell to resurrect the creature whose soul was stolen.
You may use this feature once before you must take a long rest to do so again.
Vile Sanctum
At 18th level, your sanctum artifact grows immensely in power. Your previous Dark Sanctum radius effect now extends to 6 miles. Additionally, four permanent globes of magical darkness erupt within the area. You choose the location and treat it as if a permanent darkness spell was cast there that, once dispelled, returns after 1 minute. Additionally, when someone is within 6 miles of your sanctum artifact, you detect their type, such as being a humanoid, celestial, fey, fiend, etc., and you know that a creature of that type has entered your sanctum.
Coven of the Wilds
Witches of the wilds, those who connect to nature itself, are the hermit women who hide in the woods to chant wildly, the wandering naturalist who feels the tether of the natural world, or the outcast who is forbidden from enjoying the fruits of community. Civilization and industry are eschewed by these witches, who prefer the chaos and delight of all that nature can provide. Whether they cherish the storm, the woods, the mountain top, or a cave in the underdark -- witches of the wild can not be tamed.
Some refer to witches of the wilds as geomancers, who study the ley-line magic that is forged by connecting one's self to that of the natural world. This connection empowers these witches, making it dangerous to challenge them in their mastered terrain.
Creeds of the Wilds
Witches of the Coven of the Wilds have the following creeds to choose from:
of Cycle. Birth, life, decay, and death are the natural cycle of things and must be protected.
of Fury. The storm is nature's rage and we are the storm.
of Poultice. The Wilds are the mystery we know to help all that do not.
of Solitude. The deeds of beasts are known and forthright. This is the desirous company, for all others are suspect in intent.
Bonus Cantrips
When you chose this coven at 1st level, you gain the druidcraft and primal savagery cantrips.
Ley-Line Magic
This coven is unique, in that they can create sanctum artifacts much earlier than other witches. You can have a number of sanctum artifacts equal to your levels in witch, though they are only considered magical objects. At 5th level, one sanctum of your choice gains the features described in that class feature and is considered your official sanctum artifact while the others are your ley-line posts. Regardless, where you create these sanctum artifacts connects you to that terrain for other class features and become ley-line posts. For example, if you create a sanctum artifact in a forest, you forge a ley-line post and are connected to all forest terrains. See the Coven of the Wilds' Levy note for additional information.
Starting at 1st level, whenever you finish a short rest in a terrain that you have an established sanctum artifact, you regain expended witchcraft points equal to half your levels in witch, rounded up. Once you use this feature to recover witchcraft points, you cannot do so again until you finish a long rest.
Geomancy
Starting at 6th level, you can channel the geomantic magic of the various terrains for which you have ley-line posts. If you have created a sanctum artifact in every terrain, you gain an additional option that you can choose whenever you channel this ability. As an action, you call forth the powers of your sanctum artifact to infuse you with a gift. You must be physically touching a terrain you have a sanctum artifact connected to as per your witch's levy. When you do so your touch must be bare. For example, if you're wearing boots, your feet do not count as touching the ground of a forest floor. If you kneel to touch it with your bare hands, however, it counts. Your DM will determine which terrain you are in. You can choose the terrain you're touching or any other terrain you have a ley-line post in for your boon. When you use this feature, the boon lasts for 8 hours or until you finish a short or long rest. Once you use this feature, you cannot do so again until you finish a short or long rest.
Arctic. You become resistant to cold damage. Additionally, you cannot be adversely affected by natural cold weather.
Coast. You gain a swim speed equal to your speed and can breathe under water normally.
Desert. You become resistant to fire damage. Additionally, you cannot be adversely affected by the heat of natural weather.
Forest. You gain a +10 bonus to Stealth checks while you are in this terrain. Additionally, you gain a telepathy out to 30 feet that you can use to communicate with any beast or fey as if you shared a language.
Grassland. You gain +10 bonus to Stealth checks while you are in this terrain. Additionally, you can cast entangle as an action that does not require concentration, though you can have only one effect of the entagle spell active at any given time. You can dismiss the spell if you wish or cast it again to apply it to a new area, which removes the previous effect if any.
Mountain. You gain advantange on any check to resist being pushed, shoved, or grappled. While you channel this terrain, as a reaction to taking damage, you can turn your skin hard and gain a pool of temporary hit points equal to your levels in witch + 10 and the damage you take is reduced by that amount. For every foot you move as either movement or the dash action, you lose 1 of these temporary hit points. Once you gain these temporary hit points, you cannot do so again until you finish a short or long rest.
Swamp. You become resistant to poison damage. Additionally, a swarm of insects, poisonous snakes, or rats come to you in 1d10 rounds and act as your loyal ally for the duration. Whenever your swarm occupies your space and takes no actions other than standing with you, your armor class increases by +2.
Underdark. You gain darkvision out to 60 feet. If you already have darkvision, it extends to an additional 60 feet. Additionally, you gain a +10 bonus to Stealth checks while you are in this terrain.
All. You may simultaneously activate your Ley-Line Magic feature as you use this ability if you have not used it since your last long rest, if you so choose, as if you had taken a short rest. You do not gain any other benefits as if you had taken a short rest, however, and you may not use this ability again or regain expended witchcraft points using that feature again until you finish a long rest.
Nature’s Sanctum
Starting at 10th level, your sanctum artifact has grown in power. Within 1 mile of your artifact, the landscape exaggerates the features of its terrain. For example, if it is in the arctic, it is colder and is constantly snowing and billowing with a brisk, sharp cold air. In the forest, overgrown lush plant life bursts forth and continuously grows. If near the sea, seaweed appears all over the land as though waves continuously roll across it and the smell of salt fills the air.
These features are exaggerated and an overall sense of safety or dread fills the area. All beasts with a challenge rating lower than 1 within the area act as though they are charmed by you unless they are friendly to other non-beast creatures already. They often report to you of any new-comers to the area, offering their services as sentinels of your sanctum as a trade for protection.
Additionally, when you are within 30 feet of your sanctum artifact, you may cast conjure animals, conjure elemental, and conjure woodland beings as an action but the duration is 8 hours for each spell. You may only cast each spell once in this way before you must take a long rest to do so again.
Unbounded
Starting at 14th level, you can use your sanctum artifact to travel the world. As an action, when you are within 5 feet of one of your sanctum artifacts, you teleport you and a number of Large size or smaller creatures equal to your Wisdom modifier to another one of your sanctum artifacts. If one of your artifacts are destroyed, you can teleport to it using this
feature within 24 hours of it being destroyed.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Sanctum Refuge
Starting at 18th level, your sanctum artifact has grown in immense power. Its previous effect of nature’s sanctum now extends to 6 miles instead of 1. Additionally, beasts with a challenge rating of 4 or lower are treated as though they are charmed by you unless they are already friendly with a non-beast creature.
You gain additional spells to cast while you are within 30 feet of your artifact: antilife shell, conjure fey (duration 8 hours), sun burst, and wind walk.
Coven of the Wilds' Levy
The price of nature magic is connecting to nature itself, through the magical ley lines that nature creates and fosters. Your sanctum artifact is a ley line post that is tethered to a terrain, either arctic, coast, desert, forest, grassland, mountain, swamp, or underdark.
Once a year, you must create a new sanctum artifact that is only as strong as a magical object that is your DM agrees is considered in a "natural" area of that terrain. Thus, unlike other witch covens, you may create sanctum artifacts before 5th level. You must create this new sanctum artifact in a terrain that you have no other sanctum artifacts in (if you have one in each, you do not need to pay a levy any longer). If one of your artifacts are destroyed, you know it and which one.
Coven of the Far Realms
You are an alienist, a witch who has connected to the Far Realms of the beyond. In your reaching, you pierced the barriers of worlds unknown and have seen its horror. Most alienists are aloof, difficult to understand witches who prattle on about nonsensical things -- but to them it all make sense. Sanity becomes relative. Normalcy and morality moot.
Covens of the Far Realms are usually cultists worshipping a powerful aberration creature or some fanatical adherents to theoretical worlds, planar travel, or magical theories. These covens, however organized they may be, are usually concerned primarily with their wild notions of reality and testing the boundaries of it.
Because of your exposure to the Far Realms, you have acquired a certain quality. Choose an Alien Quality from the table or roll 1d8 to determine which you attained from your exposure to the aberrant worlds.
Alien Qualities
Result | Quirk |
---|---|
1 | You lack volume control, often shouting when you should whisper and whispering when you should shout |
2 | Your eyes are constantly and intensely bugged out |
3 | You laugh at inappopriate times for reasons only you understand |
4 | Your head randomly reels and throbs in pain |
5 | One of your hands is constantly searching your body like its not your own |
6 | Your eyes are jet black, white, or purple |
7 | When you cry, which happens often without even feeling emotions, a milky substance is your tears |
8 | Your blood is discolored a grey, blue, or purple |
Creeds of the Far Realms
Witches of the Coven of the Far Realms have the following creeds to choose from:
of Insight. The acquired insights into our Reaching provide wisdom to all.
of Madness. Our perspective is the perspective and none shall grasp it.
of Seeking. Be humble in what we know, for there is still so much to Reach for.
of Trial. Our deeds are but a trial to understand all -- we ascend beyond morality and conscience.
Bonus Cantrips
When you chose this coven at 1st level, you gain the acid splash and poison spray cantrips.
Alien Madness
Starting at 1st level, you are particularly adept at communicating with the most undiscernable beings. You gain telepathy out to 30 feet, but can only speak gibberish to others, though you can communicate with the minds of aberrations, even if you do not share a language, as if you had a language. Aberrations often have a neutral disposition towards you and may treat you as one of their own.
Additionally, your mind is so detached from reality that mental struggles are able to be shrugged off. When you do so, you roll any Wisdom saving throw at advantage. If fail your save using this feature, you also gain a temporary madness as described on page 258 of the Dungeon Master's Guide in addition to whatever affliction you were trying to resist. If you have a temporary madness and use this feature again and fail your save, you gain a long-term madness. If you fail any Wisdom saving throws while you have a long-term madness, you acquire an indefinite madness. You cannot use this feature while you are suffering from a long-term madness.
Aberrant Aspects
Starting at 6th level, you can take on some bizarre, alien appearances. You may alter yourself in some way (see below) by expending a witchcraft point.
Eyes. As a bonus action, you sprout hundreds of eyes on your body, giving you +5 on any initiative roll and you cannot be surprised. This lasts for 1 hour or you may dismiss the
eyes as a bonus action. When you dismiss them, or the effect expires, the eyes close and fall off your skin like an expelled cyst.
Orbs. As a bonus action, hundreds of luminous, milky orbs with tiny tendrils erupt on your flesh like warts. Whenever you take damage, they explode as a white, milky substance darts towards those near you as though the liquid had a mind of its own. If the target who dealt damage to you is within 15 feet of you, they must roll a Dexterity savings throw against your witch spell save DC or take 1d12 acid damage. If they are too far away the substance darts towards them but lands on the ground to burn away at it. Creatures struck by this damage continue to take 1d6 points of acid damage for 1 minute at the beginning of each turn until they consume a potion of healing or a cure wounds, lesser restoration, or greater restoration spell is cast on them. These orbs last for 1 minute or until you take damage twelve times, whichever comes first.
Tendrils. As a bonus action, one or two tendrils poke through your forehead. You gain telepathy out to 120 feet for 24 hours and are resistant to psychic damage.
Tentacled Fingers. As a bonus action, one hand of your choice transforms its fingers into 4-foot long tentacles that wiggle and writhe that can extend themselves and sap the energy of your foes. These tentacles become a weapon in which you are proficiency in with the reach property. As an action, you can make a melee spell attack against a creature. Creatures hit by your tentacles take 1d8 + your Wisdom modifier psychic damage. Any creature hit by your tentacles that is your size or smaller can become grappled and restrained by you if you wish. As a bonus action, you can deal 1d8 + your Wisdom modifier in psychic damage to any creature restrained by your tentacles. Your tentacles last 1 minute.
Sanctum Plane-Blur
At 10th level, your sanctum artifact grows in power as your place of study has begun to warp the landscape in various ways. Within 1 mile of the artifact, the terrain begins to subtly shift towards the far realm. You may cause weird disturbances, such as ghastly looking creatures that are born alien-looking or beasts may turn alien from their normal form, such as a rat with scaly patches or a hundred eyes. Plants and terrain may shift to an otherworldly shape or appearance, frightening people. Humanoid creatures that first enter this radius must make a Wisdom saving throw against your witch spell save DC or be frightened by a particular beast, plant, or aspect of the terrain. Creatures of your choice or those who succeed against this saving throw are then immune to the fear effect of your sanctum artifact.
Flash of Horror
Starting at 14th level, you can summon to you the power of the Far Realms, twisting the reality around you to demonstrate the horrific nature of the place you have become all to familiar with. As an action, a 30 foot sphere of area, centered on you, is warped from this reality to that of the Far Realms. What is natural, becomes unnatural; what makes sense, becomes madness. Strange-looking eyes, tentacles, hooks, translucence, unsettling hollowness, bulging appendages, and other terrifying aspects of reality are twisted into a truly frightening experience. Creatures of your choice within 60 feet of you must succeed on a Wisdom saving
throw or take 8d6 psychic damage. Creatures within the sphere roll this save at disadvantage. You can replace this damage and instead inflict madness upon creatures. If you do so, creatures who fail their saving throw acquire a long-term madness. Afterwards, reality turns to normal, but creatures who witnessed this are likely changed forever.
Once you use this feature you cannot do so again until you finish a long rest.
Sanctum Plane-Shift
Starting at 18th level, your sanctum artifact has grown immensely in power. Its 10th level feature now extends to 6 miles radius. Additionally, the plane shift spell is added to your witch spell list and when you cast it, you may take the establishment that your sanctum artifact resides in (such as a hut, tower, castle, house, etc.) to the plane that you travel so long as you are within 100 feet of your artifact. All of the items and creatures within the establishment travels as well, but it must be transported to a place on the new plane that can hold it or it may crumble or the foundation may give in -- otherwise the terrain of the plane slightly adjusts to accommodate your sanctum. Most witches scout the area out before hand or are quite confidant each time they travel their abode to a different plane. Some purposefully make their homes moveable in some way, such as standing on animated chicken legs or tree trunks. After you shift your home to a new plane, the 6 mile radius effect slowly changes the environment within 7 days, progressively.
Levy of the Far Realms:
Astral Projection
In order to understand a world beyond the Material Plane, you must do more than read about it: you must experience it. Once a month, you must perform a 1 hour ritual to pay your witch's levy, in which your spirit travels to planes of the Far Realms. It is through this first initial contact that you gained your alien insights and your further abilities. After you perform this ritual, you have one month and one week to perform the ritual again to pay your levy.
Witnessing the Far Realms, places of alien horrors, is dangerous. To bear witness to such aberrant worlds and life can shake one's sanity. When you return, make a Wisdom saving throw DC 14. On a success, roll for short-term madness. On a failure, roll for long-term madness. If you currently have a long-term madness, you instead acquire an indefinite madness.
Coven of the White Well
White witches, sometimes called priestesses, are eschewers of cruelty, malevolence, and greed. They usually believe that magic should be used cautiously and often adhere to the 3-fold rule: any magic cast upon another unjustly may return to the caster by 3-fold. Thus, most white-witches prefer to use benign magic to benefit and aid others and eschew the more destructive or malignant spells.
Witches who join this coven often contend with witches of the Dark Well, engaging in duels and feuds with their antithetical ways.
Creeds of the White Well
Witches of the Coven of the White Well have the following creeds to choose from:
of Cleansing. Foul air and foul deeds must be banished.
of Peace. Harm none.
of Protection. Our burden is to protect the innocent.
of Purity. The soul is powerful and in purity made more.
Bonus Cantrips
When you chose this coven at 1st level, you gain the sacred flame and spare the dying cantrips.
Black Magic Forbiddance
You may not choose the Ceremonial Rites of Black Magic when you gain the Ceremony Magic class feature.
Intuitive Magic
Starting at 1st level, your witchcraft is connected to your intuition far more than any other witch. Whenever you cast a witch spell of 1st level or higher, you may proceed as you normally would with its attack, the target rolling a saving throw, etc., but after all results are rolled and the effect is seen, you realize, suddenly, that you foresaw it in that instant. This requires the consumption of a bonus action for you to collect your wits and you may act as though you never casted the spell and choose to use your turn doing something else. For example, if you realize that your charm person spell will be resisted if you try to cast it, you can choose to do something else. If you choose to still cast the spell, you must use the results you foresaw. You can choose to use this ability after seeing the effects of any spell of 1st level or higher, so long as you still have a bonus action left after casting the spell on your turn.
Once you use this feature you may not do so again until you finish a short or long rest.
Circle of Protection
Starting at 6th level, you can cast a protective circle around you and your allies by expending a witchcraft point. As an action, a circle of magic ripples out in a 15 foot sphere centered on you. You and creatures of your choice have the effects of a bless spell while within the circle. Additionally, spells of your choice that directly target creatures within the circle function as though you cast a counterspell on them for those creatures, except you only counter the spell affecting that target, not the spell entirely.
To maintain this circle, you must concentrate as if concentrating on a spell. Its effects last until the beginning of your next turn or until you lose concentration. You can spend an action on subsequent turns to maintain the circle.
Sanctum Sight
At 10th level, your sanctum artifact grows in power. Within 1 mile of your artifact, subtle orbs dance around the air like will-o-wisps or celestial lights. Bright flowers grow and plant- life feels particularly lively. Oak and bark on trees, should there be any, turn a hue of a healthy looking white and strange, rare herbs and bushes grow in bounty. There is a general sense of joy, kindness, or safety in the atmosphere.
Additionally, if a creature is harmed, or takes damage, within the radius of 1 mile of your artifact, you know it occurred, what type of damage it was, the creature type of who was damaged, and the creature type that inflicted the damage. You only acquire this knowledge if you are on the same plane of existence as your sanctum artifact.
Circle of White Magic
Starting at 14th level, your circle of protection is empowered. Creatures of your choice within your circle that have at least 1 hit point heal 1d12 hit points at the beginning of their turns.
Additionally, when a creature of your choice within the circle takes damage, you may use your reaction to expend a spell slot to reduce that damage by 1d10 per spell slot expended, up to a 5th-level spell slot. Thus, if a creature takes damage and you expend a 4th-level spell slot, that damage is reduced by 4d10. Should you reduce the damage to nothing, you regain your use of a reaction as though you had not expended it this turn.
Sanctum Sanctified
At 17th level, your sanctum artifact has grown immensely in power. Its previous effect extends now to 6 miles.
Additionally, while you are within 100 feet of your artifact, you may cast the following spells once before you must complete a long rest to cast them in this way again: commune, flame strike, forbiddance, greater restoration, heroes’ feast, and mass heal.
Levy of the White Well: The Rule of 3
The Rule of 3 is that any energy put out into the world is returned thrice-fold. Thus, your actions are can either be seen as "good" or "bad". Once every 30 days, you must commit a good deed and acquire inspiration from it.
Good Deeds. Generally, good deeds help others, relieve them in some way, and is not based on selfish motivations or intent. Once a month, if you have committed a good deed, your DM may bestow upon you inspiration, as your good energy put out into the world returns to you positively, but you must use it within three days.
Bad Deeds. This could be anything that uses magic against the innocent to steal, lie, deceive, or harm. When you have committed a bad deed, you lose any inspiration you currently have and at some point in the next three days, you, or your DM, must decide that one of your rolls must be made at disadvantage as negative energy permeates around you, affecting your outcomes.
Witch Spells
Cantrips (0 Level)
- Control Flames
- Druidcraft
- Friends
- Guidance
- Gust
- Infestation
- Light
- Mage Hand
- Magic Stone
- Mending
- Message
- Minor Illusion
- Mold Earth
- Prestidigitation
- Resistance
- Shape Water
- Shillelagh
- Shocking Grasp
- Thaumaturgy
- Vicious Mockery
1st Level
- Alarm
- Bane
- Bless
- Ceremony
- Charm Person
- Command
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Earth Tremor
- Expeditious Retreat
- Feather Fall
- Find Familiar
- Fog Cloud
- Goodberry
- Grease
- Identify
- Illusory Script
- Jump
- Shield
- Sleep
- Protection from Evil and Good
- Speak with Animals
- Tasha's Hideous Laughter
- Unseen Servant
2nd Level
- Aid
- Alter Self
- Animal Messenger
- Augury
- Blindness/Deafness
- Calm Emotions
- Darkvision
- Detect Thoughts
- Earthbind
- Enhance Ability
- Find Traps
- Gust of Wind
- Hold Person
- Invisibility
- Levitate
- Locate Animals or Plants
- Magic Mouth
- Nystul's Magic Aura
- See Invisibility
- Shatter
- Silence
- Skywrite
- Suggestion
- Warding Wind
3rd Level
- Bestow Curse
- Catnap
- Clairvoyance
- Counterspell
- Dispel Magic
- Fear
- Fly
- Leomund's Tiny Hut
- Magic Circle
- Nondetection
- Protection from Energy
- Remove Curse
- Sending
- Slow
- Tiny Servant
- Tongues
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Banishment
- Blight
- Confusion
- Control Water
- Divination
- Fabricate
- Freedom of Movement
- Grasping Vine
- Greater Invisibility
- Hallucinatory Terrain
- Phantasmal Killer
- Polymorph
- Stone Shape
- Stoneskin
5th Level
- Animate Objects
- Circle of Power
- Commune
- Dispel Evil and Good
- Dream
- Geas
- Hallow
- Hold Monster
- Mislead
- Modify Memory
- Passwall
- Planar Binding
- Scrying
- Telekinesis
- Wall of Force
- Wall of Stone
6th Level
- Contingency
- Create Homonculus
- Eyebite
- Flesh to Stone
- Forbiddance
- Globe of Invulnerability
- Heroes' Feast
- Magic Jar
- Mental Prison
- True Seeing
- Wall of Thorns
7th Level
- Forcecage
- Project Image
- Reverse Gravity
- Sequester
- Simulacrum
8th Level
- Antimagic Field
- Antipathy/Sympathy
- Clone
- Control Weather
- Maze
- Mind Blank
- Power Word Stun
- Telepathy
9th Level
- Astral Projection
- Imprisonment
- True Polymorph
- Wish
Ceremonial Rites
When you gain Ceremony Magic, you can acquire ceremonial rites. These rites add to your ceremony spell list, a unique list of spells that you prepare only in ceremony using your Ceremony Magic class feature.
Rites of Beasts
This ceremony invokes the rites of beastial fury, instinctual magic, and the spiritual connection that witches have with animals. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | animal friendship, beast bond |
2nd | beast sense, locate animals and plants (animals only) |
3rd | conjure animals |
4th | dominate beast, guardian of nature (beast only) |
5th | awaken (animals only) |
6th | find the path |
7th | — |
8th | animal shapes |
9th | shapechange |
Rites of Bestowment
These ceremonial rites bind your witchcraft to yourself, others, and objects for empowerment. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | longstrider |
2nd | enlarge/reduce, magic weapon |
3rd | elemental weapon, haste |
4th | elemental bane |
5th | holy weapon, skill empowerment |
6th | tenser's transformation |
7th | mordenkainen's sword |
8th | — |
9th | invulnerability |
Rites of Black Magic
These ceremonial rites are some of the most common rites invoked, bestowing the witch with cruel, black magic meant only to harm. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | hex, witch bolt |
2nd | darkness, ray of enfeeblement |
3rd | bestow curse, lightning bolt |
4th | evard’s black tentacles, vitriolic sphere |
5th | enervation, insect plague |
6th | circle of death, harm |
7th | finger of death, power word pain |
8th | feeblemind |
9th | power word kill |
Rites of Charms
These ceremonial rites bind magic of enchantment and control of others to the witch who invokes them. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | dissonant whispers, heroism |
2nd | crown of madness, enthrall |
3rd | enemies abound |
4th | charm monster, compulsion |
5th | dominate person |
6th | mass suggestion |
7th | power word pain |
8th | dominate monster, glibness |
9th | — |
Rites of Foretelling
These ceremonial rites invoke the rites of foresight, of divining fate, and of learning. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | detect evil and good, identify |
2nd | locate animals and plants, locate objects |
3rd | clairvoyance |
4th | arcane eye, locate creature |
5th | legend lore |
6th | find the path, true seeing |
7th | — |
8th | — |
9th | foresight |
Rites of the Lower Planes
These ceremonial rites tether you to the Lower Planes to twist your witchcraft with its horrors. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | hellish rebuke |
2nd | crown of madness, darkness |
3rd | summon lesser demons, tongues |
4th | shadow of moil, summon greater demon |
5th | contact other plane, infernal calling |
6th | soul cage |
7th | plane shift (lower planes/material plane only) |
8th | maddening darkness |
9th | gate (lower planes/material plane only) |
Rites of Passages
These ceremonial rites enhance your witchcraft to wield the power of the passageways and gates. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | tenser's floating disk |
2nd | *arcane lock, misty step * |
3rd | thunder step |
4th | dimension door, leomund's secret chest |
5th | far step, teleportation circle |
6th | arcane gate, guards and wards |
7th | plane shift |
8th | demiplane |
9th | gate |
Rites of the Pentacle
These ceremonial rites use the magical sigil of the pentacle to combine the elements of earth, air, fire, water, and spirit. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | absorb elements, chromatic orb |
2nd | maximillian's earthern grasp |
3rd | erupting earth, wall of water |
4th | elemental bane, wall of fire |
5th | commune with nature |
6th | investiture of flame, investiture of ice, investiture of stone, investitutre of wind |
7th | fire storm |
8th | earthquake, tsunami |
9th | — |
Rites of Phantasmal Color
These ceremonial rites draw forth the power of illusions, mischief, and the spectacle of magic. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | color spray |
2nd | mirror image, phantasmal force |
3rd | hypnotic pattern, major image |
4th | hallucinatory terrain, phantasmal killer |
5th | seeming |
6th | programmed illusion |
7th | mirage arcane, prismatic spray |
8th | — |
9th | prismatic wall, weird |
Rites of Protection
These ceremonial rites use various sigils and communion of protection, wards, and glyphs. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | sanctuary |
2nd | aid, warding bond |
3rd | glyph of warding |
4th | death ward |
5th | antilife shell |
6th | guards and wards |
7th | symbol |
8th | holy aura |
9th | invulnerability |
Rites of the Skies
These ceremonial rites invoke the elements for you to command the weather. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | fog cloud, thunderwave |
2nd | gust of wind |
3rd | call lightning, sleet storm |
4th | ice storm |
5th | control winds |
6th | investiture of wind, wind walk |
7th | whirlwind |
8th | control weather |
9th | storm of vengeance |
Rites of the Sulfur Cross
These ceremonial rites draw forth fire and brimstone for you to wield. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | hellish rebuke |
2nd | continual flame |
3rd | melf's minute meteors |
4th | wall of fire |
5th | immolation |
6th | — |
7th | fire storm |
8th | — |
9th | meteor swarm |
Rites of White magic
These ceremonial rites are some of the most common rites invoked, bestowing the witch with supportive, white magic meant only to heal, aid, and protect. Knowing these rites add the following spells to your ceremony spell list.
Ceremony Spells
Spell Level | Spells |
---|---|
1st | healing word, sanctuary |
2nd | healing spirit, lesser restoration |
3rd | daylight, revivify |
4th | death ward, otiluke's resilient sphere |
5th | greater restoration, wall of light |
6th | globe of invulnerability |
7th | regenerate |
8th | holy aura |
9th | mass heal |
Artwork
Cover -- by: JasonHeeley
Kyton Sacristan. Liarath
Wyznawcy Chaosu. EthicallyChallenged
Witch of the Arid Wilds. David Cornish
Priestess Rui Li
Age of pantheons - Ecate Suwan Cancedda