Cyberpunk 5E: Witch

by Iriazi

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The Witch

The Witch

Looming in the shadows of an alley in the slums, offering fortune readings to unsuspecting lost travelers. The woman stands there shrouded in a glowing neon cloak, rattling bones in her hand and taking drags from her cigarette. The rituals she conducts in this alley show a shattered glimpse of ones future, and earn her enough credits to comfortably survive.

A short goblin wrapped up in an environmental protection suit, carrying around a buzzing electrified staff as he traverses a grimy section of sewers beneath Waterdeep. Trailing behind him, a squad of freshly reanimated zombies. The undead sway as they calmly follow their master as he searches for a rival's hideout.

An attractive half elf, elegantly dressed in a flowing red gown takes the stage at the Yawning Portal. As a subtle melody begins, she begins singing a beautiful song with fey magic hidden within its notes.

Witches are powerful ritualists that draw power from other planes of existence. It is this connection to other realms that allow witches to still conduct powerful magics even with Fearun's tight grip on the weave. After all, the strict control of the weave still only applies to power drawn from the material plane.

The Commune

It is a great misconception that all witches are women. Though many women seek out covens to learn of witchcraft, there are nearly just as many men who seek to bend barriers between the planes in order to weave powerful magics.

The Covenant

The power of a witch is drawn from their coven, and from the covenant that each witch undergoes to join. Though some covens are drawn together solely for their thirst for power, other covens are bonded by a genuine love for one another, a magic that may equal their eldritch pursuits.

A witch has made a pact, a covenant, with the other members of the coven, and it is from this pact that their magic flows. A witch's covenant ritual often involves fire, blood, and sacrifices, and fundamentally changes the witch's soul, binding it to their coven and its members.

Quick Build

You can make a witch quickly by following these suggestions. First, make Charisma your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the
chill touch, infestation, and
thaumaturgy cantrips, along
with the 1st-level spells
false life, hex, and witch bolt.

Witch
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Coven, Spellcasting 4 2 2
2nd +2 Ritualistic Font 4 3 3
3rd +2 Communal Invocation 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Coven Feature 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 Communal Evocation 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Coven Feature 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 6 15 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 2 2 1 1 1
20th +6 Witching Hour 6 15 4 3 3 3 2 2 2 1 1

Class Features

AAs 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 wizard level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, hand axes, pistols, quarterstaffs
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Nature, Performance, Persuasion and Religion

Coven

Choose a coven to join. This is where your magical ability stems from, and each coven channels their magic from a different plane of existence. Choose from the Coven of Ash, Bloom, or Sight. Each of which is described at the end of this section.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Spellcasting

A pact you have made with your coven has granted you the ability to channel magic from another realm. This channeling is what allows you to cast your spells. Witch spells are listed at the end of this document.

Cantrips

At 1st level, you know four 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 hex and have a 1st-level and a 2nd-level spell slot available, you can cast hex using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Witch spell list.

The Spells Known column of the Witch table shows when you learn more Witch spells of your choice. 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

Charisma is your spellcasting ability for your Witch spells. You use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Witch spells.

Ritualistic Font

At 2nd level, you are able to call upon your coven to recover a portion of your power. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your witch level (rounded up), and none of the slots can be 6th level or higher.

Communal Invocation

At 3rd level, you learn how to channel certain spells with incredible force. Choose a witch cantrip you know. That cantrip gains the following benefits:

  • Its range is doubled. If its range was touch, it becomes 15 feet. If its range was self, it becomes touch.
  • If the cantrip deals damage, you can add your Charisma modifier to the damage of it.
  • If the cantrip requires a saving through, you can use your Bonus Action to impose disadvantage on one creature effected by the spell.

When you reach 10th level and again at 17th level, you are able to choose an additional cantrip which gains these benefits.

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.

You can forgo taking this feature to take a feat or an augmentation of your choice instead.

Communal Evocation

At 10th level, your coven has taught you how to channel your magic through others to better their efforts. When you see a creature within 30 feet of you make an ability check or saving throw, you can use your reaction and expend a spell slot to give that creature a bonus to the roll equal to 1d4 per level of the spell slot expended.

Witching Hour

At 20th level, you are able to channel power from your coven in a masterful display of magic. You can perform a 10 minute ritual in order to channel this power. At the end of the ritual and for the next hour, you are able to concentrate on two witch spells at the same time so long as one of them belongs to the school of magic favored by your coven. When making concentration checks while concentrating on two spells, you only make one saving throw. If your concentration is lost, you lose the effect of both spells.

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

Coven of Ash

The Coven of Ash draws their power from the Shadowfell. These witches harness the power of necromancy and are often found commanding undead minions.

Coven of Ash Features
Witch Level Feature
1st Coven Spells, Dark Traveler
6th Undead Dominion
14th Feinting Movement
18th Shadow Commander

Coven Spells

Beginning at 1st level and at certain levels after that, you gain the ability to cast spells specific to the Coven of Ash. Once you gain a coven spell, you always know it, and it doesn't count against the number of spells you know. If you have a coven spell that doesn't appear on the witch spell list, the spell is a witch spell for you.

Witch Level Spell
1st Aura of Shade
3rd Blood Seal
5th Animate Dead
7th Rend Shadows
9th Danse Macabre
11th Create Undead

Dark Traveler

Starting at 1st level, you have begun to grow used to the dark pull of the Shadowfell's power. You have darkvision with a ranged of 120 feet and resistance to necrotic damage. Additionally, while you are in dim light or darkness, your walking speed is increased by 10 feet.

Undead Dominion

At 6th level, you have learned how to augment your invocations in order to empower your undead minions. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your witch level.
  • The creature adds your proficiency bonus to its attack and damage rolls.

Feinting Movement

At 14th level, you are able to swiftly duck out of harms way. When you would be hit by an attack by a creature within 5 feet of you, you can use your Reaction to cause the attack to hit an undead creature under your control within 5 feet of you instead.

Shadow Commander

At 18th level, you have gained mastery over the undead. Whenever you create an undead using a necromancy spell, or reassert control over an undead using a necromancy spell, the creature gains temporary hit points equal to twice your witch level and gains a bonus to their AC equal to your proficiency bonus.

Coven of Bloom

The Coven of Bloom draws their power from the Feywild. A wild and chaotic flow of magic that makes these witches more unpredictable. They are often a loving group though, and show a penchant for entertainment and soothing conjurations.

Coven of Bloom Features
Witch Level Feature
1st Coven Spells, Beguiling Presence
6th Soothing Touch
14th Gift of the Wilds
18th Majesty

Coven Spells

Beginning at 1st level and at certain levels after that, you gain the ability to cast spells specific to the Coven of Bloom. Once you gain a coven spell, you always know it, and it doesn't count against the number of spells you know. If you have a coven spell that doesn't appear on the witch spell list, the spell is a witch spell for you.

Witch Level Spell
1st Cure Wounds
3rd Healing Spirit
5th Conjure Animals
7th Compulsion
9th Mislead
11th Otto's Irresistible Dance

Beguiling Presence

Starting at 1st level, you have begun to take on an otherworldly appearance that you can use to your advantage. As an action, you can attempt to charm a humanoid or beast that can see you within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or become charmed by you for 1 minute.

Once you use this feature to charm a creature, you must finish a long rest before you can use it again. You gain one additional use of this feature at 10th level (2 uses) and again at 18th level (3 uses).

Soothing Touch

At 6th level, you are able to channel soothing fey magic whenever you heal a wounded ally. Whenever you restore hit points to a creature with a witch spell, that creature regains 1d6 hit points at the start of its next turn.

The hit points restored by this feature increases to 2d6 at 14th level and to 3d6 at 18th level.

Gift of the Wilds

At 14th level, creatures you summon from the Feywild have an invigorating aura. Ally creatures within 10 feet of a creature you have summoned with a witch spell gain a bonus to ability checks and saving throws they make to avoid the charmed and frightened conditions by an amount equal to your Charisma modifier.

Majesty

At 18th level, you have become a beacon of fey magic. Creatures have disadvantage on saving throws to avoid being charmed by you and creatures you have charmed or attempted to charm have no memory or idea that you charmed them.

Coven of Sight

The Coven of Sight draw their power from the Ethereal plane. These witches hold secrets of the past, present, and future within their coven. Drawing forth magic to aid in divination rituals, they often excel as corporate spies, information gatherers, and extravagant fortune tellers.

Coven of Sight Features
Witch Level Feature
1st Coven Spells, Foretold Occurrence
6th Insightful Glimpses
14th Unseen Path
18th Grand Diviner

Coven Spells

Beginning at 1st level and at certain levels after that, you gain the ability to cast spells specific to the Coven of Sight. Once you gain a coven spell, you always know it, and it doesn't count against the number of spells you know. If you have a coven spell that doesn't appear on the witch spell list, the spell is a witch spell for you.

Witch Level Spell
1st Eye of Fortune
3rd Mind Spike
5th Swift Sight
7th Divination
9th Scrying
11th True Seeing

Foretold Occurrence

Starting at 1st level, your ability to glimpse the future allows you to better position yourself in the world. Whenever you or a creature you can see makes an attack roll, ability check, or saving throw, you can use your Reaction to roll a d20. You can choose to use your roll in place of the triggering roll.

Once you use this feature, you must finish a long rest before you can use it again. You gain one additional use of this feature at 14th level.

Insightful Glimpses

At 6th level, your link to the ethereal plane and its magics show you hidden weaknesses in your enemies. When you cast a divination spell of 1st level or higher using a spell slot, the next spell you cast of 1st level or higher that deal damage to a creature deals an additional 1d6 force damage for each level of the spell slot expended.

Unseen Path

At 14th level, you are able to use the ethereal plane to protect yourself from harm. When you are hit by an attack, you can use your reaction to instantly teleport to the ethereal plane and then move up to half your speed. The triggering attack misses you and you return from the            ethereal plane in an unoccupied space within 5 feet of                                 you at the end of the current turn.

      Once you use this feature, you cannot use it again until             you finish a short or long rest.

Grand Diviner

  At 18th level, you are able to focus your spells with an      unwavering accuracy. If a creature has failed a saving    throw caused by a divination spell you cast of 1st level or      higher, that creature has disadvantage on saving throws     it makes against additional divination spells you cast for 1   hour.

Spell List

Cantrips (0 Level)
  • Chill Touch
  • Dancing Lights
  • Friends
  • Guidance
  • Gust
  • Infestation
  • Mage Hand
  • Magic Stone
  • Message
  • Minor Illusion
  • Thaumaturgy
  • Thorn Whip
  • Toll the Dead
1st Level
  • Animal Friendship
  • Bane
  • Beast Bond
  • Bless
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Command
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Find Familiar
  • Fog Cloud
  • Heroism
  • Hex
  • Ice Knife
  • Protection from Evil and Good
  • Silent Image
  • Sleep
  • Speak With Animals
  • Tasha’s Hideous Laughter
  • Witch Bolt
2nd Level
  • Alter Self
  • Animal Messenger
  • Augury
  • Blindness/Deafness
  • Blur
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Hold Person
  • Invisibility
  • Locate Object
  • Magic Mouth
  • Mirror Image
  • Nystul’s Magic Aura
  • Phantasmal Force
  • See Invisibility
  • Shadow Blade
  • Suggestion
  • Web
3rd Level
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection From Energy
  • Remove Curse
  • Slow
  • Speak With Dead
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Woodland Beings
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
5th Level
  • Animate Objects
  • Awaken
  • Circle of Power
  • Commune
  • Contagion
  • Dispel Evil and Good
  • Dominate Person
  • Dream
  • Enervation
  • Geas
  • Hold Monster
  • Legend Lore
  • Modify Memory
  • Negative Energy Flood
  • Seeming
  • Skill Empowerment
  • Synaptic Static
6th Level
  • Circle of Death
  • Conjure Fey
  • Eyebite
  • Find the Path
  • Mass Suggestion
  • Mental Prison
  • Soul Cage
7th Level
  • Etherealness
  • Finger of Death
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Project Image
  • Sequester
  • Symbol
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Maze
  • Mind Blank
  • Power Word Stun
9th Level
  • Foresight
  • Mass Polymorph
  • Power Word Kill
  • Psychic Scream
  • Shapechange

New Spells

Aura of Shade

1st-level illusion

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create a 10-foot radius sphere of shadow magic centered on a point within range. The sphere appears to be an area of swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature within the radius becomes invisible at the start of each of their turns. This invisibility ends if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are within the area of the spell.

Blood Seal

2nd-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (an ornate dagger worth at least 25 gp)

Duration: 1 hour

You inflict a wound upon yourself to create a protective seal on another creature within range. As you cast the spell, you expend a number of hit points and the target gains 1d6 + double the number of hit points spent as temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains 1d6 additional temporary hit points for each slot level above 2nd.

Rend Shadows

4th-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

Choose up to 4 creatures within range. Each creature must succeed on a Charisma saving throw or have their shadow forcibly ripped from their body, conjuring a shadow in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if its host dies. If its host dies, a new shadow does not rise from the corpse. The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host, without any thought for strategy or tactics. The DM has the creature’s statistics.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Eye of Fortune

1st-level divination

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

As a bonus action, you open your mind to receive momentary insights that improve your odds of success. Until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.

Swift Sight

3rd-level divination

Casting Time: Special

Range: 60

Components: S

Duration: Instantaneous

Reaction trigger: You roll initiative.

You instantly analyze the information around you and telepathically pass it on to your allies, allowing you to act quicker in combat. You grant yourself and up to three creatures of your choice within 60 feet of you a +5 bonus to initiative.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.