The Witch Knight

by Ilyendur

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The Witch Knight

The Witch Knight

A Martial Class with Eldritch Abilities for use with Dungeons & Dragons, 5th Edition

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.


All other original material in this work is copyright 2018 by Jeremy Kings and published under the Community Content Agreement for Dungeon Masters Guild.

Witch Knight 0.2 - Design by Jeremy Kings

Witch Knight

Majestic wings and shining
armor spring into existence
around the body of a wizened
elf. She smiles at the unsuspecting
highwaymen, leaps into the air and
crashes down into their midst,
sending them toppling to the ground
with the force of her impact.

As the sigils inscribed on his flesh begin to glow and
green flames wreathe his body, fiendish strength wells up
within a captive half-orc, shattering the chains that bind
him.

Murmuring words of power granted by their master
hidden beneath the waves, a lean human dives into the
lake to search for buried secrets, gills and scales forming
on their body as a magical spear materializes in
their hand.

Witch knights are warriors who seek knowledge
and power beyond the confines of their mortal bodies.
Through pacts made with otherworldly entities, witch
knights are able to heighten their physical abilities to
supernatural levels. Using the powers of beings such as
devils, angels, liches, and forgotten dwellers of the deep as
a catalyst, witch knights perform strange rituals to augment
their physical form.

Supernatural Warriors

Much like a warlock, a witch knight is defined by a pact with an otherworldly
being. The role played by a witch knight in the court of their patron's servants can be
quite different, however. Where a warlock may be called upon to lead a cult dedicated to
their patron or to obtain artifacts of power for their collection, a witch knight is more often
employed to root out and destroy their patron's enemies in the mortal realms. Some witch knights
may even serve warlocks of the same patron, either to learn from them or merely to observe until the
time is right to overthrow them and take their place.

The magical abilities at a witch knight's command range from conjuring implements of war to combat their
foes directly to debilitating spells that sap their opponents will. For many witch knights, however, even this is not enough to sate their desire for power. In times of great need, a witch knight's connection to their patron allows them to undergo a kind of metamorphosis, molding their bodies into a form akin to that of their master.

The Impossible Made Possible

A history of stark failure combined with an overwhelming desire to succeed is often what leads a witch knight to seek out eldritch powers. Through their patron, they gain the ability to overcome what was once insurmountable. Some patrons may try to take advantage of this exchange, while others may not even be aware of the link they share.

Regardless of the nature of their pact, a witch knight strives to push their bond with their patron to its magical and physical limits. This results in many witch knights taking on certain physical or mental characteristics of their patrons. Those who strain their bond too far sometimes find themselves permanently altered or worse, and many are the tales of witch knights who found themselves undone in their quest for power.

If a witch knight lacked enemies before their pact was made, most have no trouble finding or making them afterwards. Even without the supernatural opponents of their patron to contend with, there are no shortage of those who would seek to see a witch knight destroyed. As a result, witch knights rarely stay in one place for long, be they the hunter or the hunted. A wise witch knight keeps their friends close, and their enemies closer still.

Witch Knight 0.2 - Design by Jeremy Kings
The Witch Knight
Level Proficiency
Bonus
Features Spells
Known
Spell
Slots
Slot
Level
Patron's
Aspects
1st +2 Otherworldly Patron, Pact Boon -- -- -- --
2nd +2 Fighting Style, Pact Magic 2 1 1st --
3rd +2 Metamorphosis 2 1 1st 1
4th +2 Ability Score Improvement, Pact Boon Improvement 3 1 1st 1
5th +3 Extra Attack 3 1 2nd 1
6th +3 Otherworldly Patron Feature 4 2 2nd 2
7th +3 Metamorphosis Improvement 4 2 2nd 2
8th +3 Ability Score Improvement 5 2 2nd 2
9th +4 Pact Boon Improvement 5 2 3rd 2
10th +4 Otherworldly Patron Feature 6 2 3rd 2
11th +4 -- 6 2 3rd 3
12th +4 Ability Score Improvement 7 2 3rd 3
13th +5 Pact Boon Improvement 7 2 4th 3
14th +5 Otherworldly Patron Feature 8 2 4th 3
15th +5 Spell Surge 8 2 4th 3
16th +5 Ability Score Improvement 9 2 4th 4
17th +6 -- 9 2 5th 4
18th +6 Metamorphosis Improvement 10 2 5th 4
19th +6 Ability Score Improvement 10 3 5th 4
20th +6 Unbreakable Bond 11 3 5th 4

Creating a Witch Knight

As you make your witch knight, think about the events that drove you to pursue the supernatural abilities you now possess. What otherworldly forces have you faced? What have you lost or sacrificed on your road to power?

Also think about your patron and your relationship with them. Are you obligated to face their foes or merely a curiosity to them? Do your patron's desires conflict with your own or do they complement them? How do you relate to your patron's other servants, if they have any?

Work with your DM to decide how the world at large views witch knights and their powers. Are you a welcome boon to any fighting force or an abomination to be shunned and ignored at best? How guarded should you be with your magical alterations?

Quick Build

You can make a witch knight quickly by following these suggestions. First, make Dexterity or Strength your highest ability score, depending on whether you want to focus on finesse weapons or heavier weapons. Choose Charisma as your second highest score. Finally, select the haunted one, outlander, or far traveler background.

Class Features

As a witch knight, you gain access to the following class features.

Hit Points


  • Hit Dice: 1d10 per witch knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per witch knight level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Acrobatics, Arcana, Intimidation, Insight, and Perception
Witch Knight 0.2 - Design by Jeremy Kings

Equipment

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

  • (a) scale mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, which are detailed near the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Boon

At 1st level, as a part of your pact with your otherworldly patron, you are given a gift to aid you in battle. You gain one of the following features of your choice.

Pact of the Blade

As a bonus action, you can create a pact weapon in your empty hand. You can choose the form that this melee or ranged weapon takes each time you create it (see the Weapons section of the Player's Handbook for weapon options). Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Forge

As a bonus action, you can create pact armor on your body if you are not currently wearing armor. You can choose the form that this light or medium armor takes each time you create it (see the Armor section of the Player's Handbook for armor options).

This ability otherwise follows the same rules as the pact of the blade feature detailed above, replacing any instance of the word "weapon" with the word "armor."

Pact of the Sigil

Intricate runic sigils are tattooed or branded onto your skin, strengthening your connection with your patron and granting you a measure of supernatural protection. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Pact Magic

By 2nd level, the magic bestowed on you by your patron has given you facility with spells. See Spells Rules in the Player's Handbook for the general rules of spellcasting and the Spells Listing at the end of the class description for the witch knight spell list.

Spell Slots

The Witch Knight table shows how many spell slots you have to cast your witch knight spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your witch knight 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 6th level, you have two 2nd-level spell slots. To cast the 1st-level spell searing smite, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells of your choice from the witch knight spell list.

The Spells Known column of the Witch Knight table shows when you learn more witch knight 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 9th level, for example, you learn a new witch knight 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 knight spells you know and replace it with another spell from the witch knight spell list, which also must be of a level for which you have spell slots.

Patron Spells

Each patron has a list of associated spells. You learn these spells at the levels specified in the patron description. These spells count as witch knight spells for you, but don't count against the number of witch knight spells you know. These spells can’t be replaced when you gain a level in this class.

Witch Knight 0.2 - Design by Jeremy Kings

Spellcasting Ability

Charisma is your spellcasting ability for your witch knight spells, so 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 knight 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 (see the Adventuring Gear section of the Player's Handbook) as a spellcasting focus for your witch knight spells.

Metamorphosis

At 3rd level, your bond with your patron gives you the ability to transform yourself, temporarily taking on some of their physical aspects. You can activate this form as a bonus action, and it lasts for an hour. You can speak, use equipment, and wear armor in this form, but can only cast spells from your patron's spell list.

You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The exact nature of this form depends on your choice of patron.

Once you use this feature, you must finish a short or long rest before you can use it again. While transformed, you gain the following features:

Supernatural Might. You gain a +1 bonus to melee damage rolls. This bonus increases to +2 at 9th level and to +3 at 16th level.

Resilient Body. You gain temporary hit points equal to your witch knight level + your Constitution modifier + your Charisma modifier. When you revert to your normal form, you lose all of your remaining temporary hit points regardless of their source.

Energy Burn. At the start of your turn, if you have no temporary hit points, you must make a Constitution saving throw. The DC is 5 and increases by 5 for each spell slot you have expended. On a failed save, your transformation ends and you take damage equal to half your witch knight level (rounded up).

Patron's Aspects. Choose one benefit from the list in the patron description. You can choose a different benefit each time you transform, and you gain additional benefits when you reach certain levels in this class, as shown in the Patron's Aspects column of the Witch Knight table.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

The Nature of Metamorphosis

The transformation that a witch knight undergoes is quick, but can be agonizingly painful. For some, the pain of their first transformation is so great that they go mad or die outright. A witch knight that spends too long in their supernatural form also risks becoming trapped in it, gradually growing indistinguishable in both body and mind from the creatures they once sought to emulate. These unfortunate souls are often hunted down and slain by clerics, paladins, or their own brethren.

The specific form that a witch knight takes once their transformation is completed can vary greatly between individuals, even among those who share the same patron. After selecting which of your Patron's Aspects you will be taking on while transformed, think about how those aspects will affect your witch knight's appearance. Are the changes subtle or drastic? Do you try to hide them? Do hints of the transformation linger even after it has ended? Creature descriptions from the Monster Manual and similar sources may be helpful when imagining and describing your supernatural form.

Pact Boon Improvement

At 4th level, you gain an improvement to your pact boon, based on your choice of boon at 1st level.

Pact of the Blade

Your pact weapon gains the following improvements:

  • You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your witch knight spells.
  • If the weapon has the light property, you can choose to create two of that weapon when you use this feature. If one of these weapons disappears, the other disappears as well.
  • The weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Pact of the Forge

Your pact armor gains the following improvements:

  • The armor you summon with your Pact of the Forge feature can be heavy armor, or a shield, and you have proficiency with it while you wear it.
  • The armor you conjure can be used as a spellcasting focus for your witch knight spells.
  • If the chosen armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, your pact armor doesn't.
  • While you are wearing your pact armor, you gain a +1 bonus to AC, unless it is magic armor that already has a bonus to AC.
Witch Knight 0.2 - Design by Jeremy Kings

Pact of the Sigil

You graft additional sigils onto your body, gaining the following improvements:

  • Your speed increases by 10 feet while you aren't wearing heavy armor.
  • While you are not wearing any armor, you gain a +1 bonus to saving throws against spells and other magical effects. You can use a shield and still gain this benefit.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Metamorphosis Improvement

At 7th level, your body has become more accustomed to your altered form. You can use your Metamorphosis feature twice, regaining all expended uses when you finish a short or long rest.

In addition, while under the effects of Metamorphosis, you can expend one or more spell slots as a bonus action to pour additional magic into your transformation, gaining one benefit of your choice from the following list for each spell slot you expend (you cannot take a benefit more than once during a single transformation):

Extended Transformation. The maximum duration of your transformation is extended by a number of hours equal to half your witch knight level (rounded down).

Maximized Transformation. While transformed, you gain the "enlarge" effect of the enlarge/reduce spell.

Potent Transformation. You gain one additional benefit of your choice from your patron's list of aspects.

Resilient Transformation. You gain temporary hit points equal to your witch knight level.

Pact Boon Improvement

At 9th level, you gain an improvement to your pact boon, based on your choice of boon at 3rd level.

Pact of the Blade

Weapon attacks made with your pact weapon score a critical hit on a roll of 19 or 20.

Pact of the Forge

While you wear your pact armor, any critical hit against you becomes a normal hit.

Pact of the Sigil

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Pact Boon Improvement

At 13th level, you gain an additional improvement to your pact boon, based on your choice of boon at 3rd level.

Pact of the Blade

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, your attack deals additional force damage equal to your Charisma modifier (minimum 1).

Pact of the Forge

Your pact armor reverberates with unstable magical energy that causes harm to any who strike it. While you wear your pact armor, any time a creature within 5 feet of you deals damage to you with a melee attack, that creature takes force damage equal to your Charisma modifier (minimum 1).

Pact of the Sigil

When you take damage, you can use your reaction to empower the defensive capabilities of your sigils, gaining resistance to damage of that type until your next short or long rest. Once this reaction is used, it can’t be used again until you finish a short or long rest.

Spell Surge

Beginning at 15th level, while you are under the effects of your Metamorphosis class feature and have at least 1 temporary hit point, you can cast a spell from your patron spell list without expending a spell slot. After casting a spell in this manner, you lose all of your temporary hit points.

Witch Knight 0.2 - Design by Jeremy Kings

Metamorphosis Improvement

Beginning at 18th level, you are able to retain most of your magical power even after using it to transform. You can use your Metamorphosis feature three times, regaining all expended uses when you finish a short or long rest. In addition, you can cast any of your witch knight spells while using your Metamorphosis class feature.

Unbreakable Bond

At 20th level, your bond with your patron reaches its full unbridled potential. When you use your Metamorphosis, it lasts indefinitely, or until you choose to end it. In addition, you are no longer subject to the effects of Energy Burn.

Otherworldly Patrons

The beings that serve as patrons for witch knights and warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give witch knights access to different powers, and expect significant favors in return.

Some patrons collect mortals, doling out knowledge and power relatively freely or boasting of their ability to bind them to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one mortal. Witch knights and warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Archfey

You have chosen the Archfey as your otherworldly patron. You can find a description of this patron in the Player's Handbook in the warlock class description.

Patron Spells

You gain patron spells at the witch knight levels listed in the Archfey Spells table. See the Pact Magic class feature for information on how patron spells work.

Archfey Spells

Witch Knight
Level
Spells
2nd faerie fire, hail of thorns
5th crown of madness, invisibility
9th hypnotic pattern, plant growth
13th grasping vine, hallucinatory terrain
17th geas, tree stride

Seasonal Affinity

Beginning at 1st level, the nature of your power changes with your mood, much like that of your patron. You learn the Sylvan language if you do not already know it. In addition, choose spring, summer, autumn or winter. Your chosen season gives you access to additional spells as described below, which count as patron spells for you:

Spring

You know the druidcraft and friends cantrips.

Summer

You know the control flames and vicious mockery cantrips.

Autumn

You know the spare the dying and thorn whip cantrips.

Winter

You know the thaumaturgy and toll the dead cantrips.

Your season grants you additional features when you reach certain levels in this class. You can change your season whenever you gain a level in this class, gaining new benefits and features which replace any benefits you gained from your previous season.

Patron's Aspects: The Archfey

At 3rd level, your patron grants you fey features while in your altered form. These can range from vibrantly colored skin and hair to plant-like protrusions, or any other physical characteristics common to creatures of the fey realms.

When you use your Metamorphosis, you gain one benefit of your choice from the following list, the effects of which last until the transformation ends:

Gift of the Eladrin. You have advantage on saving throws against being charmed or frightened, and magic can’t put you to sleep.

Light Feet, Quick Hands. You gain advantage on Dexterity (Acrobatics) and Dexterity (Sleight of Hand) ability checks.

Seasonal Resistance. You gain resistance to a damage type based on your chosen season: lightning in spring, fire in summer, necrotic in autumn, or cold in winter.

Ensnaring Stride. The ground within 15 feet of you is difficult terrain for your enemies.

Fey's Best Friend

Beginning at 6th level, your patron grants you a companion from the Feywild to eagerly aid you in battle. As an action, you can summon a blink dog, which appears in an unoccupied space of your choosing within 30 feet of you.

The dog is friendly to you and your companions and obeys your commands. See this creature's game statistics in the modified Blink Dog stat block presented here, which uses your proficiency bonus (PB) in several places.

In combat, the dog shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the dog can take any action of its choice, not just Dodge.

Once you summon the dog, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

The dog remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, or until you die. Anything the dog was wearing or carrying is left behind when the dog vanishes.

Witch Knight 0.2 - Design by Jeremy Kings

The Celestial

You have chosen the Celestial as your otherworldly patron. You can find a description of this patron in Xanathar's Guide to Everything in the warlock character options.

Patron Spells

You gain patron spells at the witch knight levels listed in the Celestial Spells table. See the Pact Magic class feature for information on how patron spells work.

Celestial Spells

Witch Knight
Level
Spells
2nd compelled duel, cure wounds
5th branding smite, lesser restoration
9th blinding smite, daylight
13th aura of purity, guardian of faith
17th greater restoration, holy weapon

Divine Knowledge

When you choose this patron at 1st level, you gain proficiency in the Religion skill, and two cantrips from the Cleric spell list. These cantrips count as patron spells for you.

Patron's Aspects: The Celestial

At 3rd level, your patron grants you celestial features while in your altered form. These can range from golden glowing eyes to white wings, blazing symbols upon the forehead, or any other physical characteristics common to celestials.

When you use your Metamorphosis, you gain one benefit of your choice from the following list, the effects of which last until the transformation ends:

Angelic Arrows. Your ranged weapon attacks deal additional radiant damage equal to your Charisma modifier (minimum 1).

Detect Evil. You know the location of any undead or fiend within 30 feet of you that is not behind total cover. You know the type (undead or fiend) of any being whose presence you sense, but not its identity.

Divine Intuition. You gain advantage on Wisdom (Insight) and Wisdom (Perception) checks.

Holy Resistance. You gain resistance to radiant damage and necrotic damage.

Aura of Vindication

Beginning at 6th level, your patron rewards you and those friendly to you for punishing its enemies. You emit an aura of vindication while you aren’t incapacitated. When you deal damage to a hostile creature during your turn, you can use

Witch Knight 0.2 - Design by Jeremy Kings

your reaction to cause up to 3 creatures of your choice within 15 feet of you regain hit points equal to 1 + your Charisma modifier.

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

Improved Aspects: The Celestial

At 10th level, when you use your Metamorphosis, you can choose benefits from the previous list or the following additions:

Angel's Sight. You gain darkvision out to 60 feet, can see invisible creatures and objects, and can notice secret doors hidden by magic.

Celestial Flight. You gain a flying speed equal to your walking speed.

Inner Peace. You regain hit points equal to your Charisma modifier (minimum 1) if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Purity of Mind. You gain advantage on Wisdom saving throws.

Falling Sword

At 14th level, you learn to channel the righteous fury of the heavens into a devastating attack. As an action, you fly 20 feet up into the air, and crash down to the ground at an unoccupied space you can see within 60 feet. Each creature within 10 feet of the point of impact must make a Strength saving throw. On a failed save, they take 4d8 force damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone. The damage increases to 6d8 at 19th level.

You must finish a long rest before you can use this feature again.

The Fathomless

You have chosen the Fathomless as your otherworldly patron. You can find a description of this patron in Tasha's Cauldron of Everything in the warlock character options.

Patron Spells

You gain patron spells at the witch knight levels listed in the Fathomless Spells table. See the Pact Magic class feature for information on how patron spells work.

Fathomless Spells

Witch Knight
Level
Spells
2nd armor of Agathys, thunderwave
5th enthrall, gust of wind
9th sleet storm, tidal wave
13th control water, storm sphere
17th commune with nature, maelstrom

Mariner's Hook

Beginning at 1st level, you can use your action to conjure a ghostly harpoon from the icy waters of the deep. Make a ranged spell attack against a creature you can see within 30 feet of you. On a hit, the creature takes 1d8 piercing or cold damage (your choice when you make the attack) and if the creature is at most one size category larger than you, you pull the creature up to to 25 feet closer to you. The damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Patron's Aspects: The Fathomless

At 3rd level, your patron grants you aquatic features while in your altered form. These can range from translucent fins to slimy tentacles, gills on the torso or neck, or any other physical characteristics common to denizens of watery realms.

When you use your Metamorphosis, you gain one benefit of your choice from the following list, the effects of which last until the transformation ends:

Resist Water. You gain resistance to cold damage and bludgeoning damage.

Storm Shaper. While transformed, you know the shape water and gust cantrips and can cast them at will.

Tidal Force. Once per turn, when you deal damage to a creature with a melee weapon attack, and that creature is at most one size category larger than you, you can push the target up to 10 feet away from you. The creature takes bludgeoning damage equal to your Charisma modifier if it is pushed into an obstacle or another creature.

Underwater Adaptations. You gain the ability to breathe underwater, and a swim speed equal to your walking speed.

Chilling Wave

Beginning at 6th level, you can use your action to create a jet of icy water which emanates from your hands in a direction you choose. Each creature in a 30-foot cone must succeed on a Constitution saving throw or take 3d8 cold damage and be restrained until the end of your next turn.

On a successful save, a creature takes half as much damage, and is not restrained, but has its movement speed halved until the start of your next turn.

The damage increases when you reach certain levels in this class, increasing to 4d8 at 11th level, and 5d8 at 17th level.

You must finish a long rest before you can use this feature again.

Improved Aspects: The Fathomless

At 10th level, when you use your Metamorphosis, you can choose benefits from the previous list or the following additions:

Ocean's Ally. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you.

Witch Knight 0.2 - Design by Jeremy Kings

The creature can understand you and can respond telepathically. In addition, you gain advantage on Wisdom (Animal Handling) checks with these creatures.

Resist Elements. You gain resistance to acid damage and lightning damage.

Siren's Song. You gain advantage on Charisma ability checks.

Water Walking. You gain the ability to move across any liquid or frozen surface--such as water, acid, mud, snow, ice, quicksand, or lava--as if it were harmless solid ground (when crossing molten lava, you can still take damage from the heat). You can still swim while you have this ability if you so choose, otherwise you are carried to the surface of the liquid at a rate of 60 feet per round.

Servant of the Sea

At 14th level, you gain the ability to call upon one of your patron's servants to aid you in battle. As an action, you can cast summon elemental (water only; see Tasha's Cauldron of Everything) at 4th level without expending a spell slot. When cast in this manner, the elemental's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

The spell's casting level increases to 5th when you reach 17th level in this class.

You must finish a short or long rest before you can use this feature again.

The Fiend

You have chosen the Fiend as your otherworldly patron. You can find a description of this patron in Player's Handbook in the warlock class description.

Patron Spells

You gain patron spells at the witch knight levels listed in the Fiend Spells table. See the Pact Magic class feature for information on how patron spells work.

Fiend Spells

Witch Knight
Level
Spells
2nd command, hellish rebuke
5th Aganazzar's scorcher, blindness/deafness
9th Melf's minute meteors, stinking cloud
13th summon greater demon, wall of fire
17th immolation, infernal calling

Aura of Vengeance

At 1st level, your bond with your patron grants you the ability to exact vengeance on any who would dare strike you in melee combat. You can use your reaction to activate a deadly magical aura. This aura extends 5 feet from you in every direction, but not through total cover.

Choose flame, ice, or shadow. Any creature within your aura that hits you with a melee attack takes 1d4 damage. The type of this damage depends on your chosen element (fire for flame, cold for ice, or necrotic for shadow). Your aura's dam-


-age increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Your aura also gains an additional effect depending on your choice of element, as detailed below. You can change your element choice each time you finish a long rest. The aura persists for 1 minute, or until you choose to deactivate it (no action required by you). You must finish a short or long rest before you can use this feature again.

Flame

Thin, wispy flames wreathe your body, shedding bright light within your aura, and dim light for an additional 10 feet.

Ice

A chilling mist surrounds you, reducing the movement speed of any creatures that move within your aura or start their turn there by 10 feet until the start of their next turn.

Shadow

Flame-like shadows wreathe your body, turning dim light within your aura into darkness, and bright light in the same area to dim light.

Patron's Aspects: The Fiend

At 3rd level, your patron grants you fiendish features while in your altered form. These can range from devilish horns to vestigial bat-like wings, sharpened teeth, or any other physical characteristics common to demons and devils.

When you use your Metamorphosis, you gain one benefit of your choice from the following list, the effects of which last until the transformation ends:

Aura of Resistance. You and friendly creatures within 10 feet of you gain resistance to a damage type based on your chosen element for your Aura of Vengeance (fire for flame, cold for ice, necrotic for shadow).

Fiendish Strength. You gain advantage on Strength checks and Strength saving throws.

Infernal Connection. You gain advantage on Wisdom (Insight), Wisdom (Perception), and Intelligence (Investigation) checks to detect the presence or influence of celestials and fiends in the world around you.

Stoneskin. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Hellfire Infusion

At 6th level, your mastery of infernal power increases. Your Aura of Vengeance takes on an eerie hue, and its radius extends to 10 feet.

In addition, while your aura is active, any damage you deal of your chosen element (fire for flame, cold for ice, or necrotic for shadow) ignores resistance of that type.

Improved Aspects: The Fiend

At 10th level, when you use your Metamorphosis, you can choose benefits from the previous list or the following additions:

Devil's Sight. You have darkvision out to a range of 60 feet. Magical darkness doesn't impede your darkvision.

Witch Knight 0.2 - Design by Jeremy Kings

Flickering Shadows. When you roll damage of the chosen element for your aura, you can treat any 1 on a damage die of that element as a 2.

Razor Claws. Your unarmed strikes deal 1d8 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you gain a climbing speed equal to your walking speed.

Vestigial Wings. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your witch knight level.

Hell's Unending Fury

Beginning at 14th level, while your Aura of Vengeance ability is active, any creature that moves within your aura or starts its turn there, must make a Constitution saving throw or take damage from your aura, as well as an additional effect as detailed below. On a successful save, they take half damage but suffer no other effect.

Flame

On a failed save, the creature can't take reactions until its next turn.

Ice

On a failed save, the creature suffers disadvantage on its next attack roll or ability check.

Shadow

On a failed save, you gain temporary hit points equal to half the amount of damage the creature takes.

The Great Old One

You have chosen the Great Old One as your otherworldly patron. You can find a description of this patron in Player's Handbook in the warlock class description.

Patron Spells

You gain patron spells at the witch knight levels listed in the Great Old One Spells table. See the Pact Magic class feature for information on how patron spells work.

Great Old One Spells

Witch Knight
Level
Spells
2nd arms of Hadar, dissonant whispers
5th detect thoughts, Tasha's mind whip
9th clairvoyance, counterspell
13th dominate beast, phantasmal killer
17th dream, dominate person

Strange Arcana

Beginning at 1st level, you gain proficiency in the Arcana skill, the mind sliver cantrip, and one other cantrip from the Warlock spell list. These cantrips count as patron spells for you.

Patron's Aspects: The Great Old One

At 3rd level, your patron grants you alien features while in your altered form. These can range from writhing tendrils on the head or face to glowing patterns beneath translucent skin, bizarre vestigial limbs, or any other physical characteristics common to denizens of realms far removed from the one in which you exist.

When you use your Metamorphosis, you gain one benefit of your choice from the following list, the effects of which last until the transformation ends:

Limited Telepathy. You can magically transmit simple messages and images to any creature within 60 feet of you that can understand a language. This form of telepathy doesn't allow the creature to respond.

Magic Sense. You sense magic within 60 feet of you at will. This otherwise works like the detect magic spell.

Unseemly Visage. You gain advantage on Charisma (Intimidation) checks.

Weird Insight. You gain advantage on Wisdom (Insight) and Intelligence (Investigation) ability checks.

Devour Magic

At 6th level, your patron's will manifests in you as an insatiable hunger for magic. When you deal damage to a creature with a melee attack, if the target creature has a spell list, you can use your reaction to sap their magical strength. Make a Charisma ability check with a DC equal to 10 + the creature's highest spell level.

On a successful check, you gain temporary hit points equal to the creature's highest spell level + your Charisma modifier. In addition, the creature can't cast spells until the start of your next turn.

You must finish a short or long rest before you can use this feature again.

Improved Aspects: The Great Old One

At 10th level, when you use your Metamorphosis, you can choose benefits from the previous list or the following additions:

Spell Sense. You gain awareness of the presence of creatures within 60 feet of you that have a spell list. You know the distance and direction to each creature, but can't sense anything else about it.

Resist Psychic. You gain resistance to psychic damage, and have advantage on Intelligence saving throws.

Empowered Levitation. You can use a bonus action on your turn to cast levitate on yourself without expending a spell slot. When cast in this manner, damage cannot break your concentration on the spell, but it ends when your metamorphosis ends. In addition, you can move horizontally at half your walking speed, so long as you are never more than 20 feet (vertically) from solid ground.

Violent Tendril. When you take the Attack action on your turn, you can use your bonus action to lash out with an eerie tentacle at a creature within 15 feet of you. Make a melee attack roll against the creature. On a hit, the creature takes

Witch Knight 0.2 - Design by Jeremy Kings

1d8 bludgeoning or psychic damage (your choice). The damage increases when you reach certain levels in this class, increasing to 2d8 at 10th level, 3d8 at 15th level, and 4d8 at 20th level.

Spell Absorption

Beginning at 14th level, your mind awakens to the flows of magical energy around you, occasionally allowing you to redirect it. When you make a successful saving throw against a spell, or a spell attack misses you, you can use your reaction to absorb it, regaining one of your expended spell slots.

If the absorbed spell's level is equal to or lower than your witch knight spell slot level and you do not know the spell, you retain knowledge of the spell for a number of hours equal to your Charisma modifier (minimum 1). While you have this knowledge, you can expend one of your spell slots to cast the absorbed spell as if it were your own. Once cast, the effect ends and you lose your knowledge of the spell.

You must finish a long rest before you can use this feature again.

The Undying

You have chosen the Undying as your otherworldly patron. You can find a description of this patron in the Sword Coast Adventurer's Guide in the warlock section of the class options.

Patron Spells

You gain patron spells at the witch knight levels listed in the Undying Spells table. See the Pact Magic class feature for information on how patron spells work.

Undying Spells

Witch Knight
Level
Spells
2nd false life, inflict wounds
5th blindness/deafness, silence
9th life transference, vampiric touch
13th blight, death ward
17th danse macabre, enervation

Plague Strike

Beginning at 1st level, when you deal damage to a creature with a melee attack, you can use a bonus action to incur a sickness in your foe. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 poison damage and is poisoned until the start of your next turn. The damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Patron's Aspects: The Undying

At 3rd level, your patron grants you undead features while in your altered form. These can range from ghostly translucent


skin to skeletal limbs, sunken eyes, or any other physical characteristics common to the undead.

When you use your Metamorphosis, you gain one benefit of your choice from the following list, the effects of which last until the transformation ends:

Resist Decay. You gain resistance to necrotic damage and cold damage.

Resist Poison. You gain advantage on saving throws against poison, and have resistance to poison damage.

Undead Constitution. You gain advantage on saving throws against disease, and on Constitution saving throws against chilling effects from spells such as frostbite.

Debilitating Toxins. When you successfully deal poison damage or necrotic damage to a creature, that creature can't regain hit points until the start of your next turn.

Virulent Affliction

At 6th level, you gain the ability to spread sickness from one creature to another. As a bonus action, you cause an affliction in a creature that you can see within 30 feet of you. It is either blinded, deafened, poisoned, cannot speak, or has its movement speed halved (your choice) for 1 hour.

At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, the effect ends. If the target fails three of these saves, the affliction becomes a permanent disease. Any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

In addition, for 1 minute on your subsequent turns, you can use a bonus action to spread the sickness from one afflicted creature you can see to another creature you can see within 30 feet of it. The other creature must succeed on a Constitution saving throw, or be similarly afflicted. You can't target a creature again if it has already been affected by this ability.

You must finish a long rest before you can use this feature again.

Improved Aspects: The Undying

At 10th level, when you use your Metamorphosis, you can choose benefits from the previous list or the following additions:

  • Death Aura. When a hostile creature within 10 feet of you succeeds on a Constitution saving throw, you can use your reaction to expend one of your remaining spell slots, forcing it to re-roll the saving throw.
  • Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
  • Inexhaustible. You are immune to the effects of exhaustion and to the effects of the poisoned condition.
  • Undead Fortitude. If you drop to 0 hit points and don't die outright, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or a critical hit. If you succeed, you drop to 1 hit point instead.

Deathless

By 14th level, your affinity with your patron grants you a reprieve from death. You have advantage on death saving throws. In addition, you no longer age, no longer require food or water, and are immune to disease.

Witch Knight Multiclassing

Should you wish to multiclass into a Witch Knight, the prerequisites and proficiencies gained are listed below.

Multiclassing Prerequisites
Ability Score Minimum
Strength 13 or Dexterity 13, and Charisma 13
Multiclassing Proficiencies
Proficiencies Gained
Light armor, medium armor, shields, simple weapons, martial weapons.

Witch Knight Spell List

1st Level
  • Absorb Elements
  • Armor of Agathys
  • Bane
  • Cause Fear
  • Charm Person
  • Detect Magic
  • Expeditious Retreat
  • Hex
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Searing Smite
  • Shield
  • Thunderous Smite
  • Unseen Servant
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Blur
  • Darkness
  • Darkvision
  • Magic Weapon
  • Invisibility
  • Locate Object
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Shadow Blade
  • Spider Climb
  • Suggestion
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blink
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Magic Circle
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Thunder Step
4th Level
  • Banishment
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Locate Creature
  • Shadow of Moil
  • Staggering Smite
5th Level
  • Banishing Smite
  • Contact Other Plane
  • Dispel Evil and Good
  • Destructive Wave
  • Planar Binding
  • Telekinesis
Witch Knight 0.2 - Design by Jeremy Kings

Witch
Knight

This project would not have been possible without the assistance of the following individuals and organizations.

Cover Art: Cami Woodruff

Additional Art: Cami Woodruff

Style and Formatting: GMBinder, Wizards of the Coast

Playtesting and Feedback: Gary D. Cannon, Julia Cook, Michael Owens, Chris Sabin, James Schilling, Mikaela Schilling, Sean Sweeney

Jeremy Kings is an avid tabletop roleplayer, game developer, composer, and audio enthusiast. He currently teaches programming, mathematics, and game development to high school students at DigiPen Institute of Technology.