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WITCH
\pagebreak # Witch A tattooed elf, veiled and cloaked, draws his obsidian dagger across the sand, calling forth from the lines a ghostly apparition to help him and his allies find their way. A trio of halfling hermits gather among candles and incense, chanting words of power to bait spirits from the shadows. The bejeweled human, dressed in exotic garb and golden chains bellows a spell which echoes with the voices of an army of lost souls, a fiendish glint in his eyes as blood drips from his palm. A dark clad figure strolls down a shadowed alley, knowing the thieves are close behind. Unbeknownst to them, the darkness hides the beasts of stone and twig, waiting for the ambush. Unlike shamans who pray to the spirits of nature, witches trap the tormented souls of intelligent beings lost betwixt the realm of the living and the beyond. As a witch, you learn to summon these souls and bind them to your will, gaining protection from them as well as the power to debilitate your enemies. As you attain higher levels, the coven you choose to live by grants you further abilities which extend the usefulness and power of these bonds in different ways. Witches are diverse casters with the unique style of group casting. Focusing on helping their fellow coven members, and putting problems to bed quickly, witches have developed a means to help focus the spells of a single caster. When they are the focus, witches circumvent traditional spell casting, finding ways to strip enemies of their strengths and tear them apart. ### The Power of Spirit Witches may or may not have a level of respect for the spirits they bind, though one could say they should. Some witches tap into the residual energies of long-departed souls, while others use extant spiritual beings as conduits for their spellcasting. Either way and whether or not they wish, witches bind part of their own soul to those that surround them. Witch spells mostly deal with manipulation of spiritual energies (both living and dead) and protections against the beings with supply those energies. As part of their connection to the spiritual world, they are also privy to information and secrets normally not meant for mortal minds. As such, witches are powerful enchanters, abjurers, and diviners. ### Bonds of the Soul Witches acknowledge that there is a spiritual connection between all things – forces that inexplicably and randomly bind beings and happenings together in a kind of mass, shared fate. They see other witches as brothers and sisters, and other classes as close cousins. As a consequence, witches are often fond of forming alliances. One kind of alliance is the coven that a witch belongs to. The coven that a witch joins is the manifestation of a philosophy regarding the nature of spirits.
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\pagebreak ___ Some, like the coven of ruin, believe in a supreme energy that extends beyond the physical world, weaving together magic and the collective conscience of all living things. Others, from the coven of blood for example, believe in a more intimate connection between the physical world and the other side. In this philosophy, each soul is tied to something close to it in the physical world – a body, an object, or location that was important to it when it was alive. ### Creating A Witch When deciding on the witch class, think about what led your character to tap into the spirit world. Maybe witchcraft is a tradition in the area, or your character comes from an area rife with a ghostly past. Superstition is also a good trigger for a fascination with spirits. What is your relationship with spirits? Is there a measure of mutual respect? Perhaps your character feels more like a servant to the spirit than the other way around, or maybe they possess the entitlement to dominate and extort spiritual beings. How did your character come to be an adventurer? It could be that he or she was a pariah in their community due to contact with the other side, cast out and forced to fend for him or herself. Perhaps your character is even haunted by a particular spirit, and seeks away to control or be rid of it. ### Quick Build You can make a witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, select the Hermit background. Third, select the _chill touch_, _guidance_, and _light_ cantrips. ## Class Features As a witch, you gain the following class features #### Hit Points **Hit Dice:** 1d8 per witch level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per witch level after 1st #### Proficiencies **Armor:** Light armor
**Weapons:** Simple weapons
**Tools:** Herbalism kit
**Saving Throws:** Intelligence, Wisdom
**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Religion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a light crossbow and 20 bolts or (b) any simple weapon - (a) a component pouch or (b) an athame used as an arcane focus - (a) a priest's pack or (b) a scholar's pack - Any simple weapon and two daggers Or - You start with 2d4 x 10 gp \columnbreak ### Spellcasting Your contact with the spirit world and intuitive knowledge of the magic which allows it to persist grants you the use of spells. #### Cantrips You know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table. #### Spell Slots The Witch table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these witch spells, you must expend a spell 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 _cure wounds_ and you have a 1st-level and a 2nd-level spell slot available, you can cast _cure wounds_ 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 Wisdom as your spellcasting ability. Once you have made this choice, it cannot be changed. Wisdom is your spellcasting ability for your witch spells, since your magic comes from bargaining with spirits and drawing upon ancient and forgotten magics. 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.
**Spellsave DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
> ##### Myriad Ways to Witch > Consider asking your DM if you can use Intelligence or Charisma as your spellcasting ability. If they agree to it, then use the chosen ability in place of Wisdom wherever Wisdom appears for this class, excepting your Saving Throw proficiency.
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##### The Witch | Level | Proficiency Bonus | Features | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Spirit Bonds | |:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Quickening, Spellcasting, Spell Help | 3 | 2 | 2 | — | — | — | — | — | — | — | — | 0 | | 2nd | +2 | Ancient Coven, Binding Rites | 3 | 3 | 3 | — | — | — | — | — | — | — | — | 1 | | 3rd | +2 | — | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — | 1 | | 4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — | 1 | | 5th | +3 | Traditional Medicine | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | 1 | | 6th | +3 | Coven Feature | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | 2 | | 7th | +3 | Spiritual Spellcasting | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | 2 | | 8th | +3 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | 2 | | 9th | +4 | — | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | 2 | | 10th | +4 | Coven Feature, Omens | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | 3 | | 11th | +4 | — | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 3 | | 12th | +4 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 3 | | 13th | +5 | — | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 3 | | 14th | +5 | Coven Feature | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 4 | | 15th | +5 | — | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 4 | | 16th | +5 | Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 4 | | 17th | +6 | — | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 4 | | 18th | +6 | Familiar Spirit | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 5 | | 19th | +6 | Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 5 | | 20th | +6 | Soul Conduit | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 5 |
#### Ritual Casting You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use an athame as a spellcasting focus for your witch spells. Alternatively, choose a focus that you feel would suit your character. ### Spell Help Witches are adept at casting spells in groups, and as such, can use the Help action to aid another spell caster. When you're within 30 feet of an ally that can cast spells, you can use your Help action to assist them with their spellcasting. Until the beginning of your next turn, when the selected ally casts a spell, you can choose one of the effects below to occur. Once an effect occurs, this feature cannot be used again until the beginning of your next turn. - If the ally's spell requires an attack roll, they may make the first attack roll at advantage. - If the ally's spell requires a DC saving throw, the one creature targeted by the spell has the DC increased by an amount equal to half your Wisdom modifier (rounded down, minimum 1). - If the ally's spell includes a damage roll, then they may maximize a number of dice equal to half your Wisdom modifier (rounded down, minimum 1). - If the ally's spell has a maximum range to choose a target creature or target point, the range is increased by an additional number of feet equal to 10 times your Wisdom modifier (rounded down, minimum 1). - If the ally's spell requires concentration, you can both make a DC 15 concentration check. If you both succeed, you begin concentrating on the spell instead of the target. The spell then uses your spellcasting ability and DC instead of the ally's. The ally can refuse to do so; if they do, then select a different effect to occur. - If the ally's spell requires concentration, until the beginning of your next turn they have a bonus to concentration checks for that spell, equal to half your Wisdom modifier (rounded down, minimum 1).
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\pagebreak ### Quickening At 1st level, you gain the ability to enter a trance known as the witch’s quickening, letting you see beyond the borders of the material world. Entering the trance is a bonus action and allows you to see into the Ethereal Plane up to 60 feet for up to one minute. You also gain insight into the emotional energy surrounding you, letting you know if and what spirits are bound within 60 feet, as well as granting you advantage to Wisdom (Insight) checks. while in your quickening, if you cast a spell that deals necrotic damage you can substitute that damage with psychic damage instead. The quickening requires concentration for the duration and may be maintained for up to a minute. You can use this ability a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses. ### Ancient Coven At 2nd level you commit yourself to a spiritual philosophy known as a witch's coven: the Coven of Blood, the Coven of Charms, the Coven of Ruin, the Coven of Shadows, the Coven of Symbiosis, or the Coven of Unity, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Additionally, you know the _find familiar_ spell and it does not count against your spells known. You gain the ability to cast _find familiar_ once per long rest without providing material components. #### Coven Spells Each coven has a list of spells-its coven spells-that you gain at the witch levels noted in the coven description. Each spell counts as a witch spell for you, but it doesn't count against the number of witch spells you know. These spells can’t be replaced when you gain a level in this class. If you have a coven spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you. You only have access to these spells so long as you have a familiar. \columnbreak ### Binding Rites At 2nd level you can bind spirits to your service. Binding a spirit is much like casting a ritual spell and takes 10 minutes of uninterrupted meditation. During this time, the witch speaks the invocations required to summon the spirit forth and enacts the rite of binding depending on which philosophy the witch belongs to. A blood witch might utilize a bone fragment to bind the spirit, while a shadow witch might bargain with the summoned spirit, exchanging a secret for the spirit’s service. You have one spirit bond. You gain additional bonds as you reach higher levels, as shown in the Spirit Bonds column of the Witch table. When you choose a spirit to bind from the list at the end of this class description, you fill one of your available spell slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is said to be of a level equal to the spell slot filled to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at one time. Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section. The passive benefits the spirit grants while bound increase as you gain levels in this class. Releasing a spirit is a bonus action, unless otherwise stated. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is considered expended. The effect of the release is instantaneous, unless otherwise stated. A witch may exchange any spirit they have bound for another spirit by performing the ritual as described above. ### 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. ### Traditional Medicine Upon reaching 5th level, you have become proficient with Alchemy Supplies. Additionally, you can still brew potions even without Alchemy Supplies, so long as you have a cauldron. ### Spiritual Spellcasting At 7th level you may call upon the spirits you have bound to help you cast your spells. You may dismiss a spirit as a bonus action to recover the spell slot that the spirit occupied. The release effect of the spirit you dismissed is not activated. ### Omens Upon reaching the 10th level, you can draw objects of a creature together and draw information about that creature. Should you have three objects belonging to a person, such as hair, blood, a beloved sword, or an important religious symbol, you can brew them in a cauldron for a day and at the end, you cast the spell _scry_ with that person as the target of the spell.
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\pagebreak Additionally, once a day you can read omens from seemingly inconsequential things as an action. For the next hour you cannot be surprised. ### Familiar Spirit At 18th level, when cast _find familiar_ or if you already have a familiar, you can awaken spiritual energy within the familiar as part of an additional ritual taking 10 minutes. Once complete, you choose one spirit from the list at the end of the class description. Its level is equal to your Wisdom modifier. Your familiar provides you with the spirit’s passive effect as long as your familiar is within 100 feet of you. If the familiar dies, the spirit you initially chose produces its release effect if you can see any valid targets within range of the familiar. Additionally, if your familiar is the sole target of an effect that deals damage while it Bound with a spirit and within 100 feet of you can choose to take that damage instead. ### Soul Conduit At 20th level you gain the ability to draw power from all your spirits to empower your spells. When you cast a spell you can increase the spell save DC by an amount equal to the number of spirits you have bound. Your Familiar Spirit cannot be added to this amount. Once you have used this ability you cannot do so again until you finish a long rest. ## Ancient Covens The coven that a witch swears by at 2nd level has to do with the witch's personal philosophy on spirits. When entering a coven, the witch joins other likeminded witches and is granted abilities which align with these core philosophies. Though witches of different covens may hold similar opinions of spirits, it is important to think on how each coven's teachings shape your character's attitudes towards the binding and utilization of spirits. ### Coven of Blood Witches of the Coven of Blood believe in strong connections between the physical world and the spiritual one. Spirits are connected to the physical world through objects that were important to them while they were alive. This knowledge allows a witch to bind spirits to her power more easily — as long as she knows a bit about the spirit's life. Though not always, witches from the Coven of Blood tend to dominate the spirits under their control. They generally take care to leave spirits intact and in a state no worse than before they were bound, but nevertheless are capable of using a spirit's weaknesses against them, taking advantage of their connections to the physical world in order to gain power over them. ##### Coven of Blood Spells | Witch Level | Spells | |:----:|:-------------| | 3rd | _hold person_, _locate object_ | | 5th | _remove curse_, _vampiric touch_ | | 7th | _locate creature_, _polymorph_ | | Witch Level | Spells | |:----:|:-------------| | 9th | _awaken_, _greater restoration_ | #### Spirit of Connection Witches of the Coven of Blood excel in merging the physical and the spiritual realms, and sometimes they have help from the other side. You gain the ability to bond a unique spirit: The Spirit of Connection. #### Awaken the Blood Beginning at 2nd level, when you release a spirit, you can use the energy from the spiritual bonds to repair corporeal bodies. When you release a spirit, you and a creature you can touch regain hit points equal to 3 times the level of the spirit. #### Sympathetic Magic At 6th level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. If you have an article (blood, hair, clothing) from a creature on the same plane of existence, your spells of 5th level or lower that target only one creature may target that creature. When you cast a spell that affects a creature this way, the article you have from the target is consumed. #### Blood Binding At 10th level, if a hostile living creature dies within 30 feet of you, you may bind its soul as a reaction. You bind a spirit type of your choice to an unused spell slot, as long as you meet the prerequisites of that spirit type. This binding expires after 24 hours or whenever you use this ability again. For the duration of the binding, the creature who provided the soul cannot be resurrected by any means short of a _true resurrection_ or _wish_ spell. Once you use this feature, you must finish a long rest before you can use it again. #### Weakness of Flesh At 14th level, you gain the ability to force the weakness of flesh and bone of the physical realm on to a creature. As an action you force a creature within 60 feet must succeed at a Constitution saving throw or be cursed and weakened. When the curse successfully takes root, you can choose to remove a creature's resistance to one type of damage and remove its immunities to the grappled, restrained, and prone conditions if it has any. The creature instead has advantage on saving throws against those conditions. Finally, if the creature has incorporeal movement it loses that trait. These effects last for 1 minute. Once you have used this ability you cannot do so again until you finish a short rest. ### Coven of Charms Witches of the Coven of Charm tap deep into the emotions which govern lingering spirits’ behaviors. They use these emotions as signposts and guides to manipulate the desires and shape the aspirations of the living. They believe that although lingering spirits are echoes of the past, they hold the key to individual futures. By harnessing the raw emotional energy of the beyond, one can gain absolute control over the hearts and minds of those around him or her.
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\columnbreak Witches of this philosophy vary in their treatment of spirits. Some befriend and learn from the spirits they bind, using that knowledge to further their own ends. Others take only cursory notice of the spirits they enslave – an attitude that often carries over into their living interactions, manipulating and charming those they will, without any true regard for the desires of those they meet. ##### Coven of Charm Spells | Witch Level | Spells | |:----:|:-------------| | 3rd | _detect thoughts_, _suggestion_ | | 5th | _hypnotic pattern_, _tongues_ | | 7th | _hallucinatory terrain_, _phantasmal killer_ | | 9th | _dream_, _modify memory_ | #### Spirit of Desire Witches of the Coven of Charms have discovered many ways of bending a creature's emotions. They can even be so convincing as to enlist spirits from the other side to whisper to a target's very soul. You gain the ability to bond a unique spirit: The Spirit of Desire. #### Spirit Token At 2nd level, you gain the ability to share the emotional energy of the spirits you bind. You may tie one of your spirits you already have bound to a small object as an action. The spirit still counts towards your maximum bonds while attached to the object. When you create a token, you also choose a recipient. As long as the recipient is in possession of the token, the spirit provides its passive effect as though the spirit were bound by the recipient (even if the holder of the token is not a witch). In either case, the magic holding the spirit to the object expires after 24 hours where it returns to your control or when you take a long rest. If the token is returned to you, you can break this magic sooner as a bonus action. Breaking this returns the spirit to you. #### In Perfect Trust At 6th level, you have grown attuned to the hearts and minds of those around you. While in your quickening, you may add your proficiency bonus to Charisma (Deception) and Charisma (Persuasion) checks, or double it if you already do. In addition, during your quickening, you gain the ability peer into the heart of a creature within 60 feet. Much like the _detect thoughts_ spell, you may use an action to force the target to make a Wisdom saving throw against your spell save DC. If it fails, you gain insight into its emotional state and something that is currently influencing this state such as something it worries over, desires, loves, or hates. If the target succeeds on its saving throw, nothing happens. Unlike _detect thoughts_ , the target does not become aware of the intrusion. You may attempt to peer into the heart of a creature once per long rest. \pagebreak #### Of One Heart At 10th level, foes charmed by you are also considered charmed by allies you designate. Additionally, whenever you trigger a spirit's release effect, allies within 60 feet may damage charmed foes on their next turn without breaking the charm. Once a creature has been affected by this, it cannot be affected again for 24 hours. Additionally, when you use your quickening, you gain further insight into a creature. You can study an enemy for 1 minute in or out of combat. Doing so gives you information about their abilities. The DM can tell you if the following enemy abilities are equal to, stronger, or weaker than your own: - Intelligence ability score - Wisdom ability score - Charisma ability score - AC - Current HP #### Crux of Desire At 14th level, your spells and spirits which can charm creatures affect those with immunity to being charmed. When you cast a spell that forces a creature to make a saving throw against or become charmed, you may strip their defenses against your magic as part of that spell. Creatures that are immune to the charm condition instead gain advantage on all saving throws to resist or break free of the effect. A creature who is not immune to being charmed now has disadvantage against being charmed by you. You can use this ability 3 times and regain expended uses when you finish a long rest. Additionally, you gain immunity to the charmed condition. ### Coven of Fates Witches of the Coven of Fates have an unusual connection with the pulse of the universe. Some call it karma, luck, destiny, or fate. Whatever the case may be a witch of this coven is hard to pin down as luck always seems to be on their side, enabling them to do better or causing their enemies to do worse. Often finding themselves worshiped as oracles or prophets. Witches of this coven do not have much bias toward the spirits they bind, simply seeing it as fate that this spirit answered their call. How they treat the spirit once it has been called depends entirely on the witch as taking an active hand with fate, no matter the kindness or brutality show, is always acceptable for the coven. ##### Coven of Fates Spells | Witch Level | Spells | |:----:|:-------------| | 3rd | _detect evil and good_, _speak with animals_ | | 5th | _detect thoughts_, _locate object_ | | 7th | _clairvoyance_, _locate creature_ | | 9th | _divination_, _commune with nature_ | \columnbreak #### Spirit of Fortune Witches of the Coven of Fates have learned that one can bind particularly lucky souls and use it for themselves. You gain the ability to bond a unique spirit: The Spirit of Fortune. #### Jinx Numbers Starting when you choose this coven at 2nd level, you gain a Jinx die. When you finish a long rest you can roll the Jinx die (a d20) and record the result. When you release a spirit select a creature within 60 feet of you. The creature must make a Wisdom saving throw and on a fail that creature becomes cursed. Whenever the cursed creature rolls the same number on a d20 as your Jinx die, their roll instead is treated as if they rolled a 1. At 10th level, you gain a second Jinx die. If the cursed creature rolls either number from your Jinx dice their roll instead is treated as if they rolled a 1. If you roll the same number twice, you can roll one of the dies and must use the new result. For example, you have rolled a 13 on your Jinx die and cursed an enemy. Whenever that enemy rolls a d20, like on an ability check, attack roll, or saving throw, and they roll a 13 that roll instead acts as a critical fail. #### Boundless Luck Beginning at 6th level, when you release a spirit that effects an ally the ally becomes blessed with luck. The next ability check, attack roll, or saving throw they make that rolls a 9 or lower becomes a 10 instead. #### Hexweaver Upon reaching 10th level, certain spells you cast become empowered. You can cast the _hex_ spell with a 4th level spell slot or higher. It gains one of the following additions: - You can target a second creature within range of the spell and both suffer the effects. - One ally of your choice, within 30 feet of you when you cast the spell, deals an extra 1d6 necrotic damage whenever they hit the creature with an attack. - You can select a number of ability scores equal to half your proficiency modifier (rounded down). The target has disadvantage on ability checks made with the chosen abilities. Additionally, you know the _bless_ and _bane_ spells and the spells do not count against your Spells Known. You can cast the spells at a 4th level spell slot or higher, gaining the following benefit: - The dice rolled on the spell becomes a d6 instead of a d4. #### Fortune’s Favorite At 14th level luck always seems to surround you. As a reaction whenever you make a roll at advantage you roll an additional 1d20 and take the highest number. Additionally, as a reaction when enemies makes an attack roll at disadvantage against you they roll an additional 1d20 and take the lowest number.
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\pagebreak ### Coven of Ruin The Coven of Ruin has less respect for spirits than the other covens. Witches who bind these spirits utilize their magic to torture and pressure spirits in order to extract power from them. Their philosophy revolves around invoking ruin and causing as much damage as possible. Though good witches of this coven are rare, they are not unknown. Good witches who share this coven's ideology typically aim to bind evil spirits, turning these beings into weapons for good against their will (though this can hardly be considered to be completely benign). These witches often claim this is for the greater good — using evil to combat evil. ##### Coven of Ruin Spells | Witch Level | Spells | |:----:|:-------------| | 3rd | _crown of madness_, _shatter_ | | 5th | _bestow curse_, _call lightning_ | | 7th | _confusion_, _ice storm_ | | 9th | _cloudkill_, _destructive wave_ | #### Spirit of Sorrow Witches of the Coven of Ruin have, in their extensive abuse of spirits, discovered a unique spirit whose unearthly wails weaken the mind and body. You gain the ability to bond a unique spirit: The Spirit of Sorrow. #### Doom Beginning when you choose this coven at 2nd level, hostile creatures who are the target of any of your spirits’ release effects are given a penalty on their next ability check or attack roll, your choice. This penalty is equal to 1/3 your witch level (rounded down, minimum of 1). If multiple creatures can be affected by this feature, choose one to take the penalty. #### Devastating Release At 6th level, spirits you release erupt with energy as their bonds are broken, causing harm to those around you. When you release a spirit, enemies within 30 feet of you must make a Wisdom saving throw against your spellcasting DC. Those that fail are dealt 1d4 psychic damage for each level you have in the Witch class. Those who take fail also hear wails and screams as the spirit is released, and feel a rush of sorrow and discomfort. #### Absolute Ruin Beginning at 10th level, you can now choose to give enemies the penalty on their next saving throws with your Doom feature. #### Rite of Exorcism At 14th level, you can attempt to exorcise a living creature’s own soul as an action. If a creature within 30 feet fails a Charisma save against your spell save DC, they are dealt 5d6 psychic damage and 5d6 necrotic damage as their soul is torn from their body. The creature is also stunned until your next turn. A successful save means the creature takes half damage and is not stunned. You may use this ability 3 times. Expended uses recover after a long rest. \columnbreak ### Coven of Shadows The Coven of Shadows subscribes to the belief that everything that exists, both physically and metaphysically, is like a shadow cast by that which came before it. Shadows are windows into worlds beyond the material plane — as one world becomes dimmer, others become brighter and easier to see by comparison. There is reason to be wary of the dark. Witches from this coven are more cautious dealing with spirits. They know that dangers lurk in the shadows, and they are careful with their dealings lest the spirits they bind show their dark side. ##### Coven of Shadow Spells | Witch Level | Spells | |:----:|:-------------| | 3rd | _darkness_, _pass without trace_ | | 5th | _fear_, _nondetection_ | | 7th | _dimension door_, _greater invisibility_ | | 9th | _mislead_, _seeming_ | #### Spirit of Terror Witches of the Coven of Shadows have learned to command the darkness and unknown, and nothing is more terrifying. You gain the ability to bond a unique spirit: The Spirit of Terror. #### The Shadows Have Eyes You can use the spirits which dwell in the darkness to see. Beginning at 2nd level, you can see in magical and nonmagical darkness up to 120 feet as long as you have at least 1 spirit bound, and you have advantage on Wisdom (Perception) checks in dim light or darkness. At 6th level, you can see through magical darkness. #### Blinding Shackles At 6th level, hostile targets that are affected by any of your spirits’ release effects must make a Constitution saving throw or be blinded for a number of rounds equal to the level of the spirit released. This ability cannot affect creatures who do not use light to see. #### Spirits in the Shadows Beginning at 10th level, the shadows hide many mysteries that are open to you. When you release a spirit, you can remove the somatic or verbal component from the next spell you cast. Additionally, you may force an enemy to make a Wisdom saving throw instead of a Constitution saving throw against your Blinding Shackles. If you use Blinding Shackles in this manner and the creature fails it's saving throw, you are considered invisible to it. #### Haunting Shades Beginning at 14th level, when you release a spirit that targets a hostile creature, you may choose for the spirit to haunt that creature for a number of rounds equal to the level of the spirit, requiring your concentration as if on a spell. The passive effect of the spirit continues to aid you even while it haunts the targeted creature.
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\pagebreak Additionally, the target's attack rolls made against you are at disadvantage as the spirit interferes. When the minute expires or you lose concentration, the spirit’s release effect activates again. Once you use this feature, you must finish a long rest before you can use it again. ### Coven of Symbiosis Those of the Coven of Symbiosis take on the role of guide and hand for those beyond the grave. Often thought of as the very spirit of vengeance, witches of this coven taken in their souls in a more intimate way. Becoming the host to a legion of souls, the witch acts as the final messenger for the spirit's next of kin and loved ones, or the final terrifying reckoning to a hated foe. The witch can do this out of kindness, but there is always a price. The witch gains brief glimpses into the spirit's memories and skills, gaining powers and abilities beyond natural understanding. ##### Coven of Symbiosis Spells | Witch Level | Spells | |:----:|:-------------| | 3rd | _see invisibility_, _spiritual Weapon_ | | 5th | _phantom steed_, _spirit guardians_ | | 7th | _death ward_, _phantasmal killer_ | | 9th | _animate objects_, _geas_ | #### Fragmented Spirits Witches of the Coven of Symbiosis have become so attuned with the spirits they draw in, that they can combine small fragments of spirits into a single functioning spirit. When you bind a spirit, you may replace the release effect of the spirit with a different spirit's release effect. You cannot use a spirit's passive effect or release effect if you do not meet the prerequisites for that spirit type. For example, you may bind a Spirit of Wrath's Passive effect with the Spirit of Passion's Release effect. You may not bind a Passive effect or Release effect more than once. For example, you may not have a Spirit of Protection's Passive effect combined with a Spirit of Wrath's Release effect and have the Spirit of Protection's Passive effect combined with the Spirit of Guilt's Release effect. In this example, the Spirit of Protection's Passive effect has already been used. #### Legion Starting at 2nd level, you have become a host to a legion of souls. When you bind a spirit choose one armor, language, skill, tool, or individual weapon that you are not proficient in and gain that proficiency. When the spirit is released or replaced you lose that proficiency. ##### Legion Quirks | d4 | Quirk | |:---:|:---:| | 1 | You only refer to yourself in "we" and "us" terms. | | 2 | Your voice changes between sounding feminine or masculine and deep or high pitched every day. | | d4 | Quirk | |:---:|:---:| | 3 | You take on different habits that may be unusual, such as sharpening weapons or whether you sit with your legs crossed. | | 4 | You refer to yourself by a different name each day. | #### Knowledge of the Grave Beginning at 6th level, the knowledge of the spirits you bind has empowered your body magic with unnatural power. When you bind your first spirit each day you choose one of the following effects: **Extra Attack.** You can attack twice, instead of once, whenever you take the Attack action on your turn. **Potent Spellcasting.** You add your Spellcasting Ability modifier to the damage you deal with any witch cantrips. This effect lasts so long as you have at least one spirit bound to you. #### Spiritbound Warrior At 10th level, your spirits can further aid you in combat. When you use your action to release a spirit you can use your bonus action to cast a cantrip. #### Host of Souls Upon reaching 14th level, your spirits guide your strikes and bolster your defenses. You can add +1 to saving throws and attack rolls for each spirit you have bound. Additionally, your AC cannot be less than 10 + the number of spirits you have bound.
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### Coven of Unity The Coven of Unity subscribes to a philosophy that all spiritual entities are connected by a collective consciousness. They use this knowledge to surmount power over the spiritual realm itself. In other words, these witches gain their abilities by harnessing the secrets which govern the very basis of spiritual existence, rather than focusing on the relationships between the metaphysical and the material world. \pagebreak The Coven of Unity is perhaps a little more sympathetic to the spirits these witches bind. Witches of this coven tend to see spirits more as allies. They trust the spirits they bind enough to allow their power to grow under their command with the purpose of sharing this power. ##### Coven of Unity Spells | Witch Level | Spells | |:----:|:-------------| | 3rd | _blur_, _calm emotions_ | | 5th | _feign death_, _spirit guardians_ | | 7th | _death ward_, _freedom of movement_ | | 9th | _commune_, _legend lore_ | #### Spirit of Trust Witches of the Coven of Unity protect both physical and spiritual realms to such a degree that they have earned the favor of a unique spirit. You gain the ability to bond a unique spirit: The Spirit of Trust. #### Spirit Link Starting at 2nd level, you can bind the soul of an ally using one of your Binding Rites. To perform this, you must spend the time it would take to bind a spirit normally, but does not require a spellslot. Allies bound in this way gain the following benefits so long as they are within 30 feet of you: - When you release a spirit, your ally may add your Spellcasting Ability modifier to their next attack roll. - When you cast a spell of 1st level or higher, your ally gains advantage on their next attack roll. If multiple allies can be affected by this ability, you choose who gains the benefit. A spirit bound in this way can be released an action when the bound ally is within 5 feet of you. #### Forceful Presence When you reach 6th level, you can retain control over a spirit after it produces its release effect so that it remains bound and ready to be released again. However, once you have released the spirit the first time, it cannot be regained as a spell slot. You may use this ability a number of times equal to half your proficiency bonus (rounded down). You regain all expended uses after you have finished a long rest. #### Powerful Bonds At 10th level, your body and soul develop the ability to contain more powerful spirits. When you release a spirit, the release effect is considered 1 spell level higher, to a maximum of 9th level. Additionally, you can link yourself to the souls of others, gaining knowledge of them. While in your quickening you can use your action to know whether a creature you can see has greater or fewer hit points than yourself and all conditions it currently suffers from. \columnbreak
#### Simulacrum At 14th level, should you be reduced to 0 hit points but not killed outright, your body becomes possessed by a spirit you control and you may continue to act for 1 round per level of the highest level spirit you have in your power. You cannot use this ability if you do not have any spirits bound. During this time, your hit points remain at 0 and you continue to make death saving throws. Onlookers notice a strangeness in your movements, eyes, and voice while you remain possessed. While possessed, you can use your action on your turn to activate the release power of one of the spirits you have bound and have it remain bound. This does not count against the uses of the Forceful Presence ability. Should you be healed under the possession (including by yourself), you awaken from the possession, conscious. Otherwise, when the duration expires, your body collapses.
## Witch Multiclassing ##### Multiclassing Prerequisites | Class | Ability Score Minimum | |:----:|:-------------| | Witch | Wisdom 13 | ##### Multiclassing Proficiencies | Class | Proficiencies Gained | |:----:|:-------------| | Witch | Light armor, simple weapons, Herbalism kit |
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\pagebreak ## Witch Spells
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Chill Touch - Dancing Lights - Friends - Guidance - Gust - Green-Flame Blade - Infestation - Light - Mage Hand - Mending - Minor Illusion - Mold Earth - Poison Spray - Ray of Frost - Resistance - Thaumaturgy - Thunderclap - Toll the Dead - True Strike ##### 1st Level - Absorb Elements - Animal Friendship - Charm Person - Chromatic Orb - Cure Wounds - Detect Magic - Disguise Self - Detect Poison and Disease - Entangle - Evil Eye of Terror
Witch
- Evil Eye of Weakness
Witch
- Evil Eye of Weight
Witch
- False Life - Faerie Fire - Feather Fall - Find Familiar - Fog Cloud - Healing Word - Hex - Identify - Illusory Script - Longstrider - Mage Armor - Magic Missile - Protection from Evil and Good - Purify Food and Drink - Sanctuary - Silent Image \columnbreak - Speak with Animals - Witch Bolt ##### 2nd Level - Alter Self - Augury - Barkskin - Blindness/Deafness - Blur - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Enhance Ability - Enlarge/Reduce - Enthrall - Evil Eye of Chains
Witch
- Fear - Feign Death - Gentle Repose - Hold Person - Invisibility - Lesser Restoration - Levitate - Locate Animals or Plants - Locate Object - Mirror Image - Misty Step - Moonbeam - Pass Without Trace - Protection from Poison - Ray of Enfeeblement - Shadow Blade - Spike Growth - Suggestion - Warding Bond - Web ##### 3rd Level - Bestow Curse - Catnap - Clairvoyance - Counterspell - Conjure Animals - Daylight - Dispel Magic - Evil Eye of Control
Witch
- Fear - Fly - Haste - Magic Circle - Major Image - Phantom Steed - Protection from Energy - Remove Curse \columnbreak - Revivify - Sleet Storm - Slow - Speak With Dead - Spirit Guardians - Summon Lesser Demons - Tongues - Vampiric Touch - Water Walk ##### 4th Level - Arcane Eye - Banishment - Blight - Charm Monster - Confusion - Death Ward - Dimension Door - Divination - Dominate Beast - Evard's Black Tentacles - Evil Eye of Lesser Sight Thievery
Witch
- Freedom of Movement - Giant Insect - Grasping Vine - Greater Invisibility - Hallucinatory Terrain - Ice Storm - Locate Creature - Mordenkainen’s Private Sanctum - Phantasmal Killer - Polymorph - Sickening Radiance - Summon Greater Demon - Vitriolic Sphere - Wall of Fire ##### 5th Level - Animate Objects - Antilife Shell - Awaken - Commune - Cone of Cold - Conjure Elemental - Contact Other Plane - Contagion - Danse Macabre - Dominate Person - Dream - Enervation - Evil Eye of Annihilation
Witch
- Geas - Greater Restoration \columnbreak - Hallow - Hold Monster - Infernal Calling - Insect Plague - Legend Lore - Mass Cure Wounds - Mislead - Modify Memory - Negative Energy Flood - Planar Binding - Reincarnate - Scrying - Teleportation Circle - Tree Stride - Witch Sight
Witch
##### 6th Level - Arcane Gate - Circle of Death - Conjure Fey - Contingency - Create Homunculus - Create Undead - Drawmij’s Instant Summons - Druid Grove - Evil Eye of Petrification
Witch
- Eyebite - Find the Path - Globe of Invulnerability - Heal - Investiture of Flame - Investiture of Ice - Investiture of Stone - Investiture of Wind - Magic Jar - Mass Suggestion - Mental Prison - Otiluke’s Freezing Sphere - Otto’s Irresistible Dance - Soul Cage - Sunbeam - Tenser’s Transformation - Transport via Plants - True Seeing - Wall of Ice ##### 7th Level - Etherealness - Evil Eye of Malformation
Witch
- Finger of Death - Mirage Arcane - Mordenkainen's Magnificent Mansion - Plane Shift - Power Word Pain
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\pagebreak
- Prismatic Spray - Project Image - Regenerate - Sequester - Simulacrum - Symbol ##### 8th Level - Animal Shapes - Antimagic Field - Antipathy/Sympathy - Clone - Demiplane - Dominate Monster - Evil Eye of Greater Sight Thievery
Witch
- Feeblemind - Illusory Dragon - Maddening Darkness - Maze - Mighty Fortress - Mind Blank - Power Word Stun - Sunburst - Trap the Soul ##### 9th Level - Astral Projection - Foresight - Gate - Invulnerability - Mass Polymorph - Power Word Kill - Prismatic Wall - Shapechange - True Polymorph - True Resurrection - Weird - Wish
**Spells** tagged with the
Witch
mark are witch only spells detailed later in this document.
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\pagebreak ## Binding Rites Following is a list of different spirits a witch may bind. The spirits increase in power as you gain levels in this class. #### Agony In the presence of a spirit of Agony, foes’ wounds continue to bleed, and fires continue to burn. When agony is bound choose a damage type. When you deal damage of your chosen type with a spell of 1st level or higher and roll a 1 a damage dice you can reroll the die and must use the new roll, even if the new roll is a 1. When Agony is bound using a 6th level spell slot or higher this increases to a 1 or 2 on a damage die and you must keep the new roll even if it is a 1 or 2. ***Release.*** You may release Agony as part of any attack or spell which deals damage. In addition to the damage, you may roll an extra number of equivalent dice equal to the level of the spirit. If the attack or spell uses more than one type of die, choose the largest. This extra damage is psychic damage. Additionally, all 1s are treated as the maximum value for each die. #### Connection _Prerequisite: Coven of Blood_ Spirits of Connection are always willing to make sacrifices for those who bind them with good intentions. You cast a spell of 1st level or higher that heals an ally, restore an additional 1 hit point. This bonus increases by 1 when you Connection is bound in a 4th through 6th level spell slot (+2) and again when Connection is bound in a 7th level spell slot or higher (+3). ***Release.*** You can release Connection as part of an action or bonus action when you cast a spell that targets allies. The spell’s range increases by 5 times the spirit level and allies can receive the benefit even if they cannot be seen, cannot hear you. #### Desire _Prerequisite: Coven of Charms_ Spirits of Desire impress your desires onto others and enhance their own. As a reaction when a charmed enemy creature makes a Wisdom saving throw, they take a -1 penalty to the save. When Desire is bound in a 6th level or higher spell slot the penalty the enemy creature receives increases by 1 when you bind the spirit with a 6th level spell slot or higher (-2). Once an affected creature succeeds on a Wisdom saving throw against one of your spells, that creature is immune to this spirit’s effect for 24 hours. ***Release.*** When you release this spirit as a bonus action, a number of target creatures up to the spirit level within 30ft become charmed if they fail a Wisdom saving throw against one of your spells. This effect lasts one minute. The effect ends prematurely if you or your allies damage the creature. The spirit's level also determines what kind of creature can be charmed. At 3rd level and below, only humanoids and animals can be affected. At 4th level and above, all creatures can be affected. \columnbreak #### Empathy Spirits of Empathy force your enemies to share your pain. While Empathy is bound, when an ally creature within 30 feet of you takes damage you can use your reaction to reduce that damage by 2, taking the damage yourself instead. This increases by 2 when Empathy is bound in a 4th through 6th level spell slot (4), and again when Empathy is bound in a 7th level spell slot or higher (6). ***Release.*** You can release Empathy as a reaction when an ally takes damage from a creature. When an ally within 30 feet of you takes damage, you can use your reaction to reduce the damage they take by 5 times the spirit's level. #### Envy Spirits of Envy take from others what they covet for themselves – life. Whenever you deal damage with a spell of 1st level or higher or spirit effect to a hostile creature while Envy is bound, you can use your reaction to regain 1d4 hit points. When Envy is bound with a 4th level spell slot or lower this healing is increased by 1d4 (2d4). This increases by 1d4 again when Envy is bound in a 7th level spell slot or higher. ***Release.*** You may release Envy as a bonus action to grant yourself or an ally within 30 feet temporary hit points equal to 5 times the spirit level. Additionally, select one hostile creature within 30 feet of the spirit's target. It must make a Wisdom saving throw or become envious of the spirit's target. As long as these temporary hit points remain, that enemy has disadvantage on attack rolls against creatures other than the spirit's target. #### Fortune _Prerequisite: Coven of Fates_ The Spirit of Fortune is the embodiment of chance. When Fortune is bound you gain 1 charge. You can use this charge as a reaction when you fail a saving throw and reroll the save. This increases by 1 charge when Fortune is bound in a 4th through 6th level spell slot (2) and again when Fortune is bound in a 7th level spell slot or higher (3). ***Release.*** The Spirit of Fortune can be released as a bonus action. Roll 1d4. If the number rolled is even then every creature within 60 feet of you gains a bonus to their next attack roll equal to the level of the spirit. If the number rolled is odd then every creature within 60 feet of you receives a penalty to their next attack roll equal to the level of the spirit. #### Gluttony Spirits of Gluttony held an unending hunger for some aspect of life, be it knowledge, power, or something else. When you are forced to make a saving throw against a spell or magical effect that deals damage to you, that damage is reduced by 1. This penalty increases by 1 when Gluttony is bound in a 4th through 6th level spell slot (-2), and again when Glutton is bound in a 7th level spell spot or higher. ***Release.*** You can release gluttony as a reaction when you must make a save against a spell that effects only you. You cast the _counterspell_ spell at a level equal to the spirit level, and if the _counterspell_ is successful, you gain a number of temporary hit points equal to three times the spirit level.
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\pagebreak
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#### Greed Spirits of Greed were once being a that held a need to own everything, or everyone. When Greed is bound you gain a bonus of +2 to your Charisma (Deception) and Charisma (Persuasion) checks. This bonus increases by +2 when Greed is bound in a 4th through 6th level spell slot, and again when Greed is bound in a 7th level or higher spell slot. ***Release.*** You can release Greed as an action. You cast the _dispel magic_ spell at a level equal to the spirit level against a creature within range that is under the effects of a spell. If the _dispel magic_ is successful, you gain the benefits of the spell cast by the creature. If the spell requires concentration, you may choose to begin concentrating on the spell or let the effect end immediately. #### Guilt Spirits of Guilt cause your enemies hesitation in acts that would wrong you. While Guilt is bound, when an ally within 30 feet of you is the target of an attack roll you can use your reaction to reduce the attack roll by 1. The penalty the enemy creature receives increases by 2 when Guild is bound in a 3rd level through 5th level spell slot (-4) and again when Guilt is bound in a 6th level spell slot or higher (-6). The creature's attacks cannot be affected again for 1 minute. ***Release.*** When you release Guilt from your power as a bonus action, choose a creature within 30 feet of you. That creature must make a Wisdom saving throw to make an attack against an ally of yours. On a failure, the attack is lost. \columnbreak
This lasts until the creature has made number of attack rolls equal to the spirit's level. #### Hope Spirits of Hope come from those who strove to be a beacon in dark times. While Hope is bound, you gain a +2 bonus to your death saving throws. This increases by 2 when Hope is bound in a 4th through 6th level spell slot (+4) and again when Hope is bound in a 7th level spell slot or higher (+6). ***Release.*** You can release Hope as a reaction when an ally within 30 feet of you makes a death saving throw. That ally gains advantage on their death saving throw and an additional bonus to the saving throw equal to level of the spirit. If the total for the save is greater than 20, your ally immediately regains 1 hit point and a number of temporary hit points equal to the level of the spirit. #### Justice Spirits of Justice were exemplars of law and order, denouncing crime and lies. While Justice is bound, you gain +2 to your Wisdom (Insight) and Intelligence (Investigation) rolls. When Justice is bound with a 4th through 6th level spell slot this bonus increases by 2 (+4) and again when it is bound in a 7th level spell slot or higher (+6). ***Release.*** You can release Justice as an action. A zone of influence is created around you in a 30 ft radius. Enemies creatures must make a Wisdom saving throw against your spell save DC or be unable to tell a lie. \pagebreak ___ However, on a success, they take psychic damage equal to the spirit level when they tell a lie. This damage is considered non-lethal. The zone is centered on you, moving as you move and lasts for 1 minute. #### Passion Spirits of Passion give those who bind them the power to push themselves and others further in order to accomplish a task. When this spirit is bound you gain 2 bonus dice. These dice are d4s. You may choose to roll one of these dice and add the result to any attack roll, ability check, or saving throw you make. You lose all remaining dice when you release Passion. The amount of bonus dice you have increases to 4 when Passion is bound in a 4th through 6th level spell slot, and 6 when Passion is bound in a 7th level spell slot or higher. ***Release.*** You may release Passion as part of an attack roll, ability check, or saving throw. You make this roll with advantage. In addition, you can roll a d4 as a reaction and add the number rolled to any attack roll, ability check, or saving throw made by any creature within 30 feet for a number of rounds equal to the spirit's level. #### Pride Spirits of Pride were once mighty beings who thought themselves better than others and became arrogant. When Pride is bound you can attempt to reroll 1 saving throw. The amount of times you can attempt a reroll increases by 1 when Pride is bound in 6th level spell slot or higher. ***Release.*** You can release Pride as a reaction when an ally within 30 feet of you falls to 0 hit points. The ally regains hit points equal to twice the level of the spirit instead. If Pride is still bound when you fall to 0 hit points, Pride automatically releases with you as the target. You regain twice the level of the spirit hit point instead. #### Protection Spirits of Protection shield you from harm. While Protection is bound to you, you gain resistance to your choice of bludgeoning, piercing, or slashing damage, which you decide upon binding the spirit. When Protection is bound in a 6th level spell slot or higher you can choose 2 of the damage types to resist. ***Release.*** When you release Protection from your power as a bonus action, you may create a spirit ward with a radius of 30 feet, centered on your location. The ward lasts 1 minute and is stationary for the duration. While inside the ward, a number of friendly creatures equal to the spell level cannot be charmed, frightened, or possessed. Should a friendly creature already be under one of these effects and within the Spirit of Protections radius, they may immediately make a save against this effect at advantage. Additionally, if a friendly creature is reduced to 0 hit points within the ward but is not killed outright, the creature becomes stable. #### Sloth Spirits of Sloth inspire sluggishness and laziness of thought and action around you. While Sloth is bound, spaces within 10 feet of you count as difficult terrain. This increases by 10 feet when Sloth is bound in a 4th through 7th level spell slot and again when Sloth is bound in an 8th level spell slot or higher (30 feet). ***Release.*** When Sloth is released as a bonus action, a number of creature's you choose up to an amount equal to your spirit's level within 30 feet loses their reaction until your next turn. #### Sorrow _Prerequisite: Coven of Ruin_ The failures of your enemies continue to haunt them in the presence of a spirit of Sorrow. While Sorrow is bound to you, enemies within 30 feet who fail a save against one of your spells 1st level or higher are dealt psychic damage equal to half your level in this class (rounded down). When Sorrow is bound in a 5th level spell slot or higher this damage increases to your full level in this class. They cannot be affected by this damage more than once per turn. ***Release.*** When Sorrow is released as a bonus action, choose a target creature within 30 feet. That creature has disadvantage on its next saving throw, ability check, or attack roll. Should this roll fail, they are dealt 1d6 psychic damage per spirit level. #### Terror _Prerequisite: Coven of Shadow_ Spirits of Terror bring nightmares to life. While Terror is bound, you gain +2 to your Charisma (Intimidation) checks. When Terror is bound with a 4th level through 6th level spell slot this bonus increases by 2 (+4) and again when it is bound with a 7th level spell slot or higher (+6). ***Release.*** When Terror is released from its bonds as a bonus action, a number of creatures equal to the spirit level within 30 feet make a Wisdom save or be frightened for 1 minute. Each creature affected is allowed a Wisdom saving throw to end the effect at the beginning of their turn. #### Trust _Prerequisite: Coven of Unity_ The bonds of Trust make for a foundation of power. While Trust is bound, the range with which you can take the Help action is increased by 10 feet. The range increases by an additional 10 feet when Trust is bound in a 6th level spell slot or higher. ***Release.*** When Trust is released from its bonds as an bonus action, one creature per spirit level receives one of the benefits from the Spell Help feature. #### Vengeance _Prerequisite: 5th Level_ Spirits of Vengeance are those who fell in life with vengeance in their hearts yet unfulfilled. While Vengeance is bound, whenever you are dealt damage from a living or undead source within 30 feet of you, you may use your reaction to deal the creature psychic damage equal to half your witch level (rounded down). If Vengeance is bound in a 5th level spell slot or higher, the damage increases to your full witch level. ***Release.*** You can release the spirit of Vengeance as an action, letting it loose unto the world. Various stats of the Spirit of Vengeance are determined based off the spirit level. Once summoned the Spirit of Vengeance acts immediately after you and can be commanded to move to a location it can reach, requiring no action by you. The Spirit of Vengeance lasts until either it dies or 1 hour passes.
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\pagebreak ___ > ## Spirit of Vengeance >*medium undead, chaotic neutral* > ___ > - **Armor Class** 10 + level of spirit > - **Hit Points** 10 x level of spirit > - **Speed** 5 x level of spirit >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Saving Throws** Add level of spirit to each saving throw > - **Skills** skills > - **Damage Vulnerabilities** radiant > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons. > - **Damage Immunities** poison > - **Condition Immunities** prone, grappled, restrained, poisoned > - **Senses** Darkvision 60 ft. > - **Languages** understands any language you know, but cannot speak. > ___ > > ***Incorporeal Movement.*** The Spirit of Vengeance can move through other creatures and Objects as if they were Difficult Terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Vengeance.*** Regains its reaction when it lands an attack. > > ***Bond.*** When the creature the Spirit of Vengeance is bound to or itself receives damage from a creature within the Spirit of Vengeance’s movement speed the spirit may use its reaction to move up to its movement speed and make a melee attack against the creature if it is in range. The Spirit of Vengeance cannot take actions, instead it can only react to its Bonded creature or itself taking damage. > > ### Reactions > ***Spirit-Bound Spear.*** *Melee Weapon Attack:* +level of spirit to hit, reach 5ft, one target. *Hit:* 1d6 + level of spirit magical piercing damage. #### Wonder You radiate an aura of awe when a spirit of Wonder is bound to you. While Wonder is bound, you can use your reaction to impose a -2 penalty on a Wisdom (Insight) or Wisdom (Perception) check made by a creature within 60 feet. This penalty increases by 2 when you Wonder is bound in a 4th through 6th level spell slot (-4) and again when Wonder is bound in a 7th level spell slot or higher (-6). ***Release.*** When Wonder is released from its bonds as a reaction when a creature within 30 feet of you fails a saving throw against one of your spells. If the target fails the save by more than 10 - your spirit's level, the creature is stunned until the end of your next turn. #### Wrath Spirits of Wrath inspire a ferocity in you. You gain an increase on damage rolls against the last creature to damage you before the start of your turn. This increase starts at +2 and increases by 2 when Wrath is bound in a 4th through 6th level spell slot (+4) and again when Wrath is bound in a 7th level spell slot or higher (+6). ***Release.*** When you hit a creature with a spell or attack you may release Wrath as a reaction and deal necrotic damage equal to 1d6 per spirit level.
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