Witch Class 5e

by Hufflepuffed

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Witch

An old man sends a small rat to a knight on her last breath, as it touches the dying woman, her wounds begin to close to her astonishment. The old man smiles and continues to walk across the aftermath of the battlefield as his little rat sniffs out more wounded soldiers.

A young woman finishes her ritual, with blood dripping from her palm. Two bandits move toward her with their knives drawn. As if dancing, she moves toward the bandits, her blood becoming a crimson weapon. She laughs as both of them realize the mistake they have made.

A broom drops to the floor in the gnome’s hut. Looking up from their bubbling cauldron, they waddle to gather their things knowing visitors approach.

A Witch is someone who harnesses the power of the Weird, The Craft, The Unknown. A magic manipulator who is never alone, as they always have their familiar close by aiding them throughout their lives. Witches understand that all magic has a price, and create offerings to grant themselves boons. Learning hexes, special abilities that allow witches to tap into this strange magic source, unleashing harm to their enemies or help to their allies. Growing in their craft, they will join a coven to understand how to manipulate the Weird Magics.

Weird Magics

Known by many names The Weird, The Craft, The Unknown, the magic that hides between the Divine, the Elements, the Arcane. Few know about it and even fewer can harness its power. This can be subtle or something much grander if the witch has a good understanding of this bizarre magic. Witches spells may look different from other classes and may seem odd to those who do not understand. A fireball may be pulled out to be of different colors, a breeze may contain healing magics as it passes by or a feather fall spell may give you tiny wings. The Weird act and appear in many ways, some more disturbing than others.

Intuitive Nature

One who understands the walkways of the Weird, may look unusual to a passerby.. It is not uncommon for a Witch to wind up in the strangest of places. Using their intuitive nature to guide them, they tend to stumble upon events or happenings far beyond their control or knowledge. Uncounted adventuring parties remember a witch just showing up to join them on a quest one day and disappearing into the night on another. Many witches can be found in villages providing aid to the community while others may dedicate themselves to a coven undertaking tasks to further shared ambitions. Some Witches may embrace the wilds of the fey, some embrace the afterlife, and some will even bind themselves to greater power.
For a Witch becoming an adventurer is to follow the grand schemes that have yet to unfold. It is their intuitive nature to turn the page of the story, and understand the strange happenings in the planes, seeing the world in ways others cannot fathom.

A witch will always be accompanied by their familiar, an extension of the Witch’s being. Witches can be found throughout the many planes of the universe. Some in great covens where they create strong magical communities. Others may choose to live alone in a small cottage, helping travelers on their journeys. Always remember.. If a witch is there, then magic is there.

Creating a Witch

As you create your Witch, remember to embrace the Weird. How your odd magic does or doesn't fit into the world? How did you stumble upon the party of fellow adventurers? Seeking answers to great questions, uncovering secrets of the Unknown for your coven or yourself?

What was the reason for you to become a witch and did you have to leave or hide your craft from your family, village, or friends? Was it a natural connection with the Unknown or did someone show you the Witchy ways? Did you seek out this craft or have you had it thrust upon you?

Think about what your familiar will look like, as it is an extension of yourself ; a pet, partner, or subjugate? What do your offerings look like to an observer, would they see you meditate, dance under the moon, slice your palm with the offering of blood?

What would your Coven look like, are they many or few, do they contain sums of power or are they clinging onto old traditions? How do they view you, as some great new power or some pathetic fledgling trying to conjure basic spells? How will you communicate with this coven, using the ways of the weird, in person, or something else?

Quick Build

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

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 + Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Witch level after 1st

Proficiencies


  • Armor: light
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choice of one Alchemist Tools, Poisoner Kit, Herbalist Kit
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from skills Arcana, Insight, Persuasion, Deception, Investigation, Medicine, Nature and Religion.

Equipment

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

  • (a) a simple weapon or (b) a light crossbow and 20 bolts
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an adventurer's pack
  • a dagger

Spellcasting ability

Intellect is your spellcasting ability for your witch spells, since your magic stems from unexplainable forces of the plans themselves having many different names such as the Craft, the Weird and the Unknown.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

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

Ritual Spellcasting

At 1st level, you can cast a Witch spell as a ritual if that spell has the ritual tag and you have the spell learned.

Spellcasting focus

You can use a component pouch or an arcane focus as a spellcasting focus for your witch spells.

Cantrips

At 1st level, you know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell list

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

You learn additional Witch spells of your choice at each level except 10th, 12th, 14th, 16th, 18th, 19th, and 20th. 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 and two of 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.

Witch
Level Proficiency Bonus Offering Die Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Witch Familiar, Spellcasting 2 2 2
2nd +2 1d4 Hex, Offering 2 3 3
3rd +2 1d4 Coven 2 4 4 2
4th +2 1d4 Ability Score Improvement 3 5 4 3
5th +3 1d4 Bonded Offerings 3 6 4 3 2
6th +3 1d6 Coven 3 7 4 3 3
7th +3 1d6 Hex(2 times per rest) 3 8 4 3 3 1
8th +3 1d6 Ability Score Improvement 3 9 4 3 3 2
9th +4 1d6 Greater Hex 3 10 4 3 3 3 2
10th +4 1d6 Coven 4 11 4 3 3 3 2
11th +4 1d6 4 12 4 3 3 3 2 1
12th +4 1d8 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 1d8 4 13 4 3 3 3 2 1 1
14th +5 1d8 Coven 4 13 4 3 3 3 2 1 1
15th +5 1d8 Generous Offerings 4 13 4 3 3 3 2 1 1 1
16th +5 1d8 Ability Score Improvement 4 13 4 3 3 3 2 1 1 1
17th +6 1d8 4 15 4 3 3 3 3 2 2 1 1
18th +6 1d10 Potent Hexes 4 15 4 3 3 3 3 2 2 1 1
19th +6 1d10 Ability Score Improvement 4 15 4 3 3 3 3 2 2 1 1
20th +6 1d10 Hex Mastery 4 15 4 3 3 3 3 2 2 1 1

Art by @magical_scope

Witch Familiar

Also at 1st level, you know the Find Familiar spell (now known as the "Witch Familiar" spell), this spell doesn't count against spells you know as a witch. You may choose a familiar from the list on the spell or talk to your DM about selecting a familiar. The Familiar will have HP equal to two times your Witch Level. Any time you make an offering you may also summon your familiar. Additionally whenever you are missing max health from offerings your familiar will not provoke attacks of opportunity.

Offerings

At 2nd level, a witch may make one offering during a Short or end of a Long rest. Spending at least 10min, they may create a ritual granting a boon at the cost of their max health points. The player will roll what is known as an Offering Die and deduct this roll from the witch’s maximum hit points. At the end of a long rest all maximum hit points from the offering dice are returned and offering's Boons are reset.

The Witch will gain Offering of Mana at level 5 and an offering from their coven subclass at level 6.

Offering of Intuition

At level 2, you gain the Offering of Intuition. Roll a d20, once per day you may use this roll to swap out an allies attack roll, or an enemy attack roll. If used on an enemy, they must make a Wisdom saving throw against your Spell Save DC.

Hexes

Starting at level 2, the witch learns Hex Magic and may choose a Hex (see the "Hex List" down below). Hexes lose power if the witch falls unconscious or dies. Some Hexes may be imbued into items known as Fetishes. Fetishes are small objects immune to damage meant to contain the essence or power of particular Hex magic and spirits.

This class feature can be used once per short or long rest, gaining additional charges at levels 7 and 18. When reaching these levels you may select one additional Hex to know. You can also swap Hexes everytime you gain a level.

Coven

Starting at 3rd level, you may choose your Coven. This Coven strengthens your abilities in the craft and your mastery of the Weird.

You may choose between the Covens of Blood, Binding, Unity, Feywild, Brujah, or Voodoo ; all of which is detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 10th, and 14th Level.

Ability Score Improvement

When you reach the 4th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You will gain this Ability Score improvement at levels 8, 12, 16, and 19. If your DM allows the use of feats, you may instead take a feat.

Witches Familiars

A witch will have many enemies and allies in their life but none are as bonded as a witch and their familiar. The Witch Familiar keeps all the witches Secrets and Spells, acting as eyes and ears for them. Depending on the witch this relationship may manifest in different ways. It is also important to pick a familiar who will be with your witch, not something that will continue to change shape unless roleplayed as such.

Bonded Offerings

At 5th Level you learn Offering of Mana,

Additionally once per day if you have made an offering, and your familiar is reduced to 0 hit points, you may use your reaction to roll your offering die to reduce your maximum hit points, granting your familiar hit points equal to the offering die rolled + witch level to bring your familiar back in a space within 10ft of you.

Offering of Mana

Once per day you may make an offering, during a short rest you may restore a spell slot to you or an ally of a level up to half your proficiency bonus rounded down.

You may choose instead to grant yourself one extra use of Hex. You may store this until the end of a long rest.

Greater Hexes

At 9th level, your Hex Abilities become empowered. Once per Long rest, you may choose to consume a Hex charge as a Greater Hex, however, you must know the Hex in order to cast it as a Greater Hex. (Greater Hexes are detailed in the Hex List.)

When you Cast it as a Greater Hex, you Gain all of the Benefits of the Normal Hex in addition to the Greater Hex.

Generous Offerings

At level 15, whenever you use Offering of Intuition, you gain Witch Sight until the end of a long rest.

When you use Offering of Mana, if you choose to grant yourself a Hex Charge, you may also Grant an ally one Spell slot up to a level equal to half your proficiency bonus rounded down.

Potent Hexes

At 18th level, you may now use your Hex Ability three times per short or long rest and your Greater Hex twice per long rest.

Hex Mastery

Level 20, you may choose one Hex and cast its Greater version once per day without consuming any Hex Charges.

Additionally, if you roll initiative with no Hex Charges, you gain one.

Covens

A Coven may call upon you or you may be drawn to it. Most Covens have special places to meet or odd monuments and shrines that may provide information to other witches. A witch may be a member of a coven without ever meeting any other members. A coven is a group of witches who pull from a particular part of the Weird. This could be the Feywild, The Shadowfell, the life forces around you or even pulling power from another entity. These Coven’s may be of Blood, Feywild, Voodoo, Brujah, Unity, or Binding.

Coven of Blood

The Coven of Blood understands how to manipulate life essence. A Blood witch can be found in the heat of battle fighting alongside any warrior. Creating weapons and protections out of their own vital fluid. These Crimson witches, mix spells and attacks on the battlefield, tipping the balance as blood flows.

Blood Spell List

You gain the spells at the witch levels shown in the Blood Witch Spells Table.

The following spells are added to your Witch Spell List for you.

Blood Witch Coven Spells

Witch Level Spells
3rd Kinetic Jaunt, Warding
5th Blinding Smite, Vampiric Touch
7th Shadow of Moil, Staggering Smite
9th Banishing Smite, Enervation

Trial by Blood

When you become a blood witch, you gain proficiency with shields and may choose a one handed martial melee weapon to be proficient in.

After making any offering, you can bind a one handed martial melee weapon to become your Blood Weapon, only one can be bound at a time. When you attack using this weapon, you may choose to use your Intelligence instead of Strength or Dexterity.

Additionally, you may cast through this weapon.

Hex : Sanguine Armor

You can shield yourself with your own blood. When you are wearing light or no armor, your AC becomes equal to 13 + Constitution Modifier.

This hex lasts 1 Hour per witch level and will ends if you become unconscious or die.

The effect does not stack with other spells that would change your AC such as Mage armor.

  • Greater : Your blood allows you even more protection. While you have this Hex active, you may use your reaction to give +5 AC to yourself or +2 AC an ally within 10ft of you. If after using this reaction, the AC is higher than the original attack, it will miss. This can be done equal to your proficiency bonus.

Offering of Blood

Starting at 6th level, Once per day you may make this offering, you can attack twice instead of once whenever you take the Attack action on your turn.

Moreover, you can cast one of your cantrips in place of one of these attacks.

Crimson Barrier

At level 10, after making any offering, when you hit with a spell or attack, you and your familiar gain double your proficiency bonus in temporary hit points.

Does not work when attacking undead or constructs.

Vital Coagulation

Level 14th, your deep understanding of the life essence grants you Resistance to bludgeoning, piercing and slashing when you are missing maximum hit points from offerings.

Additionally, when you make an offering, you may roll twice and choose the lessor for your offering die.

Art by Jsraphael

Coven of Unity

The Coven of Unity understands the strength in community and the power found in solidarity. When a witch joins this coven, they do so with humanity in mind. Helping those who cannot help themselves and bolstering others to greatness.

Many of those of the Coven of Unity become village witches, local healers and advisors.

Unity Spell List

You gain the spells at the witch levels shown in the Unity Witch Spells Table.

The following spells are added to your Witch Spell List for you.

Unity Witch Coven Spells

Witch Level Spells
3rd Healing Spirit, Aid
5th Leomund's Tiny Hut, Mass Healing
7th Aura of Purity, Death Ward
9th Greater Restoration, Mass Cure Wounds

Charity

After you made an offering, once per turn after healing an ally with a spell of level 1 or higher, you grant them a small boon healing them for an amount equal to an offering die on the start of their next turn.

This boon is removed if they are reduced to 0 hit points. If using that effect on more than one person, you can give it up to a number of person equal to your proficiency bonus.

Art by Sasha-asterman

Hex : Bonded

You may select yourself and a number of allies up to your proficiency modifier, granting them a boon. Whenever any character with this boon is within 5ft of another character with the same boon, both characters gain +1 AC. The AC cannot increase more than 1 regardless of how many characters with the boon are next to each other.

  • Greater : This boon now grants +2 AC and bonded allies may use their reaction to grant themselves and one ally within 5 ft a charity boon worth of temporary hit points.

Offering of Unity

Starting at level 6, Once per day you may make this offering, whenever you roll a healing spell or hex, you may choose one target per turn to roll twice and choose the better roll on restored hit points.

You may not use this for your Charity boon.

Watchful Commerce

At 10th level, you are able to buy general supplies for half the price and when your familiar is out you cannot be surprised.

Moreover, when you roll for initiative you may select yourself or one friendly target granting one offering die to add to their initiative roll. You may use this ability equal to your Proficiency Modifier per day.

Safeguarding

Level 14th, whenever you grant an ally Charity Boon, you now roll two offering die instead of one for hit points healed this includes Bonded Hex.

Coven of Voodoo

Some witches have a strong connection with the Shadow plane and the spirit world. These witches understand the cycle of life and death, following the craft of Voodoo.

Voodoo witches can call upon spirits to help them, protect allies and even save themselves from death. Some of them may even call upon spirits of the recently deceased to help them in combat.

Voodoo Spell List

You gain the spells at the witch levels shown in the Voodoo Witch Spells Table.

The following spells are added to your Witch Spell List for you.

Voodoo Witch Coven Spells

Witch Level Spells
3rd Spiritual Weapon, Wither and Bloom
5th Animated Dead, Summon Spirit
7th Blight, Compulsion
9th Dance Macabre, Negative Energy Flood

Gifts of the Ancients

You call upon the ancients spirits for guidance. You may pick one skill to become Expert in, only once. However, you can change it whenever you level up.

You gain an additional Expert skill at level 14.

Hex : Shrouding

You put down a fetish within 10 feet of you, immune to damage and with an aura of 10 feet. As a bonus action, you may move it within 10 feet of where you or your familiar are.

Any ally within the aura can use their reaction to give their damage to the fetish, which can store up to your witches level in damage every round. Any damage leftover will go to the original target.

  • Greater : The range of the aura is increased to 20 feet. The fetish grants double your witch level of stored damage per round. Once Per Turn, when the Fetish has reached its Damage Maximum, you may use your reaction to give an ally in range of the Fetish Temporary Hit points Equal to The Damage Stored.

Offering of Voodoo

Starting at level 6, Once per day you may make an offering, during this offering you can prepare a Voodoo Doll to be used later. If you have spent at least 1 minute observing a person, you may use your prepare Voodoo Doll to be linked with them.

As an action, the Doll will transform to the doll version of the person you are casting it on. For the next 24 hours, if you are within 10 miles of them, you know if they are alive or dead.

If you are within 300 feet of the person and they take damage, you may use your reaction to roll an offering die and add it to the damages. You can add your proficiency modifier to the damage if you have a token of the person (such as a piece of clothing, lock of hair, memorabilia etc..).

If the person dies, the doll turns to ashes. You may hold a number of dolls equal to half your proficiency modifier rounded down at a time. All your dolls turn into ashes after a long rest.

Shallow Grave

At level 10, when you or an ally within 60 feet should fall to 0 hit points, you may use your reaction to come back or make them come back immediately with 1HP instead.

Once you used this feature, you cannot use it again until a long rest.

Additionally, when your familiar is out, you may use Speak with the Dead at will.

Friends on the Other Side

At 14th level, on the same turn as when an Medium or Small sized enemy dies, you may use your reaction to have them make an attack action to a chosen target within 20 feet of where they died. After that attack, the spirit disappears.

The attack is rolled using the Witch's spell attack and deals 2d(Offering dice) as Force damage.

As said in "Gifts of the Ancients", you gain one more Expert skill.

Coven of Feywild

Witches under the Coven of the Feywild utilize the potent magics of this mysterious world. These witches are able to manipulate their surroundings to bring the Feywild to any plane of existence and, with this connection, are known for their strong illusions, tricking enemies to see and feel what isn't there. Their understanding also allowing them to not fall prey to beguilements.

Feywild Spell List

You gain the spells at the witch levels shown in the Feywild Witch Spells Table.

The following spells are added to your Witch Spell List for you.

Feywild Witch Coven Spells

Witch Level Spells
3rd Crown of Madness, Nathair's Mischief
5th Hypnotic Pattern, Summon Fey
7th Conjure Woodland Creatures, Charm Monster
9th Mislead, Awaken

Color Mirage

Your Fey connection grants you the power of the Feywild. You learn Color Spray if you have not already, if you know this spell, you may choose one from the Witch's Spell List. When using this spell, you always cast it at one higher level than the spell slot used.

Enemies who are blinded by it must make a Charisma saving throw or take Psychic damage equal to your offering die.

Additionally, after making any offering, you can see through non-magical elements such as fog, heavy rain, etc.. And have advantage on checks made against stealthed targets hiding in plant matter.

Art by Deepfuze

Hex : Hallucination

You create a 30 foot aura around yourself for up to 1 minute. Any enemies who starts their turn or move in the aura must make a Wisdom saving check. If failed, they treat the ground in the aura as rough terrain.

  • Greater : Enemies who start their turn within 30 feet of the witch must make a DC save against your witch level or be blinded until the end of their turn.

Offering of the Feywild

Starting at level 6, Once per day you may make an offering, the Feywild bolsters your ability to resist spells.

Whenever you make a spell saving throw, you may add an offering die to the roll. If the spell is a charm spell, you may roll an additional offering die.

Beguiling Magics

At level 10, when you cast an illusion or a charm spell affecting one person, you may choose to have two affected instead. If your concentration is broken, the spell ends for both targets.

Additionally, enemies who try to attack your familiar always do so with disadvantage.

Greater Mirage Arcane

At 14th level, you learn Mirage Arcane. When you cast this spell, you can use Silent Image at will within the perimeter of the spell.

When Mirage Arcane ends, all the uses of Silent Image disappear too.

Art by Vika-Yarova

Coven of Brujah

The Secret Coven of Brujah reveals itself when a witch shows a true understanding of the Weird. This intense understanding allows them to Infuse and even fabricate odd items similar to hag magics. The Weird tends to alter the Brujah’s appearance as well as their Familiar. (These Odd characteristics can be animal eyes, odd coloring or patterns, horns, and tails. These are used for roleplaying purposes and do not work in combat.)

Brujah Spell List

You gain the spells at the witch levels shown in the Brujah Witch Spells Table.

The following spells are added to your Witch Spell List for you.

Brujah Witch Coven Spells

Witch Level Spells
3rd Arcane Lock, Heat Metal
5th Tiny Servant, Glyph of Warding
7th Fabricate, Leoment's Secret Chest
9th Animate Object, Conjure Volley

Fabricate Weird

The Brujah can hex their items with magic to improve their craft. Select one Tool to become proficient in.

Whenever you perform an offering, you may grant yourself the ability to infuse items. You know up to your proficiency bonus in known infused items from the Artificer Infused Item Table and half your proficiency bonus rounded down in items to infuse. When you level up you may swap out one of these known infusions for another, the Infusion level must be equal to or lower than your witch level. Additionally if known, you may choose to use one of these charges to change your familiar into a Homunculus (see "Homunculus Servant" stats).

Hex : Pilfered Magic

When using this Hex, you roll a 1d6 on the Pilfered Magic Table (see below).

You may create a ritual to imbue this Hex into items for a number up to your proficiency bonus rounded down. When using the Hex in this way, you spend 10 minutes using your Proficient Tool to create small fetish(es), imbue armor(s), or create consumables such as potion(s) or food. You will have to roll on the Pilfered Magic Table for each of the Hexed items.

The Hex can last up to 8 hours in the item and may be activated by you or an ally as a bonus action. The effects last for up to 1 minute. Targets my only have one Pilfered Effect at a time.

If this Hex is used again, any previous Hexed or imbued items are removed/lost their effect.

Pilfered Magic Table

Roll Name Effect
1 Pilfered Night Able to use Hide as a bonus action
2 Pilfered Sea Able to use Dash as a bonus action
3 Pilfered Annis Able to use Grapple as a bonus action
4 Pilfered Bheur Able to use Disengage as a bonus action
5 Pilfered Dusk Able to use Help as a bonus action
6 Pilfered Green Able to use Dodge as a bonus action
Greater Hex

Additional effects to the previous one

Roll Name Effect
1 Haunting Trauma May add an offering die as psychic damage once per turn to attacks made from hiding
2 Crushing Wave After Dashing, all enemies within 5 feet of you must make a Con Saving throw or take cold damage equal to your offering die
3 Giant Hug Grants +1 AC while grappling. Grants +2 if you did not take the Attack action
4 Lingering Chill Any enemy within 5 feet of you must make a Dex Saving throw or have their movement speed reduced by 10.
5 Distant Visions Increase the Help ability to 20 feet
6 Illusionary Attack As a reaction, you may attack an enemy who missed you while dodging

Offering of Brujah

Starting at level 6, once per day as an offering, you can fabricate one item as if known from Artificier's replicate item table. You may select up to half your proficiency modifier rounded up as Known Fabricates, From These Learned Fabricates you may Only Create One to Fabricate. If this item requires Attunement, you may use the time during the offering to attune it to an ally or yourself, it does not count toward attuned items when equip by you.

When you level up in this class you may choose to switch out one Known Fabricates for another on the list. Your witch level must be equal or greater than the item on the Artificer's replicate item table.

Cunning Magics

At level 10, your Pilfered Magic Hex may now be activated as a free action.

Additionally, you know the Humunculus infusion, if you already know this infusion you may choose another from the Artificer's Infusion list.

Once per day, your Homunculus no longer requires a Fabricate Weird charge. If they are reduced to zero health you must use a Fabricate Weird charge to resummon them. This Humonculous may use items for their action.

Walking Hut

At 14th level, you learn the spell Magnificent Mansion if you have not already, if you know this spell, you may choose one from the Witch's Spell List. When you use this spell, you may choose instead to have a Walking Hut (see the Walking hut stats below). This Hut will only obey to you.

If the Hut is attacked or takes damage, it will immediately stop moving and will bunker itself until combat has ended. During this phase, the Hut will become one room of 15x15 feet and all creatures inside will be safely pushed in.

Spells and other magic effects can't be extended through the Hut or be cast through it. The atmosphere inside is comfortable and dry, regardless of the weather outside.

If the Hut or the witch is reduced to 0 hit points, or if the witch dies, the Hut disappears. Any creatures in the Hut will be placed in a square close to where the Hut was.


Walking Hut

Huge Construct


  • Armor Class 18
  • Hit Points 5 x Witch Level
  • Speed 60 feet

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 22 (+6) 8 (-1) 16 (+3) 6 (-2)

  • Conditions Immune to blinding, deafening, charm, fear, petrification and poison
  • Damage immunities Poison, psychic damage
  • Damage resistance Slashing, bludgeoning and piercing from non-magical weapons
  • Languages Can understand any language its summoner can, can not talk

Description. The Walking Hut is composed of a Large room and 2 smaller ones than can house up to 10 Medium and Small creatures comfortably.

The Hut can look like any type of house from the outside as long as you respect the size. (Can be bigger on the inside for example) You can also choose how the legs look like.


Borrow. If the Walking Hut takes damage or is being attacked, it will bunker itself and borrow its legs in the ground until the end the fight. Doing so will reduce the space inside as said in Safekeeping.

Mending. You may cast the Mending cantrip on the Walking Hut, when done in this way it heals it for 2d(Offering Dice) + your Proficiency Modifier.


Coven of Binding

Some witches seek power at any cost. Making deals, pacts or even signing their names in books, those who choose the path of this Coven understand that strength comes at a price. Whether it came from a trade with an entity, years of servitude to another or even stealing forbidden knowledge, you are now a force to be reckoned with. Bolstering your spells and granting you additional damage, but at what cost.

Art by Thomas Denmark

Binding Spell List

You gain the spells at the witch levels shown in the Binding Witch Spells Table.

The following spells are added to your Witch Spell List for you.

Binding Witch Coven Spells

Witch Level Spells
3rd Dragon's Breath, Tasha's Mind Whip
5th Incite Greed, Melf's Minute Meteor
7th Elemental Bane, Phantasm Killer
9th Planar Binding, Immolation

Powerful potency

When you deal damage with a spell of level 1 or higher, you may choose to reroll on of the damage dice and must keep the new one. This can only be done once per turn.

Hex : Overwhelming

During combat and as a Free Action, you may use this Hex. For up to 1 minute, after casting a spell of 1st level or higher, you may cast a cantrip as a bonus action.

  • Greater : You gain Temporary Spell Slots equal to half your witch level rounded down. Theses spell slots must be of a level you can cast and be equal or lower than 5th level.

For example, at level 9, you may create a 4th level spell slot, or two 2nd level spell slots, etc.

All temporary spell slots are lost after 1 minute or when you are knocked unconscious or dead.

Offering of Binding

Starting at level 6, Once per day you may make an offering, you may now add your Intelligence modifier to the damage of your Cantrips.

Forbidden Knowledge

At level 10, you must pick a damage type between Fire, Cold, Thunder, Lightning, Poison, Acid or Psychic. You now ignore the enemies resistances to that damage and treat any immunities as resistance instead.

Additionally, when your familiar is out, you may use Contact Other Plane once per day to contact your Patron. If you do so, you have advantage on the saving throw and will not take damage on a failed save. This will also not cause you to become insane. Your Patron will talk through your familiar.

Transcendent Potential

At 14th level, during the Overwhelming Hex, whenever you cast a spell with the damage type you pick from Forbidden Knowledge, you may cast that spell one level higher than the spell slot used.

Hexes List

Choose a Hex from the following list, whenever you gain a new Witch Level you may choose to swap a new Hex for one you already had learned.

Some Hexes may require saving throws and it is up to the DM to decide based on things like Magic Resistance or Legendary Actions whether the creature can be immune or make these saves with advantage/disadvantage.

Drowsy Hex

The air around the witch in a 30 foot range becomes heavy, Enemies who start or enter their turn in the Hex must making a Wisdom saving throw or have their movement speed reduced by half. On a critical fail the enemy is put to sleep until awakened.

  • Greater : Enemies who fail are put to sleep, this ability can be resisted by things such as legendary actions.

Hex of Creation

You can touch a broom, staff, or other inanimate object granting it the stats of a "Broom of Flying". You may use this as a spell focus provided you are holding it with one hand.

The vehicle has an AC of 10 and hit points equal to 2 times your Witch's level.

The hex last until the end of long rest.

  • Greater : Vehicle holding up to 8 medium people, large Creatures count as 4. Its AC is now of 14 and its hit points are now equal to 5 times your Witch's level.

Hex of Neglect

For one minute, you can cast a Hex in a 20ft area. Enemies must make a Constitution saving throw against your Spell Saving DC or be unable to regain hit points until they make a saving throw.

  • Greater : For the first round of this hex even if the target succeeds they still may not regain health points. Legendary Actions and Monsters may negate this, such as with legendary resistance.

Hex of Vigor

You may use this to create a small Fetish which is immune to damage and can be worn or carried.

The person who wears or carries this Fetish may add an offering die to rolls against poison and disease saving throws. Additionally the witch may choose to release the energy to provide nourishment equal to one days worth of food and water for 10 people.

  • Greater - Your Fetish now grant additional resistance to your choice between Necrotic, Fire, Cold, Lighting, or Acid. When you make a saving throw against this type of damage you may add your offering die to the saving throw. Releasing the energy from the fetish will cure one, Poison, Disease, exhaustion or Max Hit point reduction per ally. This does not count toward hit points missing from offerings.

Hex of Sympathy

An enemy or willing ally is tethered to you for up to 1 minute within 30 feet. If used on an ally, any time you or your tethered ally take damage, you may use your reaction to split the damages done between the two of you.

If used on an enemy, whenever you take damage, the enemy must make a Wisdom saving throw or receive half of the damage. If the enemy succeed the save, the witch will take the full damage instead.

You always take the higher number when sharing the damage with a tethered creature.

  • Greater : Whenever you take shared damage, you may roll a concentration saving throw. If you are successful you take no damage.

Hex of Bountiful Healing

You heal yourself or an ally character equal to your Offering Die + your Witch level.

After this is cast, you may use your Bonus Action to have it jump to another ally within 15 feet of the first. You can make it bounce a number of time equal to half your Proficiency Rounded down.

  • Greater : Increase it to 30ft. You may have this jump around up to your proficiency bonus. Roll for each bounce.

Hex of Life Steal

Cast upon an enemy for one minute, once per turn you may use your reaction to heal yourself or the ally who made a successful attack on an enemy with Life Steal Hex.

The number of hit points regenerated are equal to your offering die + your Intelligence modifier.

  • Greater : Once per turn an ally may use their reaction to heal your offering die + prof bonus after they have damaged the target of your Life Steal Hex.

Hex of Hazard

For one minute, you create a fetish on the map within 30 feet of you. You may use your Bonus action to move the Fetish.

Anytime an enemy steps or starts their turn within 5ft of this Fetish, they must make a Wisdom Save Throw against your Spell DC. If they Fail, they are knocked prone.

  • Greater : Whenever they fail the save, they take damage equal to your Offering Die + Half your witch level rounded down.

Hex of Horror

You emit a terrifying visage to your enemies in a 30 feet radius of you up to one minute. They must make a wisdom saving throw or be frightened until the end of their turn.

Everytime they enter or start their turn in the radius, they must make a wisdom saving throw, otherwise they must use their action to dash away from the source.

  • Great : Everytime an enemy fails the save, they take psychic damage equal to your offering die + your Intelligence modifer. Enemies do not make a saving throw to break the hex after taking this damage.
Cantrips (Level 0)
  • Acid Splash
  • Booming Blade
  • Chilling Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Firebolt
  • Frostbite
  • Green Flame Blade
  • Guidance
  • Infestation
  • Light
  • Magic Stones
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Sapping Sting
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Toll the Dead
1st Level
  • Absorb Elements
  • Bane
  • Bless
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Chaos Bolt
  • Chromatic Orb
  • Comprehend Language
  • Create/Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • Distort Value
  • Expeditious Retreat
  • Feather Fall
  • Faerie Fire
  • False Life
  • Fog Cloud
  • Gift of Alacrity
  • Healing Word
  • Hex
  • Ice Knife
  • Identify
  • Inflict Wounds
  • Mage Armor
  • Protect from Good and Evil
  • Ray of Sickness
  • Sanctuary
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Speak with Animals
  • Tasha's Hideous Laughter
  • Tasha's Caustic Brew
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Animal Messenger
  • Blindness / Deafness
  • Blur
  • Borrowed Knowledge
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge / Reduce
  • Enthrall
  • Gift of Gab
  • Hold Person
  • Invisibility
  • Lessor Restoration
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Protection from Poison
  • Ray of enfeeblement
  • Scorching Ray
  • See Invisible
  • Shatter
  • Silence
  • Skywrite
  • Suggestion
  • Vortex Warp
  • Warding Bond
3rd Level
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Fear
  • Feign Death
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Life Transference
  • Lighting Strike
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Slow
  • Speak with the Dead
  • Spirit Shroud
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Confusion
  • Control Water
  • Dimension Door
  • Divination
  • Freedom of Movement
  • Giant Insects
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Faithful Hound
  • Private Sanctum
  • Polymorph
  • Raulothim's Psychic Lance
  • Sicking Radiance
  • Stoneskin
  • Summon Construct
  • Vitrolic Sphere
  • Watery Sphere
5th Level
  • Bigby's Hand
  • Circle of Power
  • Cloud Kill
  • Commune with Nature
  • Cone of Cold
  • Contagion
  • Creation
  • Dispel Evil and Good
  • Dominate Person
  • Dream
  • Flame Strike
  • Geas
  • Hallow
  • Hold Monster
  • Insect Plague
  • Legend Lore
  • Modify Memory
  • Raise Dead
  • Scrying
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
6th Level
  • Arcane Gate
  • circle of Death
  • Create Homunculus
  • Create Undead
  • Disintegrate
  • Drawmij's Instant Summons
  • Eye Bite
  • Find the Path
  • Fizban's Platinum Shield
  • Forbiddance
  • Guards and Wards
  • Hero's Feast
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Otto's Irresistible Dance
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Tasha's Outworldly Guise
  • True Seeing
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Dream of the Blue Vale
  • Etherealness
  • Finger of Death
  • Firestorm
  • Force Cage
  • Plane Shift
  • Power Word : Pain
  • Prismatic Spray
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Animal Shapes
  • Control Water
  • Dark Star
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Incendiary Cloud
  • Maddening Darkness
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Blade of Disaster
  • Foresight
  • Gate
  • Imprisonment
  • Mass Polymorph
  • Meteor Swarm
  • Power Word : Kill
  • Psychic Scream
  • True Polymorph
  • True Resurrection
  • Weird
  • Wish

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