Witch (D&D 5e)

by Synergenesis

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The Witch

Witch

A tuft of jackalope hair, a splash of lavender oil, and three pinches of sulfur. To the layman, this strange collection of things was mundane - ordinary refuse to be discarded. The slender, darkly-dressed woman steeping them over a bubbling cauldron, however, knew better.

It was an ancient trade of the esoteric sects of the arcane, passed down to her by her mother, and her mother's mother before that. It was the ability to tease the essence and aura out of all things, and to weave them together into something new - something useful. While the recipes and knowledge required remained a mystery to most, even the uninitiated know the practice as witchcraft.

And, as is customary for any witch undergoing their rite of passage, she was experimenting. As she uttered an incantation and reignited the flame beneath the cauldron, she knew that this particular ritual was one never before attempted by her predecessors. She was nervous, shaken, but also exhilarated, above all else.

A thick green haze filled the room, and she tugged down on the wide brim of her straggly gray hat. When the fog dissipated, however, all of her doubts were put to rest. She stepped forward, arms extended wide and a wicked grin drawn upon her face, as her newest creation crawled out of the seething pot to meet its maker.

Mages of Curse and Charm

Harnessing the hidden power that lies within everything from living creatures to mundane objects, witches embrace magic through the study of hexes, curses, remedies, and enchantments.

While wizards approach magic in a more conventionally academic manner, witches work to perfect their craft through practical experience. Knowledge of witchcraft is rarely documented in tomes, but rather shared among small communities through rituals, lessons, and stories.

Witches draw their power from things and places that are especially revolting or macabre, allowing them to trespass taboo territories of magic unknown to other mages. Key to the practice of a witch is the ability to determine the correct set of ingredients for a spell or magical brew, as well as the hidden alcoves and dark pits where they might be found.

Forbidden Magic

In the public eye, witches are generally viewed as conniving and dastardly due to their association with the darker magics. In some places where it is viewed as unholy or unvirtuous, witchcraft is outlawed, and those accused of witchery may even be sentenced to death. As such, many witches are forced to carry out their practice in secret - either in the confines of an underground dungeon or the heart of the wilderness. Those who are privy to the ways of the witch acknowledge that witchcraft is not inherently evil, but rather that it is a time-honored practice requiring knowledge and skill.

While some witches live a life of solitude, most find themselves involved with a group of witches known as a coven. These groups are often bound by blood and tradition, with knowledge of potion recipes and esoteric incantations being passed down through generations. A witch's coven behaves much like a tight-knit village, with each member working to protect one another and better their community.

Creating a Witch

When creating a witch, first consider your character's relationship to society. Were they forced to live a secret life, hiding their magical practices from the judgment of commonfolk? Perhaps they live a life of seclusion in the wilderness, far away from society's expectations and rules. Also consider whether your character was raised in a coven, if they are seeking to join one, or if they are content with keeping their witchcraft to themselves.

Quick Build

You can make a witch quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Wisdom. Second, choose the hermit background.

Witch
Level Proficiency Bonus Features Cantrips Known Vestige Limit 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Reap Essence 2 2
2nd +2 Witchcraft 2 2 3
3rd +2 Witch's Coven 2 2 4 2
4th +2 Ability Score Improvement 3 2 4 3
5th +3 Faux Morsum 3 2 4 3 2
6th +3 Witch's Coven Feature 3 3 4 3 3
7th +3 3 3 4 3 3 1
8th +3 Ability Score Improvement 3 3 4 4 3 2
9th +4 Preserve Essence 3 3 4 3 3 3 1
10th +4 Witch's Coven Feature 4 3 4 3 3 3 2
11th +4 4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 4 3 3 3 2 1
13th +5 Improved Faux Morsum 4 4 4 3 3 3 2 1 1
14th +5 Witch's Coven Feature 4 4 4 3 3 3 2 1 1
15th +5 4 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 5 4 3 3 3 2 1 1 1
17th +6 4 5 4 3 3 3 2 1 1 1 1
18th +6 4 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 5 4 3 3 3 3 2 1 1 1
20th +6 Witching Hour 4 5 4 3 3 3 3 2 2 1 1

Class Features

Hit Points

Hit Dice: 1d6 per witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

Proficiencies


  • Armor: None
  • Weapons Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Brewer's Supplies
  • Saving Throws: Constitution, Charisma
  • Skills: Choose three from Arcana, Deception, Medicine, Nature, Persuasion, Survival

Starting Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • brewer's supplies

If you forgo this starting equipment and background items, you start with 2d4 x 10 gp to buy your equipment.

 

Multiclassing and The Witch
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you'll need to know to multiclass with the witch.

Ability Score Minimum. As a multiclass character, you must have an Intelligence score of at least 13 to take a level in this class, or to take a level in another class if you are already a witch.

Proficiencies Gained. If witch isn't your initial class, here are the proficiencies you gain when you take your first level in witch: one skill from the witch's skill list, brewer's supplies.

Spell Slots. Add your levels in the witch class to the appropriate levels from other classes to determine your available spell slots.

Spellcasting

At 1st level, you have learned to cast spells through your training with rituals, brews, and crafts. See chapter 10 for the general rules of spellcasting and the end of this class description for the witch spell list.

Cantrips (0-Level Spells)

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.

Preparing and Casting Spells

The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Intelligence modifier + your Witch level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell, hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent memorizing which ingredients are needed and which utterances must be said to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells, since witchcraft requires knowledge of recipes and diligent execution. You can 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 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 arcane focus or brewer's supplies as a spellcasting focus for your witch spells.

Reap Essence

At 1st level, when you cast a spell that has a material component and you cast it using those components rather than casting it through a spellcasting focus or component pouch, you may gain temporary hit points equal to your proficiency bonus. If you expended a spell slot in the casting of the spell, you also add your Witch level to the total number of temporary hit points you gain.

If you gain temporary hit points using this feature, the components used in the casting of the spell are consumed, regardless of whether they would otherwise be consumed.

Witchcraft

By 2nd level, you can harvest organs and other remnants from the corpses of monsters that you slay or find. When you are within 5 feet of the corpse of a creature of CR ⅛ or higher, you may attempt to do so by using a bonus action to make a Wisdom (Medicine) or Wisdom (Survival) check. The DC of this check depends on the condition of the corpse when you find it:

Condition DC
Unmarred 10
Slightly Damaged 15
Severely Damaged 20
Unsalvageable -

The amount and types of damage the creature took (as well as any number of environmental factors) may contribute to the corpse's condition. For example, an owlbear singed by a fireball spell or a rabbit poisoned by an oozy bog may be damaged or unsalvageable. Ultimately, the DM decides the condition of corpses that you find.

On a successful check, you extract a vestige from the fallen monster. You determine the appearance of the vestige, provided it is consistent with the monster's anatomy - for example, you may pluck feathers from an owlbear carcass or extract the blood of a fallen troll. The maximum number of monster vestiges you can have at once is shown in the Vestige Limit column of the Witch table. If you try to exceed your maximum, the oldest vestiges fade into dust, and you gain the newly created ones. On a failure, the corpse is unsalvageable, and no monster vestiges can be harvested from it. At the DM's discretion, it may be determined that a corpse is unsalvageable to begin with, and that certain monsters such as ghosts and wraiths do not leave behind corpses.

When you cast a spell of 1st level or higher that targets at least one creature, you may add a monster vestige to its material components to apply a bonus effect to the spell. If the spell normally lacks a material component, the monster vestige you chose becomes the sole material component for the casting of the spell. Only one monster vestige can be used per casting of a spell, and a monster vestige is consumed upon casting a spell with it. The bonus effect granted by the monster vestige is determined by the creature type of the monster from which it was harvested.

When you cast the spell, choose one creature that was targeted by it to be the target of the bonus effect. The bonus effect applies immediately after the spell's original effect on the turn it was cast, and it applies regardless of whether the spell’s original effects affect the target creature. If the bonus effect requires a creature to make a saving throw, the DC is equal to your spell save DC. See the Witchcraft section at the end of the class description to determine the effect.

Witch's Coven

When you reach 3rd level, your establish yourself as a member of a certain coven - a group of witches who share common beliefs and practices. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

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 of your ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Faux Morsum

By 5th level, you've gained the ability to construct facsimiles of monster appendages using raw materials. You can spend 10 minutes with Brewer's Supplies to create one monster vestige without needing a monster's corpse. This vestige must be of a creature type that you have seen before.

Once you use this feature to create a monster vestige, you can't do so again until you finish a long rest.

At 13th level, you regain a use of this feature on a short rest rather than a long rest, and you may create up to 2 monster vestiges at once when you use it.

Preserve Essence

At 9th level, when a creature succeeds on a saving throw made against a bonus effect from your Witchcraft feature, the monster vestige used to produce it is not consumed.

Witching Hour

At 20th level, as a bonus action, you can enter a harrowing state. For the next minute, you gain the following benefits:

  • Creatures have disadvantage on saving throws against your spells and bonus effects from your Witchcraft feature.
  • Material components that would normally be consumed when you cast a spell are instead not consumed.

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

Witch's Coven

While the general practice of witchcraft is shared among all witches, each coven has expertise in a unique specialization of magic.

Coven of the Apothecary

Witches of the Coven of the Apothecary have perfected the art of brewing potions. While often for medicinal purposes, this practice has evolved to create tinctures of all kinds, such as love potions and potions of wisdom. Some of these witches have made a living from this practice, selling the potions they brew in magic shops.

These witches are often curious magical scholars, testing ingredients in different combinations in hopes of discovering a novel or powerful potion. Some of these witches have made it their life's mission to craft the ultimate potion - a mythical elixir that has the power to bestow godlike power or immortality.

Bonus Proficiencies

When you choose this coven at 3rd level, you gain proficiency in Medicine and Nature. You also gain proficiency with herbalism kits. If you already have one of these proficiencies, you gain proficiency with one other skill or type of tool of your choice.

Witch's Brew

Also at 3rd level, you've gained the knowledge required to craft potions with ease. Using an herbalism kit, you can use the monster vestiges that you harvest using your Witchcraft feature as ingredients to brew potions. Refer to page 128 of Xanathar's Guide to Everything for general rules on crafting potions.

Use the Witch's Brew table below to determine which kinds of monster vestiges are required to brew a certain potion, as well as the level you must be in the class to craft using this feature. You may also brew potions not included in the list below, at the DM's discretion. The DM determines the recipe and level requirement for any such potion.

Additionally, if you craft a potion, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Potion Witchcraft Recipe Level
Potion of Climbing Giant or Humanoid 3
Potion of Acid Resistance Ooze 6
Potion of Animal Friendship Beast 6
Potion of Cold Resistance Elemental 6
Potion of Fire Breath Dragon 6
Potion of Fire Resistance Fiend or Elemental 6
Potion of Hill Giant Strength Giant 6
Potion of Lightning Resistance Elemental 6
Potion of Poison Plant 6
Potion of Thunder Resistance Elemental 6
Potion of Water Breathing Beast or Elemental 6
Oil of Slipperiness Ooze 10
Philter of Love Fey 10
Potion of Force Resistance Construct 10
Potion of Growth Giant 10
Potion of Necrotic Resistance Undead 10
Potion of Poison Resistance Plant 10
Potion of Psychic Resistance Aberration 10
Potion of Radiant Resistance Celestial 10
Elixir of Health Giant or Monstrosity 14
Oil of Etherealness Undead 14
Potion of Clairvoyance Celestial 14
Potion of Diminution Fey 14
Potion of Frost Giant Strength Giant 14
Potion of Gaseous Form Elemental 14
Potion of Heroism Celestial 14
Potion of Invulnerability Monstrosity 14
Potion of Mind Reading Aberration 14
Potion of Stone Giant Strength Giant 14
Potion of Fire Giant Strength Giant 16
Oil of Sharpness Monstrosity 18
Potion of Cloud Giant Strength Giant 18
Potion of Flying Beast or Elemental 18
Potion of Invisibility Undead 18
Potion of Longevity Monstrosity 18
Potion of Speed Monstrosity 18
Potion of Vitality Monstrosity 18
Potion of Storm Giant Strength Giant 20

Leaping Cauldron

At 6th level, you can manipulate the flow of the magical solutions you make. As a bonus action, you can administer a potion to a willing creature you can see within 30 feet.

Concocted Spells

By 10th level, your knack for mixing ingredients has extended to your spellcasting. You may add two monster vestiges to the material components a spell that you cast using your Witchcraft feature. If you do, you must choose two different creatures that were targeted by the spell as targets for the bonus effects. The monster vestiges you choose can be two of the same kind, or two different kinds.

Efficient Brews

At 14th level, your mastery over potion brewing has made you exceedingly resourceful. Each time you craft a potion, you craft two potions of that kind rather than one using the same amount of materials.

Coven of Black Magic

Witches of the Coven of Black Magic draw their power from the darkest reaches of The Weave. This power is often potent enough to corrupt those who use it, driving them to commit horrid atrocities in order to achieve their goals. Mass hysteria, cursed lineages, and plagued villages can often be traced back to the will of such a witch.

Though the desire to practice black magic is occasionally born of ill will towards others, this isn't always the case. Some witches of this coven are true pupils of the arcane, willing to cross more boundaries than most to amass forbidden magical knowledge.

Touch of Madness

Starting when you choose this coven at 3rd level, if you spend time with a creature that you touch, you may attempt to inflict madness upon them. Refer to page 258 of the Dungeon Master's Guide general rules on madness. The amount of time you must spend with the creature depends on the type of madness you wish to inflict: an action for short-term madness, 10 minutes for long-term madness, or 1 hour for indefinite madness. At the end of the duration, the target must succeed on a Wisdom saving throw against your spell save DC or suffer one of the effects below depending on the type of madness you chose:

Short-Term Madness: The creature becomes afflicted by a random kind of short-term madness. This effect lasts for 1 minute or until the creature takes any damage.

Long-Term Madness: The creature becomes afflicted by a random kind of long-term madness. This effect lasts for 1 hour.

Indefinite Madness: The creature becomes afflicted by a random kind of indefinite madness. This effect lasts until the madness is cured.

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

Dread Malison

At 6th level, you always have the bestow curse spell prepared, and it doesn't count against the number of spells you can prepare each day. For you, it has a range of 30 feet and you gain additional options for the spell's effect:

  • While cursed, the target's movement speed is reduced to 10 feet.
  • While cursed, the target cannot regain hit points other than through short or long rests.
  • While cursed, the target has vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Odious Torment

By 10th level, you have become a beacon of horror and unyielding spite. Each time you deal damage to a creature that is cursed by you or afflicted by madness that you inflicted upon it, you deal extra necrotic damage equal to your Intelligence modifier (minimum of 1). Any effect that would be alleviated by the remove curse spell is considered a curse for the purposes of this feature.

Wicked Magistrate

At 14th level, when you use your Touch of Madness feature to inflict madness onto a creature, you may choose the madness effect rather than rolling on the appropriate table.

Coven of White Magic

Witches of the Coven of White Magic have an innate connection to spirits. From the spirits of the Feywild to the souls of commonfolk, these witches feel their presence humming in the air around them like a sweet melody.

Often misunderstood as yet another troupe of dark mages, witches who practice white magic have traditionally used it to quell the forces of evil, and are typically the best line of defense against their more sinister counterparts. Above all else, altruism through healing magic and sanctity are widely promoted in this coven.

Spirit Weaver

When you choose this coven at 3rd level, you gain the ability to thrust a strand of your life force into another creature. If you have at least 1 temporary hit point, you can use a bonus action to lose all of your temporary hit points and heal or harm a creature you choose within 30 feet. If you choose to heal, the creature regains a number of hit points equal to the number of temporary hit points you lost. If you choose to harm, make a ranged spell attack against the creature. On a hit, the target takes necrotic damage equal to the number of temporary hit points you lost.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and regain all expended uses when you finish a long rest.

Quiet the Soul

By 6th level, you gain the ability to hush the chaos stirring within belligerent creatures. You always have the calm emotions spell prepared, and it doesn't count against the number of spells you can prepare each day. For you, the spell can affect any creature (not just humanoids). Additionally, if you use the spell to make a hostile creature indifferent and remain concentrating on the spell for its entire duration, the creature remains indifferent after the spell ends.

Blessing of the Mother Goddess

At 10th level, you can release a pulse of curative magic from your body as an action. Choose between the blinded, deafened, paralyzed, and poisoned conditions. All creatures of your choice within 30 feet are cured of the chosen condition.

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

Awakened Shaman

By 14th level, you have become a conduit for spiritual energy. Whenever you gain temporary hit points, instead gain double the normal amount.

Appendix A: Spell List

As a witch, when you learn spells, you can choose from the following list of spells. Note: any spell with an asterisk at the end of its name is a new witch spell. The descriptions for the new witch spells are listed on the following pages.

 

 

 

 

Cantrips
  • Acid Splash
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Friends
  • Frostbite
  • Infestation
  • Light
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Thaumaturgy
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Arms of Hadar
  • Beast Bond
  • Bane
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • False Life
  • Find Familiar
  • Hellish Rebuke
  • Hex
  • Identify
  • Inflict Wounds
  • Mage Armor
  • Mute*
  • Purify Food and Drink
  • Ray of Sickness
  • Sleep
  • Tasha's Hideous Laughter
  • Tasha's Caustic Brew
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Harrow*
  • Hold Person
  • Invisibility
  • Kajamiri's Mortal Haze*
  • Lesser Restoration
  • Levitate
  • Mind Spike
  • Moonbeam
  • Ray of Enfeeblement
  • See Invisibility
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Web
  • Zone of Truth
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Curse Object*
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Hunger of Hadar
  • Hypnotic Pattern
  • Leaping Ill*
  • Life Transference
  • Magic Circle
  • Misfortune*
  • Nondetection
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
  • Summon Lesser Demons
  • Summon Undead
  • Tiny Servant
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Dominate Beast
  • Evard's Black Tentacles
  • Giant Insect
  • Greater Invisibility
  • Hallucinatory Terrain
  • Mind's Ire*
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Summon Aberration
  • Summon Chimera*
  • Summon Greater Demons
  • Vitriolic Sphere
5th Level
  • Awaken
  • Cloudkill
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Dominate Person
  • Dream
  • Enervation
  • Geas
  • Greater Restoration
  • Hold Monster
  • Infernal Calling
  • Insect Plague
  • Life Drain*
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Planar Binding
  • Raise Dead
  • Scrying
6th level
  • Circle of Death
  • Create Homunculus
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Otto's Irresistible Dance
  • Soul Cage
  • Summon Fiend
  • Tasha's Otherworldly Guise
7th level
  • Finger of Death
  • Fire Storm
  • Mirage Arcane
  • Power Word Pain
  • Project Image
  • Regenerate
  • Resurrection
  • Simulacrum
  • Voodoo*
8th level
  • Abi-Dalzim's Horrid Wilting
  • Antipathy/Sympathy
  • Chant of the Coven*
  • Clone
  • Control Weather
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Incendiary Cloud
  • Maddening Darkness
  • Power Word Stun
9th level
  • Imprisonment
  • Mass Polymorph
  • Power Word Kill
  • Psychic Scream
  • Shapechange
  • True Polymorph
  • True Resurrection
  • Weird

Appendix B: Spells

Chant of the Coven

8th-level enchantment (ritual)


  • Casting Time: 1 minute
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small cauldron filled with water and a handful of rare herbs worth at least 1,000 gp)
  • Duration: 24 hours

You join hands with up to 12 willing creatures, surround the cauldron used in the casting of this spell, and begin an ancient chant in unison. Creatures with Intelligence scores of 2 or less and creatures who do not share at least one language with you cannot participate in the chant.

Once the chant is complete, all creatures that participated become bonded by witch magic and gain the following benefits for the duration of the spell:

  • Bonded creatures are telepathically linked as if by the Rary's Telepathic Bond spell
  • Bonded creatures gain a flying speed of 30 feet. When the spell ends, a creature falls if it is still aloft, unless it can stop the fall.
  • When a creature attacks or casts a harmful spell that targets one bonded creature, one other bonded creature may use its reaction to make an attack or cast a cantrip against the attacker.

Affected creatures must remain within 100 feet of you to maintain these benefits, and the spell ends early if any affected creature is incapacitated or killed.

Curse Object

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

You touch an object of size Medium or smaller that isn't being worn or carried. The chosen object becomes cursed for the duration. When you cast this spell, choose the nature of the curse from the following options:

  • The object becomes impossibly heavy, and no creature is able to lift it.
  • Any creature that touches it becomes magically stuck to it and cannot be separated from it.
  • (Weapons only) Creatures have disadvantage on attack rolls made using this weapon.
  • (Armor only) Choose a damage type. Whenever a creature wearing this armor takes damage of the chosen type, they take an extra 1d8 damage.

A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, the object you target can be worn or carried by a creature. If you use a 9th level spell slot, the spell lasts until dispelled.

Harrow

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a spider's leg)
  • Duration: Concentration, up to 1 minute

A creature that you can see within range becomes cursed for the duration as you begin to torment its mind. While cursed, the target must succeed on a Wisdom saving throw each time it takes damage (from a source other than this spell) or take an extra 1d4 psychic damage. A remove curse spell ends this effect.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot above 2nd.

Kajamiri's Mortal Haze

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (a petrified skull)
  • Duration: Concentration, up to 1 minute

You unleash a deathly gray mist that taints the air around a creature of your choice that you can see within range. Until the spell ends, the creature must make a Constitution saving throw at the start of each of its turns. On a failure, the creature takes 1d12 necrotic damage for each turn it failed a saving throw from this casting of the spell (starting at 1d12 necrotic damage for the first failed saving throw). If a creature ever succeeds on the saving throw, the spell ends on them.

Additionally, any necrotic damage a creature takes while under the effects of this spell reduces its maximum hit points by an amount equal to the necrotic damage taken. A creature affected in this way has its maximum number of hit points restored once it finishes a long rest.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of creatures you can target increases by one for every spell slot above 2nd.

Leaping Ill

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Choose one of the following conditions currently affecting a creature you can see within range: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned. You magically cause the ailment to spread to another creature within 30 feet of the first creature. The new creature must succeed on a Wisdom saving throw or be afflicted by the same condition for the duration. If the condition is charmed or frightened, the source of the charm or fear is the same for the new creature.

The condition ends on that creature early if it also ends on the original creature.

Life Drain

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a lit candle and a vial of the caster's blood)
  • Duration: Instantaneous

Black, ethereal tendrils lash out from you and tether onto up to 8 creatures of your choice that you can see within range. Each affected creature must make a Constitution saving throw as you begin to siphon their life energy to replenish your own. On a failure, a creature takes 8d4 necrotic damage and gains one level of exhaustion. On a success, a creature takes half as much damage and isn't exhausted. Additionally, for each affected creature, you regain hit points equal to half of the damage dealt.

At Higher Levels: When you cast the spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th.

Mind's Ire

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You focus a sinister glare on a creature you can see within range as you attempt to boil it with your mind. The creature must succeed on an Intelligence saving throw or take 2d12 psychic damage and 2d12 acid damage, or half as much on a success.

If you were concentrating on a different spell, your concentration on it immediately ends and you roll double the damage dice for this spell.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 (you choose: acid or psychic) for every two slot levels above 4th.

Misfortune

3rd-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A creature you can see within range must succeed on a Wisdom saving throw or become plagued by bad luck. For the duration of the spell, the target has disadvantage on all ability checks, attack rolls, and saving throws.

If the target succeeds on an ability check, attack roll, or saving throw over the spell's duration, it escapes the spiral of misfortune and the spell ends. A remove curse spell or similar magic also ends this effect.

Mute

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You mute a foe. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target can't speak or cast spells with a verbal component for the duration.

At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Summon Chimera

4th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (body parts from at least three different types of animals in a jewel-encrusted jar worth at least 400gp)
  • Duration: Concentration, up to 1 hour

You magically fuse together the limbs of beasts to create a chimera. It manifests in an unoccupied space that you can see within range, and uses the Chimeric Beast stat block. When you cast this spell, choose 3 traits from the list of chimera traits listed in its statblock for it to have. The creature resembles a deformed amalgamation of different creatures determined by your choice of traits. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.

At Higher Levels: When you cast the spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears on the stat block. Additionally, for each spell slot above 4th, you can choose one additional trait for the chimera to have.


Chimeric Beast

Large monstrosity


  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 30 + 5 for each spell level above 4th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 4 (-3) 8 (-1) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 8
  • Challenge
  • Proficiency Bonus equals your bonus

Agile (chimera trait). The creature's speed increases by 15 ft. and it has advantage on Dexterity saving throws.

Aquatic (chimera trait). The creature has a 30 ft. swim speed and can breathe underwater.

Fire Breath (chimera trait). In place of its multiattack, the chimera can make a breath weapon attack in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 1d6 fire damage per level of the spell on a failed save, or half as much on a success.

Flight (chimera trait). The creature has a 30 ft. flying speed.

Retractable Limb (chimera trait). The creature's attacks have a reach of 15 ft.

Spines (chimera trait). Each time the creature takes damage from a melee attack, the attacker takes piercing damage equal to the level of the spell.

Thick Shell (chimera trait). The creature has a +4 bonus to its armor class.

Toxins (chimera trait). The creature's savage strike attacks deal an extra 1d4 poison damage. Additionally, creatures that take this damage must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of your next turn.


Actions

Multiattack. The chimera makes a number of attacks equal to half this spell’s level (rounded down).

Savage Strike. Melee weapon attack: your spell modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage.

Voodoo

7th-level necromancy (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a small doll and a body part of the creature targeted in the spell)
  • Duration: Until dispelled

You incorporate a piece of a creature (such as a fingernail, lock of hair, or feather) into the doll used in the casting of this spell. If the target creature is already bound to a doll through a previous casting of this spell, the spell fails. Otherwise, the creature's soul becomes bound to the doll, causing them to experience any significant tactile sensations that the doll experiences, such as feeling soaking wet if the doll has been submerged underwater.

Additionally, a creature can attack or cast a spell on the doll as though it were the bound creature, regardless of the creature's true location. Use the bound creature's statistics to determine whether the attack or spell is successful. Each time the doll is targeted by an attack or spell in this way (regardless of whether it is successful), roll a d10. On a 3 or lower, the creature's connection to the doll is temporarily severed and this spell's effects are suspended until the next dawn.

When the bound creature dies, the doll is destroyed and the spell ends.

Appendix C: Witchcraft

When adding the vestige of a monster to the material component of a spell that you cast, refer to this list to determine the bonus effect added to the spell, which depends on the creature type of the monster from which the vestige was harvested.

Aberration

The target's mind becomes gripped by a strange psychic energy. It must succeed on an Intelligence saving throw or take psychic damage equal to your proficiency bonus and be stunned until the end of your next turn or until it takes damage.

Beast

The target becomes filled with a primal rage. It must succeed on a Wisdom saving throw (which it can choose to fail) or immediately use its reaction to make one melee weapon attack against a creature of your choice that you can see. On a hit, this attack deals extra damage equal to your proficiency bonus.

Celestial

The target becomes swathed in a burning light. It must succeed on a Constitution saving throw or take radiant damage equal to twice your proficiency bonus and become blinded until the end of your next turn.

Construct

The target's motions become sluggish as it begins to transform into an inanimate object. It must succeed on a Constitution saving throw (which it can choose to fail) or become petrified until the end of your next turn. Its body turns to a solid material of your choice, such as stone, wood, or porcelain.

Dragon

The target becomes consumed by material desire. It must succeed on a Charisma saving throw or become fixated on an object of your choice that you can see. On its next turn, the target must use its movement to approach the object by the shortest and most direct route, ending its movement if it moves within 5 feet of the object. The target can use its other actions as normal.

Elemental

The target becomes enveloped in an elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each time the target takes damage of the chosen type until the end of your next turn, the damage is either reduced or increased (your choice) by an amount equal to your proficiency bonus.

Fey

The target becomes deeply infatuated with a creature. It must succeed on a Wisdom saving throw or become charmed by a creature of your choice that you can see until the end of your next turn.

Fiend

The target begins burning with a sinister fire. It must succeed on a Dexterity saving throw or take fire damage equal to three times your proficiency bonus.

Giant

The target begins to feel weak and small compared to the world around it. It must succeed on a Strength saving throw or become light and feeble. Each time the target takes damage from an attack until the end of your next turn, you may move it up to 5 feet in any direction.

Humanoid

You attempt to magically foil the target's next moves. The next time the target makes an attack roll, ability check, or saving throw, they suffer a penalty to the roll equal to your proficiency bonus.

Monstrosity

The target is magically rent by an unknown, monstrous force. The target must succeed on a Strength saving throw or take bludgeoning, piercing, or slashing damage (your choice) equal to twice your proficiency bonus and be knocked prone.

Ooze

The target begins oozing acid that corrodes its body. It must succeed on a Constitution saving throw or take acid damage equal to your proficiency bonus and suffer a penalty to its AC equal to your proficiency bonus. The target can repeat the saving throw at the end of each of its turns, ending the penalty to its AC on a success.

Plant

Tangled vines and grasping weeds writhe around the target. It must succeed on a Dexterity saving throw or have its speed halved. The target can repeat the saving throw at the end of each of its turns, ending the penalty to its movement on a success.

Undead

The target becomes filled with an overwhelming sense of dread. It must succeed on a Wisdom saving throw or take necrotic damage equal to twice your proficiency bonus and become frightened of a creature of your choice that you can see until the end of your next turn.

 

Credits

Cover Art: Igor Grechanyi
"still life with a copper cauldron and magic book" Art: Dasha Henrih
"witch" Art: Rémi Jacquot
"voodoo doll" Art: Ceiling

Special thanks to u/mbumbee, u/ogskive, and others for ideas and advice!

 

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