Witch

by SwordMeow

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 Witch
Level Proficiency
Bonus
Features Bewitching
Die
Spell Slots Slot Level
1st +2 Eldritch Coven, High Magic - 2 1st
2nd +2 Expertise, Spectral Familiar - 3 1st
3rd +2 Bewitching Die, Spirit Reaper 1d4 4 2nd
4th +2 Ability Score improvement 1d4 4 2nd
5th +3 Spectral Familiar improvement 1d6 4 3rd
6th +3 Coven feature, Witchsight 1d6 4 3rd
7th +3 Expertise, Spirit Reaper improvement 1d8 5 4th
8th +3 Ability Score improvement 1d8 5 4th
9th +4 Beguiling Die 1d8 5 5th
10th +4 Coven feature 1d8 5 5th
11th +4 Occult Oracle (6th level) 1d10 6 5th
12th +4 Ability Score improvement 1d10 6 5th
13th +5 Occult Oracle (7th level) 1d10 6 5th
14th +5 Triple Goddess 1d10 7 5th
15th +5 Occult Oracle (8th level) 1d12 7 5th
16th +5 Ability Score improvement 1d12 7 5th
17th +6 Occult Oracle (9th level) 1d12 8 5th
18th +6 Coven feature 1d12 8 5th
19th +6 Ability Score improvement 1d12 8 5th
20th +6 Divinity Reaper 1d12 8 5th

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 level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Alchemist's supplies

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three skills from Acrobatics, Animal Handling, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, and Survival

Equipment

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

  • (a) alchemist's fire (flask) or (b) antitoxin (vial)
  • (a) 2 sickles or (b) a quarterstaff
  • 10gp worth of charcoal, incense, and herbs
  • Leather armor and a component pouch

Eldritch Coven

At 1st level, you have entered the service of an eldritch liege. It grants the power to carry out its vision to all in its coven, including you. Choose your eldritch power: the Fey Queen, the Profane Fiend, the Ancient Eye, the Lich King, the Dragon Hydra, and the Enthroned Angel, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 18th level.

Some Eldritch Coven features require a saving throw. When they do, you use your Witch spell save DC, found below.

Coven Spells

Each coven has a list of associated spells you gain at the levels noted in the description. Once you gain a coven spell you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a coven spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.

High Magic

Your destiny's allure to your eldritch liege has resulted in their gift of magic to you to carry out their will.

Cantrips

You prepare a number of cantrips equal to your Charisma modifier (minimum of 1) from the witch spell list.

You can change your prepared cantrips when you finish a short or long rest.

Preparing and Casting Spells

The Witch table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your witch spells of 1st level or higher, you must expend a spell slot. 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 Charisma modifier + half your witch level, rounded down (minimum of one spell). You can’t choose a spell higher than the slot level on the Witch table.

You can change your list of prepared spells when you finish a short or long rest. Preparing a new list of witch spells requires time spent in ceremony, prayer, and ritual: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Eldritch Materials

When you cast a spell with a material component that has a cost, you only require half that value in material components.

Great Ritual Casting

You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared. Additionally, that spell is cast at the highest level for which you have spell slots.

Expertise

Starting at 2nd level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either for the chosen proficiencies.

At 7th level, you can choose another two skill or tool proficiencies to gain this benefit.

Spectral Familiar

Beginning at 2nd level, you always have the find familiar spell prepared and it doesn't count against your number of spells you can prepare each day. The familiar has a number of changes for you when you gain its service.

Its size increases to Small if it were smaller, and it either grows physically larger than typical for its kind or becomes a swarm. It otherwise has the same statistics, except it is an aberration, beast, celestial, dragon, fey, fiend, or undead (your choice). You control it on your turn. You can deliver a spell of any range from it as if it had cast the spell.

The familiar is an extension of your spirit. Instead of having its own hitpoints, it shares yours as if you were one creature. The familiar has resistance to all damage it takes and shares your AC. While you and your familiar can see each other, you gain the benefits of the Dodge action.

As an object interaction you can cast find familiar or dismiss or reappear the familiar. You can still cast another spell of 1st-level or higher on a turn you cast find familiar as an object interaction.

Starting at 5th level while you and your familiar can see each other, you have advantage on concentration saving throws.


Your spectral familiar has two attacks: Instinctual Attack and an attack determined by your coven. Some covens grant you additional effects as you advance in levels, as noted in the coven description.

Some attacks require saving throws. When you use such an attack, the DC equals your Witch spell save DC.

At 5th level, you can add your spellcasting ability modifier to the damage roll and the weapon becomes a magic weapon.

Spectral Familiar: Instinctual Attack

Your familiar gains the Instinctual Attack. It bites, claws, kicks or otherwise physically strikes a target of your choice within 5 feet of the familiar. Make a melee spell attack. On a hit the target takes 1d8 in bludgeoning, piercing or slashing damage (whichever is most appropriate to the familiar).

At 5th level, the damage increases to 2d8. It increases to 3d8 at 11th level and 4d8 at 17th.

Bewitching Die

At 3rd level, you learn to lure and entrap others into your magic. You have a Bewitching Die, which starts as 1d4 and increases as shown on the Witch class table.

When a creature makes a saving throw against one of your witch spells or class features, you can expend and roll a Bewitching Die to subtract it from the creature's save. You can do so after you know if it succeeds or fails. If the creature ate or drank from what you gave it in the last minute, you take the highest result for your Bewitching Die instead of rolling.

You have a number of Bewitching Dice equal to your Charisma modifier (a minimum of 1), and regain any expended uses when you finish a long rest.

Spirit Reaper

Also at 3rd level, when you kill a creature with a spell (including with your familiar), or when a creature you are affecting with a spell is killed, you gain temporary hitpoints equal to your Charisma modifier (minimum of 1).

At 7th level, you gain temporary hitpoints equal to twice your Charisma modifier (minimum of 2).

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.

Witchsight

Starting at 6th level, your eldritch liege grants you powers of sight beyond mere mortals. As an action you can activate this witchsight. Until the end of your next turn you can see the true form of any shapechanger, invisible creatures as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can see a faint aura around any visible creature that bears magic, and you learn its school of magic, if any.

Once you activate your witchsight, you can't do so again until you finish a short or long rest.

Beguiling Die

Beginning at 9th level, you can expend one of your Bewitching Dice when you cast a spell that targets only one creature and doesn't have a range of self. On a roll of 5 or above, you can target a second creature in range with the same spell, and on a roll of 9 or above you can target a third. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

Additionally, you regain all of your expended uses of Bewitching Dice when you finish a short or long rest.

Occult Oracle

At 11th level, your eldritch liege bestows upon you the oracle. Prepare one 6th-level spell from your spell list as this oracle.

You can cast your oracle spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you can prepare more witch spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. When you finish a long rest, you regain all uses of your Occult Oracle and can change which oracles you have prepared.

Triple Goddess

Starting at 14th level, you take on the aspect of the Triple Goddess who created the first coven of witches. At the start of your turn, you can channel the Triple Goddess. Two duplicates of you appear adjacent to you, which can take actions and otherwise be affected as a normal creature. They appear the same as you, but have half your hitpoint maximum and have no equipment. Otherwise they share your statistics, except they are undead (incorporeal spirits). They can't regain any expended resources such a spell slots or limited use abilities.

You control the duplicates on your turn, and they last for 10 minutes or until they are reduced to 0 hitpoints. Once the duration ends they disappear.

Once you channel the triple goddess, you can't do so again for 7 days.

Divinity Reaper

At 20th level, when you gain temporary hitpoints with Spirit Reaper from a titan or creature of CR 20 or higher, you regain hitpoints equal to half your hitpoint maximum.

Eldritch Coven

Choose between the eldritch covens below for which coven you hail from, and which liege you hail to.

Fey Queen

You belong to the coven of the Fey Queen, an ethereal ruler of distant power and natural life.

Fey Queen Spells
Witch Level Spell
1 faerie fire
3 phantasmal force
5 blink
7 greater invisibility
9 seeming

Feywild Dreaming

Beginning at 1st level, you can enchant a creature you're talking to as an action. That creature must make a Wisdom saving throw. If it succeeds, it doesn't know you attempted to enchant it unless it has truesight.

If it fails, it is charmed by you and will not attack any creatures you designate. Until the end of its next turn it is incapacitated, dreaming within the feywild. Time passes for it much faster, an entire day of dreaming passing in one round. Once no long incapacitated, the creature is disoriented and remains charmed by you for 1 minute. If at any point the creature takes damage, it can repeat the saving throw.

Only one creature can be affected by this feature at a time, and if you use it on a new creature, it ends on the previous one. If the target succeeds on its saving throw or the effect ends, you can’t use this feature on that creature again until it finishes a long rest.

Spectral Familiar: Mantis Attack

Your familiar gains the Mantis Attack. Make a melee spell attack. On a hit the target takes 2d6 psychic damage. When you roll the same result on both of the first two damage dice, you can immediately make another attack against the same target, potentially provoking this feature again. When you attack charmed targets, you attack with advantage.

At 5th level, the damage increases to 3d6. It increases to 4d6 at 11th level and 5d6 at 17th.

Blooming Despite

Starting at 6th level, you understand how to move like the fey. As a bonus action you can give up any amount of your movespeed to teleport that amount to an unoccupied space you can see. You can bring one adjacent creature with you, and it must already be grappled or charmed by you if it is unwilling.

You can take this bonus action twice, and regain any expended uses when you finish a short or long rest.

None Draw the Eye

Starting at 10th level, you are immune to being charmed by all creatures except fey. If another kind of creature attempts to charm you, you can use Feywild Dreaming on it as a reaction.

Archfey Dreaming

At 18th level, you can't sleep or take a long rest normally. You automatically long rest instantly when it becomes dusk. Additionally, you can't be stunned or unconscious.

Profane Fiend

You belong to the coven of the Profane Fiend, an infernal rule of burning power and infinite war.

Profane Fiend Spells
Witch Level Spell
1 bless
3 darkness
5 fireball
7 fire shield
9 infernal calling

Fiendish Ferocity

Beginning at 1st level, you can abandon composure to attack with fiendish ferocity. When you make your first spell attack on your turn, you can attack ferociously. Doing so gives you advantage on spell attacks on your turn, but attack rolls against you have advantage until your next turn.

Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Spectral Familiar: Culling Attack

Your familiar gains the Culling Attack. Make a melee spell attack. On a hit the target takes 2d4 fire damage. If this reduces the target to 0 hitpoints, it explodes, and creatures of your choice within 5 feet of it take the same fire damage. Additionally, your familiar can attack ferociously.

At 5th level, the damage increases to 4d4. It increases to 6d4 at 11th level and 8d4 at 17th.

Shadow Raze

Starting at 6th level, you build a pyre against your enemies. When you inflict damage on a creature in darkenss or dim light, you can add additional 1d4 fire damage if you inflicted damage on it last round. If you inflicted this damage last round, you can increase it by additional d4, up to the number of d4s in your familiar's Culling Attack.

Devil's Luck

Starting at 10th level, you can always reroll a 1 on any die you roll, including dice rerolled with this feature.

Terrorize

At 18th level, you can terrorize each creature that can see you except others of your choice as an action. Each creature must succeed on a Wisdom saving throw or be frightened of you. While frightened, they are incapacitated.

Terrorized creatures are automatically hit by your Culling Attack at the start of their turns. Creatures of CR or level 10 or higher can repeat the save at the end of each of their turns. Otherwise, they remain terrorized until you leave their sight or they explode.

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

Below is the spell list for you to choose your witch spells from. Witch gains all shadow spells from the Dark Arts Player's Companion on its spell list. A spell marked with * is contained within, and a spell marked with + is contained in meow magic.

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Control Flames
  • Druidcraft
  • Eldritch Blast
  • Friends
  • Frostbite
  • Guidance
  • Hairstyle+
  • Infestation
  • Mage Hand
  • Mending
  • Minor Illusion
  • Primal Savagery
  • Ray of Frost
  • Shape Water
  • Shillelagh
  • Sweet Dreams+
  • Thorn Whip
  • Toll the Dead
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Beast Bond
  • Cause Fear
  • Ceremony
  • Charm Person
  • Command
  • Comprehend Languages
  • Create Charm+
  • Create or Destroy Water
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Enchanting Gaze
  • Find Familiar
  • Grappleground+
  • Healing Word
  • Hex
  • Hunter's Mark
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Ironbinds+
  • Medusa's Gaze+
  • Ray of Sickness
  • Smoke of the Pine+
  • Thunderwave
  • Witch Bolt
2nd Level
  • Alter Self
  • Animal Messenger
  • Arcane Lock
  • Beast Sense
  • Blindness/Deafness
  • Bloom+
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Earthbind
  • Enlarge/Reduce
  • Enthrall
  • Find Steed
  • Heat Metal
  • Hold Person
  • Invisibility
  • Locate Animals or Plants
  • Misty Step
  • Moonbeam
  • Pass Without Trace
  • Prayer of Healing
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Sightfire+
  • Starsee+
3rd Level
  • Aetherthread+
  • Beacon for the Deluded+
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Dispel Magic
  • Erupting Earth
  • Fear
  • Fist of Haunted Wood+
  • Gaseous Form
  • Glyph of Warding
  • Hunger of Hadar
  • Hypnotic Pattern
  • Implant Phobia+
  • Life Transference
  • Magic Circle
  • Meld Into Stone
  • Occult Truths and Lies+
  • Plant Growth
  • Remove Curse
  • Rose Gate+
  • Slow
  • Stunning Stomp+
  • Tidal Wave
  • Thorns of a Rose+
4th Level
  • Arcane Eye
  • Aura of Life
  • Bewitching Apple+
  • Banishment
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Deanimate Undead+
  • Dominate Beast
  • Elemental Bane
  • Evard's Black Tentacles
  • Grasping Vine
  • Greatapple+
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leaping Hands+
  • Locate Creature
  • Misty Walk+
  • North Wind+
  • Phantasmal Killer
  • Planar Hounds+
  • Polymorph
  • Shadow of Moil
  • Watery Sphere
  • West Wind+
5th Level
  • Awaken
  • Black Hole+
  • Bloody Storm+
  • Circle of Power
  • Contagion
  • Cover of Moonlight+
  • Danse Macabre
  • Dominate Person
  • Dream
  • Field of Chains+
  • Geas
  • Hold Monster
  • Maelstrom
  • Mass Freeze+
  • Mislead
  • Mind Shatter+
  • Modify Memory
  • Moonlit Death+
  • Naga's Poison+
  • Raise Dead
  • Storm of Crows+
  • Synaptic Static
  • Tree Stride
  • True Absorb Elements+
  • Walk of Ungoliant+
  • Wrath of Nature
6th Level
  • Bones of the Earth
  • Call Eladrin+
  • Circle of Death
  • Cleansing Flood+
  • Death of the Author+
  • Luck of the Dead+
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Planar Ally
  • Primordial Ward
  • Reap+
  • Scatter
  • Soul Cage
  • True Seeing
7th Level
  • Crown of Stars
  • Etherealness
  • Flower Moon+
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Project Image
  • Sphinx's Roar
  • Whirlwind
8th Level
  • Animal Shapes
  • Antimagic Field
  • Dominate Monster
  • Earthquake
  • Eldritch Cry+
  • Feeblemind
  • Full Sea Moon+
  • Maddening Darkness
  • Maze
  • Mind Blink
  • Sanctum of Magic+
  • Soul in the Mirror+
  • Telepathy
  • Volcano+
9th Level
  • Delusion of Fear+
  • Eldritch Grapple+
  • Imprisonment
  • Mass Polymorph
  • Psychic Scream
  • Still Waters Run Deep+
  • Time Stop
  • Weird
  • Winter's Regal Crown+
  • Wish
 

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