THE WITCH
“Are you a good witch or a bad witch?” - The Wizard of Oz (1939)
A
squat human hums a song, petting her black cat, and stirs a small
cauldron filled with a bubbling blue liquid that will grant her
invisibility when she sneaks into the tower of the dread lord to steal
back the gold he has been taking from the overtaxed peasants in her
village.
A
halfling bobs up and down on a flying butter churn as she races her
cackling raven through the canyon with a wyvern hurdling after them,
probably wanting her eggs back, as the thieves escape her lair.
A
purple octopus climbs up the shoulder of her blue skinned tiefling
master and watches as he prepares to summon a demonic servant to help
them open the large iron door that separates them from the next steps in
their quest for power.
In
the world of Narya, a witch is a spellcaster that not only taps into
the arcane but also draws upon the divine and natural to empower their
spells. Whether their mother taught them everything she learned from her
mother or they became an apprentice to a local coven one foggy night,
witches are naturally drawn to the unnatural and strange. Whether that
supernatural attraction is like a moth to the flame or two lovers in
harmony is up to the witch.
THE QUICKENING
Every
now and then a child is born that finds themselves extremely sensitive
to the supernatural. Perhaps they inherited it from their bloodline or
they witnessed some weird event or perhaps it is just a result of the
chaotic nature of reality, but these children are born and their
sensitivity causes them to chafe with society. This sensitivity causes
them to see things that others wouldn’t, to ask questions that no good
mannered person would ask and to think differently than others . They are eccentric, to say the least, and
they seek out the unusual instinctually. They are drawn to it.
After
some time, either in childhood or youth, they begin having strange
dreams. In their dreams, they are accompanied by a friend-- usually a
cat, a small dog, a bird, a doll or an octopus-- that all can talk. One
morning, they wake up, and, sitting on the bedpost, the friend becomes
real. The friend explains that the child has begun the quickening, that
they are the child’s familiar and that the child is a witch.
This
is the strange manner that witches not born into a witching family are
introduced to their gift and to the world of Witchcraft.
PERSECUTION
Witches
are usually found in a society where magic is suppressed. In the world
of Narya, there are places like Thule where magic, whether arcane,
divine or natural, are discouraged and practitioners are rejected, if
not persecuted, by the locals.
This
is especially true among women in the more backwards parts of the
realm. After all, a woman with power is dangerous in a patriarchy. If
women are expected to be subservient and seen but not heard, then a
woman who can tap into incredible power is not only a danger to those
around her but to the community in the eyes of the local authorities.
For this reason, witches are often scapegoated and hunted down.
This
persecution caused magical knowledge to become a scarcity in these
regions and actually furthers the Craft. After all, if a youth who is
sensitive to magic was in a land where magical education is prevalent,
they would become a druid, a cleric or a wizard. And so the common folk,
the wise women and medicine women, mix the practices of several
spellcasting traditions into an art called the Craft and pass it on to
the next generation of witches.
THE CRAFT
The Craft of
Witchery, witchcraft, is what some elitist spell-casters would call
"common magic" or even "country magic". The most common witch practices a
mix of medicine, fortune telling, and, for a price, putting hexes on
people. A witch does specialized jobs from midwifery to exorcism. In
many communities, such women have learned the trade from an older witch,
even passed down from mother to daughter, and are respected
cornerstones of country living. While reclusive, some witches form small
groups called Covens. It is generally considered bad luck to gather
more or less than three witches at a time: the Elder, is the oldest and
is usually childless (called the "Crone" in evil covens), the Mother,
has children and may even have a family, and the Maiden, a childless
youth. They generally gather at special meetings to discuss local
occurrences and collaborate on solutions to problems too big for a
single witch.
These
"good witches", according to those that call themselves such, help
people. This doesn't mean, necessarily, doing what people want. Good
isn't nice. Good does what's needed. Sometimes this means witches
manipulate people, often relying on their knowledge and cunning over
actual magic application, but always for the greater good. A good witch
is a welcome member to any community in need. And yet, witches have a
bad reputation in places, such as Thule and, perhaps, this is a mix of
superstition and misogyny. After all, most spell-casters and those who
seek and use power are at risk of being corrupted. But still, the
prevalence and infamy of bad witches in folklore is indisputable.
There
are plenty of reasons for a witch to go bad: they live alone, they are
touched by magic, they are eccentric, they are persecuted and they
meddle in the affairs of the outer planes. Some witchcraft relies upon
drawing upon patrons, like demons or devils, for magic and that takes a
toll. Their interests in the community turn from helping to hurting;
they give potions with bad effects, they steal away livestock and
children for dark purposes and, generally, become crazier and crueler.
They basically become hags. And then somebody has to stop them.
Bad
witches give their good counterparts such a bad reputations that,
generally, good witches don't advertise their talents widely. After all,
nobody wants to be burned at the stake.
THE WITCH
Level
|
Proficiency Bonus
|
Features
|
Cantrips Known
|
Brew Points
|
Spells Slots per Spell Level
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
9th
|
1st
|
2
|
Witch’s Familiar, The Craft
|
2
|
-
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
| |
2nd
|
2
|
Witch's Brew
|
2
|
1
|
3
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
| |
3rd
|
2
|
Witch's Coven
|
2
|
1
|
4
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
| |
4th
|
2
|
Ability Score Improvement
|
3
|
1
|
4
|
3
|
-
|
-
|
-
|
-
|
-
|
-
|
-
| |
5th
|
3
|
-
|
3
|
2
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
| |
6th
|
3
|
Witch's Coven Feature
|
3
|
2
|
4
|
3
|
3
|
-
|
-
|
-
|
-
|
-
|
-
| |
7th
|
3
|
Witch's Ride
|
3
|
2
|
4
|
3
|
3
|
1
|
-
|
-
|
-
|
-
|
-
| |
8th
|
3
|
Ability Score Improvement
|
3
|
2
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
-
| |
9th
|
4
|
-
|
3
|
3
|
4
|
3
|
3
|
3
|
1
|
-
|
-
|
-
|
-
| |
10th
|
4
|
Witch's Coven Feature
|
4
|
3
|
4
|
3
|
3
|
3
|
2
|
-
|
-
|
-
|
-
| |
11th
|
4
|
Superior Familiar
|
4
|
3
|
4
|
3
|
3
|
3
|
2
|
1
|
-
|
-
|
-
| |
12th
|
4
|
Ability Score Improvement
|
4
|
3
|
4
|
3
|
3
|
3
|
2
|
1
|
-
|
-
|
-
| |
13th
|
5
|
-
|
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
|
4
|
4
|
3
|
3
|
3
|
2
|
1
|
1
|
1
|
-
| |
17th
|
6
|
-
|
4
|
5
|
4
|
3
|
3
|
3
|
2
|
1
|
1
|
1
|
1
| |
18th
|
6
|
Witch Queen
|
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
|
Unbreakable Bond
|
4
|
5
|
4
|
3
|
3
|
3
|
3
|
2
|
2
|
1
|
1
|
CREATING A WITCH
As
you make your witch, consider thinking about how they came to the quickening. Were they raised by a witch? Or were they unaware of their
gift until they got it? Also consider if and how they interact with
their coven: Do they regularly meet with their coven? Do they get along
with their coven? Are the other members of the coven good or bad? How
many witches are in the coven? Or do you choose to be a coven of one?
You should also consider how the personality of your witch reflects your
witch’s familiar: does the familiar act like a facsimile of you or does
it have a very distinct personality? You should also carefully consider
your Coven role and the coven you’re going to be linked to: do you take
on the aspects of the charming maiden, the intuitive mother or the
cunning crone? Do you feel connected to the desire the ambition in Air
and Darkness or the control of Ash and Dust or the destructive zeal of
the Fire and Blood or the kindness of Light and Laughter or do you seek
the strange justice of Tears and Vengeance?
Work with your DM to figure out how witches fit in their setting and in their campaign.
QUICK BUILD
You
can make a witch quickly by following these suggestions. First, choose
the witch’s cat as your witch’s familiar. Second, pick the aspect of the
Crone: Intelligence should by your highest score, followed by
Constitution and Dexterity. Third, pick the hermit background. Fourth,
choose poison spray and produce flame cantrips, along with the 1st-level spells hex and witch bolt.
CLASS FEATURES
As a witch, you gain the following 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: Simple weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Insight, Medicine, Nature, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon
- An explorer’s pack
- A herbalism kit
WITCH’S FAMILIAR
At
1st level, upon connecting to the raw magicks of the world by the quickening, natural and unnatural, you are approached by a witch’s
familiar. A witch’s familiar is a creature that serves the witch as her
spell focus.
As
opposed to a familiar found through the find familiar spell, a witch’s
familiar is instead part of the witch’s spirit that is a literal
embodiment of the witch’s connection to magic gained by the quickening.
Otherwise, it functions identically to a familiar in the Find Familiar spell except you choose from the following list: witch’s cat, witch’s dog, witch’s doll, witch’s octopus, or witch’s raven.
You learn the Find Familiar spell
and can cast it as a ritual without a spell focus or material
components. The spell doesn’t count towards your spells known.
THE CRAFT
Your
connection to the arcane trinity, the quickening, has granted you the
ability to cast spells with the aid of your familiar and practice the
Craft.
CANTRIPS
You
know two cantrips of your choice from the Witch cantrip spell list. You
learn additional cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Witch table.
SPELL SLOTS
The
Witch table shows how many spell slots you have to cast your spells of
1st level and 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.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At 1st level, you know a number of witch spells equal to your spellcasting ability
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 spellcasting ability of 16, your list of
known spells includes six spells of 1st or 2nd level, in any
combination, chosen from your spell list. If you prepare the 1st-level
spell Color Spray, 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
learn new spells through your quickening. You learn one new spell from
the Witch Class spell list if you gain a witch level, except at level 3,
5, 7, 9, you only learn your coven spells, or permanently increase your
spellcasting modifier. You do not forget known spells if your
spellcasting ability modifier or witch level is temporarily decreased
and you do not gain spells if your spellcasting ability modifier or
witch level is temporarily increased.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your witch spells, since you gain your spells through your connection to the quickening-- your supernatural and inherent magical intuition You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier= your proficiency bonus + your spellcasting ability modifier
RITUAL CASTING
You can cast a witch spell as a ritual if that spell has the ritual tag.
SPELLCASTING FOCUS
You can use a familiar as a spellcasting focus for your witch spells as long as the familiar is within 100 feet.
COVEN ASPECT
Within a coven of witches, there are three members: the maiden, the mother, and the crone. These roles represent the aspects of different stages of life and the aspect a witch represents in her actions, personality and appearance. It also determines an additional proficiency. Pick one of the following:
THE MAIDEN
This
aspect is associated with youth, curiosity, energy, and passion.
Witches that choose the aspect of the Maiden are beautiful and youthful,
supernaturally so, regardless of their age, that may be alluring to
some and off putting to others. A maiden witch is most likely to have
romantic flirtations with others and spend time in/or around social
gathering places
A witch of the Maiden Aspect gains Persuasion or Deception as a skill.
THE MOTHER
This
aspect is associated with maturity, responsibility, intuition and
courage. Witches that choose the aspect of the Mother are intuitively
tied to their surroundings and are very empathetic to others. Their
appearance tends to be the most natural among witches. A mother witch is
most likely to have or care for children and animals and live in a
village
A witch of the Mother Aspect gains Perception or Insight as a skill.
THE CRONE
This
is aspect is associated with experience, diligence, patience and
determination. Witches that choose the aspect of the Crone seek power
and knowledge, often pushing others away, and have a reputation for
preferring a life of solitude. Their appearance takes on unusual or even
unattractive characteristics with warts, birthmarks or moles, unusual
skin, hair and/or eye coloration, and other extreme features. A crone is
most likely to live far from civilization
A witch of the Crone Aspect gains one knowledge skill from the follow options: Arcana, History, Nature, or Religion.
WITCH’S BREW
Starting
at 2nd level, you get a brew point and gain additional brew points at
higher levels, as shown in the Brew Points column of the Witch table.
You can create special potions or “witch’s brews” with a “brew spell”. A
brew spell is a spell included on the witch’s brew spell list.
In order to create a witch’s brew, you must perform the follow three requirements in this order:
- Use a herbalism kit or spend an amount of time deemed adequate by the dungeon master gathering herbs/ingredients from the surrounding area if possible to create the liquid or liquid-like base for the brew. The brew will also require a container such as a vial but a bowl, cup, water skin, etc. will suffice per the dungeon master’s discretion.
- Expend a brew point.
- Expend a spell slot of the spell’s level or higher, expend necessary materials with a cost as if you were casting the spell, and maintain concentration as you craft the brew for an amount of time equal to the greater amount of time between 1 minute or the spell’s casting time.
If
you succeed in performing those steps, you will have created a witch’s
brew. If you stop the process or are interrupted, you fail and regain
your brew point, spell slot and expended materials with a cost.
When consumed or absorbed through the skin, the witch’s brew grants the consumer the effects of that spell as if they are the spell’s target. All brews use the witch’s spell save DCs but any effect that requires concentration is based on the concentration of the brew consumer.
When consumed or absorbed through the skin, the witch’s brew grants the consumer the effects of that spell as if they are the spell’s target. All brews use the witch’s spell save DCs but any effect that requires concentration is based on the concentration of the brew consumer.
You
determine the variant effects of a brew spell when creating a witch’s
brew. For example, if you create a Polymorph witch’s brew, you can
decide that anyone who consumes the brew will become a toad. If you
expend more spell slots to increase the number of creatures that would
normally be affected by the spell, you may create additional doses. For
example, when casting the Invisibility spell,
for every level of spell slot above level 2 that you use, you increase
the number of targeted additional creatures by one. So, if you use a
level 3 spell slot to create an Invisibility brew, you can create an additional dose.
Also
if a spell would normally target more than one creature, you may make
additional doses equal to the number that can be affected. For example,
if you create a Mass Suggestion brew, you can create up to 12 doses.
After
24 hours, any brews that have not been used expire and lose their
potency. When a brew expires, you regain all expended materials with a
cost used to create the brew.
You
can only have a number of active brews equal to your brew point
maximum. If and/or when you make another brew past the number of max
brew points available to you at this level, the oldest brews expires and
loses its potency.
You regain your brew points when you finish a long rest.
BREW SPELL LIST
The following spells can be made into witch’s brews:
1st Level
Charm Person, Cure Wounds, Expeditious Retreat, False Life, Jump, Longstrider, Ray of Sickness, Sleep, Speak with Animals
2nd Level
Alter
Self, Barkskin, Blindness/Deafness, Comprehend Languages, Darkvision,
Detect Thoughts, Enhance Ability, Enlarge/Reduce, Invisibility, Lesser
Restoration, Protection from Poison, Ray of Enfeeblement, Suggestion,
Spider Climb
3rd Level
Bestow
Curse, Feign Death, Fly, Gaseous Form, Haste, Nondetection, Protection
from Energy, Remove Curse, Revivify, Slow, Speak with Plants, Tongues,
Water Breathing,
4th Level
Banishment, Greater Invisibility, Polymorph, Stoneskin
5th Level
Animate Objects, Awaken, Create Undead, Dominate Person, Geas, Greater Restoration, Mass Suggestion, Modify Memory, Raise Dead
6th Level
Flesh to Stone, Mass Suggestion, True-Seeing
7th Level
Regenerate, Resurrection
8th Level
Animal Shape, Dominate Monster, Feeblemind, Mindblank, Power Word Stun, Telepathy,
9th Level
Power Word Kill, Shapechange, True Polymorph, True Resurrection
WITCH’S COVEN
Starting
at 3rd level, you have become part of a coven (whether you know it or
not), including two other witches from your homeland or with at least
two allies of your choice or with your family/clan/community, and your
witch’s familiar grants you benefits based on your contract with the
coven: Air & Darkness, Ash & Dust, Fire & Blood, Light &
Laughter, and Tears & Vengeance, each 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 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.
WITCH’S RIDE
At
7th level, you gain the ability to turn a mundane object of your size,
or up to a large item, into a witch’s ride (a flying vehicle). It is up
to you to pick the object, whether the classic broomstick, a cauldron, a
wash pot, a fancy carpet or something more unique like a dragon’s
skull, but they all have the same properties. It takes one hour of
concentration on the object to turn it into a witch’s ride. The witch’s
ride functions like the mundane item until you stand astride it and
speak its command word. It then hovers beneath you and can be ridden
into the air. It has a flying speed of 60 feet. It can carry up to 500
pounds, but its flying speed becomes 30 feet while carrying over 250
pounds. The ride stops hovering when you land.
You
can send the ride to travel alone to a destination within 1 mile of
you, if you speak the command word, name the location, and are familiar
with that place. The ride comes back to you when you speak a command
word, provided that the ride is still within 1 mile of you.
At
9th level, your witch’s ride improves. You can turn a mundane object of
tiny size or up to a large item into a witch’s ride (a flying vehicle).
At your command, the witch’s ride can increase or decrease between the
tiny and large size categories. It can also carry up to 1,000 lbs, but
its flying speed becomes 30 feet while carrying over 500 pounds.
At
13th level, your witch’s ride improves. At your command, the witch’s
ride can now carry up to 1,500 lbs, but its flying speed becomes 30 feet
while carrying over 1,000 pounds.
SUPERIOR FAMILIAR
At
11th level, you gain the ability to cast all of your witch’s spells
from your witch’s familiar as long as you can telepathically communicate
with it and you can communicate telepathically with your familiar up to
a mile away.
WITCH QUEEN
At
18th level, your mastery of the Craft grants you the ability to sustain
yourself so that you age more slowly and your lifespan is expanded
tenfold. For example, as a human, for every 10 years that pass, your
body ages only 1 year.
UNBREAKABLE BOND
At 20th level, as long as your familiar is alive, it can cast True Resurrection on you to bring you back to life without needing to expend any components or spell slots.
WITCH COVENS
At
3rd level, a witch has gained enough power and notoriety that she
cannot ignore the draw of a coven and, even if she does, she still
becomes connected to one. Connecting to a coven grants a witch special
powers that inform the type of witch she is going to be from an alluring
enchantress to a manipulator of the relationship between life and death
to a cackling pyromaniac to a charitable white witch to a scheming sea
witch.
COVEN SPELLS
Each
coven has a list of spells-its coven spells-that you gain at the witch
levels noted in the coven description. Once you gain a coven spell, you
always have it prepared, and it doesn't count against the number of
spells you know. If you would gain a coven spell from your coven but
already know it, you may learn another witch spell of your choice..
If you have a coven spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.
AIR & DARKNESS
Perhaps
your coven styles their magic on the Queen of Air & Darkness from
the Twilight Realm, dread ruler of the gloaming court, a being of
terrible beauty and power. On the other hand, you may very well
sympathize and admire the cunning and style of the Kingslayer, Morgana
la Fey.
When
you call upon the powers of Air and Darkness, you draw them from the
Queen’s Unseelie Court, the elemental plane of Air, the winds from North
to South and East to West and from other gods and goddesses of air,
darkness, and magic.
COVEN SPELLS
The knowledge you draw upon, whispers and secrets carried on the wind, lets you add these spells to your arsenal.
AIR & DARKNESS COVEN SPELLS
3 Charm Person, Command
5 Suggestion, Darkness
7 Sending, Compulsion
9 Dominate Person, Geas
BEAUTIFUL AND TERRIBLE
At
3rd level, your abilities to turn your beauty into a terrifying and
enchanting power have begun to bear fruit. As a bonus action, you can
radiate your beauty or fury in a way that is guaranteed to turn heads,
make a grand entrance, or make others tremble in their boots. When you
do so, choose a humanoid within 60 feet of you who can see and/or hear
you. The target must succeed on a Wisdom saving throw against your spell
save DC or be charmed by you. While charmed in this way, the target is
enchanted by your magnificence, it is more willing to take your
suggestions seriously, give you their attention, more willing to argue
or speak on your behalf, be scared by you and avoids violence unless it
was already inclined to fight on your behalf. This effect ends on a
target after 1 hour, if it takes any damage, if you attack it, or if it
witnesses you attacking or damaging any of its allies. If a target
succeeds on its save against this effect, the target has no hint that
you tried to charm it.
You
can use this feature a number of times equal to your spellcasting
modifier (minimum 1). After using it a number of times equal to your
spellcasting modifier, you can’t use it again until you finish a short
or long rest.
You also gain the Friends cantrip. It does not count towards your number of known cantrips.
UNSEELY DOMINATION
Starting
at 6th level, whenever you use an enchantment spell on a creature, if
when the spell ends the creature the creature realizes that you used
magic to influence it, the creature must roll a Wisdom saving throw
against your witch spell save DC. It if fails the saving throw, it
instead doesn’t realize you used magic to influence it.
MIND OF IRON
Starting
at 10th level, after years of manipulating others, you have realized
the dangers of mind-affecting magic and have developed defenses against
it. You are immune to being charmed, and when another creature attempts
to charm you, you can use a reaction to attempt to turn the charm back
on that creature. The creature must success on a Wisdom saving throw
against your witch spell save DC or be charmed by you for 1 minute or
until the creature takes any damage. You regain this ability on a short
or long rest.
LOVE ME AND DESPAIR
Starting
at 14th level, your ability to dominate your lessers allows you to
manifest terrible beauty that overwhelms their senses.
As
an action you can choose any number of creatures that can see or hear
you within 60 feet. They must make a Wisdom saving throw against your
witch spell save DC. On a failed save, they are charmed or frightened by
you (your choice) for 1 minutes or until your concentration is broken
(as if you are concentrating on a spell).
You must finish a long rest before you can use this feature again.
ASH & DUST
Your
coven is interested in the passage of time, the old ways and the new,
and knows that all will come to ruin in time: ashes to ashes, dust to
dust.
Your
coven might worship Angboda, the Witch of the Iron Wood or revere a
powerful lich or other undead entity. You draw your power from
manipulating the natural order of time, from death and from the passage
of season, and revere gods of nature, death and time like Sylvanus,
Mort, and even the dead Kronos.
COVEN SPELL LIST
You find your path in the dust and ash left behind by ruin and gain these spells as nettles in your bush.
ASH & DUST COVEN SPELLS
3, Ray of Sickness, Entangle
5 Ray of Enfeeblement, Spike Growth,
7 Blight, Grasping Vine
9 Insect Plague, Wall of Thorns
EVERYTHING IN ITS TIME
At
3rd level, you draw strength and reap life when surrounded by death.
Once per turn, when you kill a creature or witness a creature being
killed, you may expend a witch class hit die and regain a number of hit
points equal to 1d6+ your spellcasting modifier.
Also, you have the ability to stall death as much as you draw upon it. You learn the Spare the Dying cantrip. It does not count towards you number of known cantrips.
MATRON OF THE DEAD
Starting at 6th level, you learn the animate dead spell. It does not count towards your number of spells known.
You
also gain the ability to Turn Undead. As an action you call upon the
powers of time and each undead that can see or hear you within 30 feet
of you must make a Wisdom saving throw. If the creature fails its saving
throw, it is turned for 1 minute or until it takes any damage.
A
turned creature must spend its turns trying to move as far away from
you as it can, and it can’t willingly move to a space within 30 feet of
you. It also can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use the Dodge
action.
You regain this ability when you take a long rest.
DEATH HOST
At 10th level, you have resistance to necrotic damage and your hit point maximum can’t be reduced.
PAST, PRESENT AND FUTURE QUEEN
Starting
at 14th level, you can become an embodiment of ruin itself and feed of
the possible future of another creature. As an action, you choose a
living creature that you can see within 30 feet of you. That creature
must make a Constitution saving throw against your witch spell save DC.
It it succeeds, you can’t use this feature on it again until you take a
long rest. If it fails, you begin absorbing the creature’s essence. It
can repeat the saving throw at the end of every round. It ends if you
fail to maintain concentration (as if concentrating on a spell), are no
longer within 30 feet of this creature at the end of one of your turns
or until it makes a saving throw, and every time it fails the saving
throw, the creature is ravaged by time and you regain a hit die. The
creature also takes 8d8 + your witch spellcasting modifier necrotic
damage, loses that number of maximum hit points, and decreases its
Constitution ability score by a number equal to your witch spellcasting
modifier. If this damage reduces the target to 0 hit points or its
Constitution ability score becomes 0, it is disintegrated.
A
disintegrated creature and everything it is wearing and carrying,
except magic items, are reduced to a pile of fine gray dust. The
creature can be restored to life only by means of a True Resurrection or a Wish spell.
You
may also use this ability on undead creatures and constructs. Instead
of dealing necrotic damage, instead you deal force damage.
You regain this ability when you take a short rest or take a long rest.
You also gain the Create Undead spell. It does not count towards your number of spells known.
FIRE & BLOOD
They
say apples don’t fall far from the tree and, in the case of Fire &
Blood witches, the egg doesn’t fall far from Baba Yaga’s chicken legged
hut. Fire & Blood witches are carnal beings and take pleasure in
destroying their enemies.
When
a Fire & Blood hurls a fireball, they call upon the infinite roil
of the Abyss and the fiery pits of the Nine Hells, they draw their ire
from the elemental plane of fire, and are granted power and knowledge by
the gods of fire and destruction.
COVEN SPELL LIST
When you walk into a room, you contemplate the quickest way to burn it all down. You add these spells as fuel in your quest.
FIRE & BLOOD COVEN SPELLS
3 Burning Hands, Scorching Ray
5 Flaming Sphere, Fireball
7 Fire Shield, Wall of Fire
9 Conjure Elemental, Flamestrike
HELL OR HIGH WATER
Beginning
at 3rd level, your fire spells are beyond the normal hunger of worldly
flame. Spells you cast ignore fire resistance. You also gain resistance
to fire damage.
You also learn the Fire Bolt cantrip. It does not count towards your number of known cantrips.
BURN.
Staring
at 6th level, your inner flame consumes your enemies with a ravenous
vigor. Whenever you hit a creature or creatures with a spell that deals
fire damage, you may use a bonus action and, when you do so, flames
wreathe them. The creatures must make a Dexterity saving throw against
your witch spell save DC. They take 2d6+ your witch spellcasting
modifier fire damage on a failed save, or half as much damage on a
successful one. On a failed save, the creatures also burns as long as
you maintain concentration. The burning creatures sheds bright light in a
30-foot radius and dim light for an additional 30 feet. At the end of
each of its turns, the creatures repeat the saving throw. They take 2d6+
your witch spellcasting modifier fire damage on a failed save, and the
effect ends on a successful one. These magical flames can’t be
extinguished through non-magical means.
If damage from this spell reduces a target to 0 hit points, the creature is turned to ash.
You regain this ability when you destroy a creature with it or take a short or long rest.
I AM FIRE
Beginning
at 10th level, the hunger of your fire spells becomes all consuming.
Spells you cast ignore fire immunity. You also gain immunity to fire
damage.
Also,
whenever you take fire damage from an enemy creature’s attack, spell,
aura, actions, etc., you may spend a healing surge as a reaction.
QUEEN OF THE ETERNAL FLAME
Starting at 14th level, your Burn ability increases to 4d6 + your spellcasting modifier damage.
You also can transform into an Adult Red Dragon as if using the Shapechange spell and all breath weapons you use in this form also use your Burn ability.
You regain this ability after taking a long rest.
LIGHT & LAUGHTER
Not all witches are cruel or grim. Some witches are kind and fair and, in some cases, there are witches downright sugary sweet.
You
take after the goodness of Hylda Fairer-Than-Fairy in your devotion and
dedication to use your craft to help others. You draw upon the Queen of
Summer’s court, the goodly and kindly fey, you seek counsel from
merciful gods and attract the well wishes, blessing and prayers of the
innocent and good.
COVEN SPELL LIST
You
seek to protect and help those that can’t protect or help themselves.
You also use tools to protect them against the evils of the world. These
are your blessings.
LIGHT AND LAUGHTER COVEN SPELLS
3 Healing Word, Cure Wounds
5 Mass Healing Word, Revivify
7 Daylight, Death Ward
9 Mass Cure Wounds, Raise Dead
WHITE WITCH
Starting at 3rd level, you are immune to disease.
Your
goodness grants you unusual restorative powers. A kind word, a smile or
a kiss from you can cure the afflicted. You can use an action to choose
a target within 30 feet. You can remove a disease or one condition
afflicting the target. The condition can be blinded, deafened,
paralyzed, or poisoned. This spell has no effect on constructs or
undead.
You
can perform this action a number of times equal to your spellcasting
modifier (minimum 1). You regain this ability when you take a short or
long rest.
You learn the Spare the Dying cantrip. It does not count towards your number of known cantrips.
MIRACULOUS SAVE
Starting
at 6th level, you can take a reaction to help a creature that has
failed a saving throw that you can see or hear. When you do so, they
reroll the saving throw. They use the higher result.
You regain this ability after taking a long rest.
BLESSED AND BELOVED
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.
PAX EX MACHINA
Starting
at 14th level, you have the ability to beguile creatures into pacifism
with your goodness either by performing a ballad or giving a touching
speech. You can take an action to can choose any number of creatures
that can see or hear you within 60 feet. They must make a Charisma
saving throw against your witch spell save DC. On a failed save, they
are charmed and they can’t attack for 1 minute or until your
concentration is broken (as if you are concentrating on a spell). During
that time, it also can’t cast spells that deal damage or that force
someone to make a saving throw.
This effect ends if they are attacked, take damage, or are forced to make a saving throw or if
they witness any of those things happening to their allies.
You must finish a long rest before you can use this feature again.
You
also can take a reaction to help a creature you can see that has been
hit by a spell or attack or failed a saving throw from a spell. Instead
of being hit or failing, instead you send that creature to another plane
of existence for an instant. It then reappears in the nearest
unoccupied space by you.
You must finish a long rest before you can use this feature again.
TEARS & VENGEANCE
Your
coven most likely meets near a large body of water, such as a lake or
by the sea, or by a waterfall, river, or even in the sewers of a major
sewer. You seek the power to punish those that have wronged you in the
design of Caecillia the Sea Witch.
When
a Sea Witch, such as yourself, uses her craft, she summons strength
from the darkest depths of the ocean, she peers into the endless and
maddening void of Otherworldly horrors, and calls upon gods of the sea,
storm and vengeance.
COVEN SPELL LIST
You fish your spells from the eb and wave of the depths.Your knowledge reflects that terrible truth you found there.
TEARS & VENGEANCE COVEN SPELLS
3 Misty Step, Arms of Hadar
5 Water Breathing, Water Walking
7 Control Water, Evard's Black Tentacles
9 Cone of Cold, Conjure Elemental
WAY OF THE TENTACLE
Beginning
at 3rd level, you gain the ability to breathe underwater and you gain a
swim speed equal to your speed. You are gain resistance to cold damage.
You are also not affected by water pressure or depth.
You also gain proficiency with the trident and can use it as a spellcasting focus.
You also gain the cantrip Thorn Whip
but, instead of creating a long vine-like whip, your whip is like a
toothed tentacle, it deals bludgeoning instead of piercing damage, can
be used to push the creature hit 10 feet away instead of pulled 10 feet
closer, and can grapple a creature your size or smaller (Escape DC equal
to your witch’s spell save DC). It does not count towards your number
of known cantrips.
MYSTERIES OF THE DEEP
Starting
at 6th level, you can take an action to cause a tidal wave of water
that is 10 feet wide and 10 feet thick that travels 60 feet in all
directions, extinguishing all flames and soaking all objects within 60
feet. Each creature that would be affected by this tidal wave must make a
Strength saving throw against your witch spell save DC or be pushed 30
feet away from you and must make a Dexterity saving throw against your
witch spell save DC or be knocked prone. Furthermore, elemental
creatures of fire within 60 feet must make a Constitution saving throw
against your witch spell save DC, taking 8d6 bludgeoning damage on a
failed save, or half as much damage on a successful one. For one minute,
you have resistance to acid, fire, lightning and thunder damage.
You must finish a long rest before you can use this feature again.
EBB AND FLOW
Beginning at 10th level, you can cast the cantrip Thorn Whip as a bonus action. You cannot target the same creature twice with Thorn Whip in one round if you have already hit them with Thorn Whip. You also increase the distance pushed or pulled to 20 feet.
You gain resistance to lightning damage.
RELEASE THE KRAKEN
Starting at 14th level, increase the distance pushed or pulled by Thorn Whip to 30 feet.
Also,
you can take an action to summon squirming ebony black tentacles that
fill the ground within a 30 foot cube centered on you. For the duration,
these tentacles turn the area into difficult terrain.
When
an enemy creature enters the affected area for the first time on a turn
or starts its turn there, the creature must succeed on a Dexterity
saving throw against your witch’s spell save DC or take 3d6 bludgeoning
damage and be restrained by the tentacles until the spell ends. A
creature that starts its turn in the area and is already restrained by
the tentacles takes 3d6 bludgeoning damage.
A
creature restrained by the tentacles can use its action to make a
Strength (Athletics) or Dexterity (Acrobatics) check (its choice)
against your witch spell save DC. On a success, it frees itself.
You
may also use a bonus action to fling any number of restrained targets
up to 30 feet away and it is knocked prone. If a thrown target strikes a
solid surface or falls, the target takes 1d6 bludgeoning damage for
every 10 feet it was thrown. If the target thrown at another creature,
the creature must succeed a Dexterity saving throw against your witch’s
spell save DC or take the same damage and be knocked prone.
The
tentacles disappear when you dismiss them, after 1 minute, or until
concentration is broken (as if you are concentrating on a spell).
You must finish a long rest before you can use this feature again.
WITCH’S SPELL LIST
Cantrips
Acid
Splash, Blade Ward, Chill Touch, Dancing Lights, Friends, Light, Mage
Hand, Mending, Message, Minor Illusion, Poison Spray, Produce Flame, Ray
of Frost, Shocking Grasp, True Strike, Witchcraft
Level 1
Alarm, Burning Hands, Charm Person, Cure Wounds, Chromatic Orb, Color Spray, Command
Create/Destroy
Water, Detect Magic, Detect Poison/Disease,, Expeditious Retreat,
Faerie Fire, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease,
Hex, Inflict Wounds, Jump, Longstrider, Mage Armor, Protection from
Evil and Good, Ray of Sickness, Shield, Sleep, Tasha’s Hideous Laughter,
Thunderwave, Unseen Servant, Witch Bolt
Level 2
Alter
Self, Augury, Barkskin, Blindness/Deafness, Blur, Calm Emotions, Cloud
of Daggers, Continual Flame, Crown of Madness, Darkness, Darkvision,
Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gentle Repose, Gust of
Wind, Heat Metal, Hold Person, Invisibility, Knock, Levitate, Lesser
Restoration, Locate Animals/Plants, Misty Step, Moonbeam, Protection
from Poison, Ray of Enfeeblement, Scorching Ray, See Invisibility,
Shatter, Silence, Spider Climb, Suggestion, Web
Level 3
Animate
Dead, Bestow Curse, Blink, Call Lightning, Clairvoyance, Counterspell,
Daylight, Dispel Magic, Fear, Feign Death, Fireball, Fly, Gaseous Form,
Haste, Lightning Bolt, Meld into Stone, Nondetection, Plant Growth,
Protection from Energy, Remove Curse, Revivify, Sending, Sleet Storm,
Slow, Stinking Cloud, Speak with Plants, Tongues, Vampiric Touch, Water
Breathing
Level 4
Arcane
Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Conjure
Woodland Beings, Control Water, Dimension Door, Evard's Black Tentacles,
Divination, Fire Shield, Giant Insect, Greater Invisibility, Ice Storm,
Locate Creature, Polymorph, Stone Shape, Stoneskin, Wall of Fire
Level 5
Animate
Objects, Awaken, CloudkilI, Cone of Cold, Conjure Elemental, Contact
Other Plane, Contagion, Dominate Person, Dream, Geas, Greater
Restoration, Insect Plague, Hold Monster, Legend Lore, Mass Cure Wounds,
Modify Memory, Passwall, Planar Binding, Raise Dead, Scrying,
Telekinesis, Teleportation Circle, Wall of Force, Wall of Stone
Level 6
Arcane
Gate, Chain Lightning, Circle of Death, Conjure Fey, Create Undead,
Disintegrate, Eyebite, Find the Path, Flesh to Stonem Globe of
Invulnerability, Guards and Wards, Harm, Heal, Magic Jar, Mass Suggestion,
Move Earth, Otiluke’s Freezing Sphere, Otto's Irresistible Dance, Planar
Ally, Sunbeam, True Seeing, Wall of Ice
Level 7
Delayed
Blast Fireball, Etherealness, Finger of Death, Firestorm, Forcecage,
Plane Shift, Prismatic Spray, Regenerate, Reverse Gravity, Sequester,
Symbol, Teleport
Level 8
Animal Shape, Antimagic Field, Antipathy/Sympathy, Control Weather, Demiplane
Dominate
Monster, Earthquake, Feeblemind, Incendiary Cloud, Mind Blank, Power
Word Stun, Sunburst, Telepathy, Trap the Soul, Tsunami
Level 9
Astral
Projection, Foresight, Gate, Imprisonment, Meteor Swarm, Power Word
Kill, Shapechange, Storm of Vengeance, True Polymorph, True Resurrection
UPDATE: Xanathar's Guide to Everything added a bunch of spells. Here are the spells from Xanathar's that witches can learn. I also added additions to the brew list.
Level 0
Control Flames, Create Bonfire, Frostbite, Gust, Infestation, Mold Earth, Shape Water, Thunderclap, Toll the Dead
Level 1
Absorb Elements, Catapult, Cause Fear, Earth Tremor, Ice Knife, Snare,
Level 2
Dragon's Breath, Dust Devil, Earthbind, Healing Spirit, Mindspike, Pyrotechnics, Shadow Blade, Skyrwrite, Warding Wind
Level 3
Catnap, Enemies Abound, Erupting Earth, Flame Arrow, Life Transference, Summon Lesser Demons, Thunder Step, Tidal Wave, Tiny Servant, Wall of Sand, Wall of Water
Level 4
Charm Monster, Elemental Bane, Sickening Radiance, Storm Sphere, Summon Greater Demon, Vitriolic Sphere, Watery Sphere
Level 5
Control Winds, Danse Macabre, Dawn, Enervation, Far Step, Immolation, Infernal Calling, Maelstrom, Negative Energy Flood, Skill Empowerment, Steel Wind Strike, Synaptic Static, Transmute Rock, Wall of Light
Level 6
Bones of the Earth, Create Homunculus, Mental Prison, Primordial Ward, Scatter, Soul Cage
Level 7
Crown of Stars, Power Word Pain, Whirlwind
Level 8
Maddening Darkness
Level 9
Invulnerability, Mass Polymorph, Psychic Scream
Witchcraft
Transmutation
Level: Cantrip
Casting Time: 1 Action
Range: 30 feet
Component: V
Duration: Up to 1 minute
Concentration: Yes
Tapping
into the forces of nature, magic and the divine, you produce one of the
following otherworldly effects within range until you break
concentration:
- You cause a deck of cards to shuffle itself, a spoon to stir a pot, a knife to cut vegetables, an unlocked door or window to open or close, or some other small but impressive household task via telekinesis.
- You can cause a stir in a flame, pool of water, or mote of dust that resembles moving figures, animals or objects.
- You can cause your features to become more exaggerated, grow younger or older, grow beautiful or hideous, or change your appearance in an impressive manner.
Unique Witch’s Familiars
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