Witch

Witches
Witches are beings of mystery, harnessing a twisted form of arcane magic that few can fully grasp. Some witches gain their abilities through study and devotion, while others make contracts with powerful entities. Many witches draw power from nebulous sources they scarcely understand, granted abilities through their familiar for a yet unknown purpose. Some witches fear their power, while others revel in it. Others still are driven by curiosity and a need to understand the intricacies of their abilities. Regardless of where their power comes from, all witches wield powerful hexes that are capable of crippling their foes, as well as friendlier magic that can aid allies close to them.

Quick Build
You can make a witch quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the Hermit background. Third, choose the chill touch, light, and shocking grasp cantrips, along with the following 1st-leveI spells: bane, disguise self, hex, and thunderwave.

Class Features
As a witch, you have the following class features.

Hit Points:

Hit Dice: 1d8 per witch level

Hit Points at 1st Level: 8 + your Constitution modifier

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

Proficiencies:

Armor: Light armor

Weapons: Simple weapons

Tools: Herbalism kits, Poisoner's kits, or one type of Artisan's tools

Saving Throws: Constitution, Intelligence

Skills: Choose two from Arcana, Deception, History, Intimidate, Medicine, Nature, and Religion

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:
 * (a) a component pouch or (b) an arcane focus
 * (a) an Herbalism kit or (b) a Poisoner's kit or (c) one type of Artisan's tools
 * (a) a scholar's pack or (b) an explorer's pack
 * Leather armor and any simple weapon

Spellcasting
Your magic comes to you through a mysterious force, and your grasp of it relies on your continued effort and study. The more experience you gain, the more powerful you become. See Spell Rules for the general rules of spellcasting, and below for the witch spell list.

Cantrips:

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

Familiar:

You have the services of a familiar that aids you in spellcasting. This familiar holds the essence of all of the magic you know, except your cantrips, which are fixed in your mind. At 1st level, your familiar knows four 1st-level witch spells of your choice, as well as additional ones learned from your covenant. See below for more detailed information about witch familiars and covenants.

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. To do so, choose a number of witch spells from those that your familiar knows 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, chosen from the list of spells your familiar knows. If you prepare the 1st-level spell magic missile, 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 with your familiar, memorizing the incantations and gestures you must make 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 you learn your spells through practice and research. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

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

Ritual 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 as a spellcasting focus for your witch spells.

Learning Spells of 1st Level and Higher: Each time you gain a witch level, you can add one witch spell of your choice to the list of spells your familiar knows. This spell must be of a level for which you have spell slots as shown on the Witch table. On your adventures, you might find other spells that you can teach to your familiar. This process is detailed below.

Witch's Familiar
At 1st level, you gain the service of a bonded familiar that holds all of your spells and serves as a guide in understanding the powers of your covenant. You learn the find familiar spell and can cast it as a ritual without having to prepare it.

Your familiar keeps track of your magic for you and learns more spells as you adventure. At 1st level, your familiar knows four 1st-level witch spells of your choice. It learns additional spells, which you can prepare, based on your covenant (below). Your familiar also learns one new witch spell every time you level, as detailed in the Spellcasting section. You cannot change your prepared spells without spending time with your familiar, but you can continue to cast spells that you have memorized.

Witch familiars are clever enough to not forget spells once they've been taught. Even if killed and resummoned in a new form, your familiar always remembers your spells.

Adding New Spells:

When you find a witch spell of 1st level or higher, you can teach it to your familiar if it is a level which you can prepare and if you can spare the time to perform a special ritual.

For each level of the spell, the ritual takes 2 hours and costs 50 gp. The cost represents material components expended by the ritual. Teaching a spell to your familiar involves copying the spell onto parchment and burning it with rare incenses. The ash is then fed to your familiar. Once you have spent this time and money, your familiar learns the new spell, and you can prepare the spell just like your other spells.

A witch spell on a spell scroll can be taught in the same manner. When using a spell scroll, the witch must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, your familiar learns the spell. Whether the check succeeds or fails, the spell scroll is destroyed.

Covenant
Witches gain their abilities from a covenant, a mysterious power source that influences the type of magic they learn. Your familiar is an emissary of your covenant, offering knowledge and guidance. You are tied to a covenant of your choice, choosing from Athame, Occultist, Shaman, Spiritualist, or White Witch. Each covenant is detailed below. Your covenant grants you abilities at 1st level, and again at 3rd, 6th, and 10th level.

Covenant Spells: At 1st, 3rd, 5th, 7th, and 9th level, you learn additional spells from your covenant which are known as covenant spells. Once you gain access to a covenant spell, it becomes a spell known and is automatically stored by your familiar. You may then choose to prepare this spell whenever you prepare spells for the day. If you have a covenant spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.

Hexes
At 2nd level, you gain two hexes of your choice. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at your current level. Hexes are detailed below.

Greater Familiar
When you reach 3rd level, your familiar gains new abilities, growing stronger so that it can more easily aid you.

Your familiar's hit point maximum equals its normal maximum or three times your witch level, whichever is higher. Add your Intelligence modifier as a bonus to your familiar's AC, as well as to any skills it is proficient in. If your familiar has an Intelligence of 5 or less, its Intelligence becomes 6.

Additionally, it learns one language of your choice and gains the ability to read and speak.

Malediction
Starting at 11th level, all hexes that can only be used once per short rest can now each be used twice per short rest.

List of Covenants
A covenant is where a witch derives their power, and determines their field of study and the types of powers they wield. Each witch's familiar is tied to their covenant and may take on an appearance that suits it. A witch may have a covenant thrust upon them, or they may have entered into a pact willingly. Others still find ancient knowledge they wish to revive. Choose one of the options below.

Athame
Athame are ceremonial blades used in numerous magical rituals, but so too are they the name of witches who take up arms in pursuit of their witchcraft. Some athame are skilled assassins, while others are monster hunters. Some seek resources for elaborate rituals, while others simply serve a calling that demands warfare. Whatever the case, athame are talented warriors.

Athame Covenant Spells:

Bonus Proficiency:

When you choose this covenant at 1st level, you gain proficiency with medium armor, shields, and martial weapons. You also gain one additional skill proficiency of your choice.

Combat Stance:

Starting at 3rd level, you can assume one of three stances: sliding stance, striking stance, or swift stance. You can change which stance you're using as a bonus action. Once you select a stance, it remains active until you change it again or you become unconscious.
 * Sliding Stance: When a creature within melee range of you makes an attack against you and misses, you can use your reaction to move up to half your speed. This movement doesn't provoke opportunity attacks.
 * Striking Stance: Your weapon attacks score a critical hit on a roll of 19 or 20.
 * Swift Stance: Your movement speed increases by 10 feet, and opportunity attacks against you are made with disadvantage.

Extra Attack:

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cursed Blade:

At 6th level, you can make one weapon attack as a bonus action whenever you use your action to activate a hex.

Combat Stance Mastery:

At 10th level, you gain additional stances you can use with your Combat Stance ability: snapping stance, soaring stance, and storming stance.
 * Snapping Stance: When a creature within melee range of you makes an attack against you and misses, you can use your reaction to make a Grapple attempt against the attacking creature.
 * Soaring Stance: You gain a magical fly speed equal to your normal walking speed.
 * Storming Stance: If you move at least 20 feet straight toward a creature right before hitting it with a melee attack, the target must succeed on a Strength saving throw against your witch spell save DC or be knocked prone.

Occultist
Occultist dabble in the most forbidden magics, animating the dead and summoning demons to do their bidding. Many occultists are tied to cults that drive their work, but there are just as many that work alone, researching the most obscure bits of magic they can get their hands on. Occultists aren't afraid to use whatever resources they have at their disposal to accomplish a task, and they have few taboos. While not necessarily evil, many occultists lean that direction, while others are merely opportunists or seeking a unique perspective.

Occultist Covenant Spells:

Diabolism:

When you choose this covenant at 1st level, you learn Abyssal and Infernal, or other languages of your choice if you already know these. You also gain darkvision and can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, you add 30 feet to its range.

Necromantic Boon:

At 3rd level, you gain immunity to poison damage and the poisoned condition.

Undead Companion:

Starting at 6th level, you can spend 1 hour performing a ritual to animate one Large or smaller corpse as a servant. The creature must have a CR equal to one third your witch level (rounded down) or less. The creature loses all of its special abilities (except for multiattack), but retains its statistics, attacks (losing any secondary effects), and proficiencies. Its type also becomes undead, it gains immunity to poison damage and the poisoned condition, and its Intelligence score becomes equal to your Intelligence modifier. Your companion is bound to you indefinitely, or until you or it dies, at which point it crumbles into a pile of its component pieces. You can also use an action to dismiss it in this way. You can issue commands to your undead companion as a bonus action, similar to animate dead or danse macabre, and if you control other creatures with those spells you can command them all with the same bonus action. You can only have one undead companion at a time.

Demonology:

At 10th level, your familiar learns the following spells: magic circle, banishment, and planar binding. You can additionally cast any of these spells as if they were ritual spells, and if you do so, you do not have to have them prepared.

Shaman
Shamans are attuned to nature and the world around them. A shaman can commune with the energies that permeate every living creature. Shamans may lead tribes of people or may live quietly in nature, interacting only with the plants and animals around them. Other shamans serve vengeful fey or ancient deities that compel them to rebel against industrialization.

Shaman Covenant Spells:

Green Tongue:

When you choose this covenant at 1st level, you learn Sylvan, or another language of your choice if you already know Sylvan. You can also talk to beasts as if under the effect of a permanent speak with animals spell. You have advantage on any Charisma ability check made during a social interaction with a beast.

Druidic Magic:

At 3rd level, you learn any two cantrips from the druid spell list. For you, these cantrips count as witch cantrips.

Spirit Animal:

At 6th level, your witch familiar gains additional abilities. Your familiar gains a magical fly speed of 30 feet if it doesn't already have one, and can hover. Your familiar also learns a language of your choice. In addition to its normal options, your familiar can use its action to enter the ethereal plane from the material plane, or vice versa.

Elemental Durability:

When you reach 10th level, you gain resistance to cold, fire, and lightning damage.

Spiritualist
Spiritualists are experts in communing with the world around them. They can speak with the dead to expand their knowledge, or see briefly into the future to learn some important piece of information. Masters of divination, spiritualists tend to know much more than they let on.

Spiritualist Covenant Spells:

Bonus Proficiency:

When you choose this covenant at 1st level, you gain proficiency with one type of gaming set of your choice, and with one of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.

Indomitable Resolve:

Beginning at 3rd level, you can shield your mind from outside influences. You gain a bonus on Wisdom saving throws equal to your Intelligence modifier (with a minimum bonus of +1). You also have resistance to psychic damage. You must be conscious to gain this benefit.

Precognition:

At 6th level, you gain the power of foresight, allowing you to see a few seconds into the future. Your precognition grants you immunity to surprise. When an enemy makes an attack roll against you, you can use your reaction to impose disadvantage on all attacks made against you by that creature until the start of your next turn. You don't have to see or hear the attack to use this ability.

Clear Mind:

Starting at 10th level, you have immunity to the charmed and frightened conditions.

White Witch
A white witch is a witch who generally uses her magic for the good of others. Less reliant on curses, a white witch is often a central figure in any community they're a part of, healing the sick and injured. White witches are often seen as good, even if they aren't, and are more frequently accepted in a polite society.

White Witch Covenant Spells:

Altruism:

When you choose this covenant at 1st level, you become proficient with Herbalism kits. You also learn the spare the dying cantrip and can cast it as a bonus action.

Dull Pain:

At 3rd level, whenever you cast a spell that restores hit points, targets of the spell also gain a number of temporary hit points equal to your Intelligence modifier.

Barrier:

Starting at 6th level, whenever you finish a short or long rest, you gain a number of temporary hit points equal to two times your witch level.

Protective Ward:

When you reach 10th level, any allies affected by a spell you're concentrating on also have a +1 bonus to AC for the duration of the spell.

List of Hexes
Witches learn a number of unique magical abilities that either hinder foes or grant the witch (or allies) advantages. If a hex calls for a saving throw, you use your witch spell save DC.

Several hexes are considered curses. If a hex has "curse" in the name, it can be cured by remove curse and similar magic.

If a hex has prerequisites, you must meet them to learn it. You can learn the hex at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Curse:

Prerequisite: 5th level

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Constitution saving throw or be cursed for 1 minute. Whenever that creature casts a spell, it must succeed on a DC 10 concentration check or the spell fails (but is not consumed). Whenever the creature makes a concentration check as a result of taking damage, it does so with disadvantage. At the end of each of its turns, an affected target can make a new Constitution saving throw. If it succeeds, the curse ends. Once you use this hex, you can't do so again until you finish a short or long rest.

Ameliorate:

As an action, you can touch a creature and suppress one condition hindering it. Choose from the following options: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned. This condition is suppressed for 1 minute, after which time it resumes if its duration allows. During this minute, the target is immune to further applications of this condition. Once you use this hex, you can't do so again until you finish a short or long rest.

Cauldron:

Prerequisite: Proficiency with Herbalism kits

You gain the ability to craft a single potion of healing during a short or long rest. You also reduce the time it takes to craft a greater healing potion to a single work day. You must have access to an Herbalism kit during this time, and your familiar must be available to assist you. You still pay all costs associated with potion creation.

Charming Curse:

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw or become charmed by you for 10 minutes. This curse ends immediately if you or your companions do anything harmful to it. During this time, the charmed creature regards you as a friendly acquaintance. When the curse ends, the creature doesn't recall being charmed. Once you use this hex, you can't do so again until you finish a short or long rest.

Claws:

Your nails grow long and sharp. You are proficient with your claws, which are considered light, finesse melee weapons that deal 1d6 slashing damage. Starting at 6th level, your claws count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Curse of Ill Omen:

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw or become frightened of your familiar for 1 minute. While frightened in this way, the target cannot attack your familiar or force it to make a saving throw. The cursed target can use its action to attempt a new Wisdom save to steel its resolve and end the effect. Once you use this hex, you can't do so again until you finish a short or long rest.

Evil Eye Curse:

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw or be cursed for 1 hour. Choose from ability checks, attack rolls, or saving throws. The cursed creature has disadvantage on all rolls of this type for the duration of the curse. Your Evil Eye Curse requires your concentration, as if you were concentrating on a spell. The curse also ends early if your target is ever out of your line of sight.

Festering Curse:

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Constitution saving throw or become cursed. While cursed, the creature has resistance to healing, restoring only half as many hit points from any source of hit point recovery, and cannot gain or benefit from temporary hit points. It also suffers disadvantage on death saving throws. At the end of each hour, an affected target can make a new Constitution saving throw. If it succeeds, the curse ends. This hex has no effect on undead or constructs. Once you use this hex, you can't do so again until you finish a short or long rest.

Flock:

Prerequisite: 5th level

As an action, you can touch an unattended, non-magical object weighing no more than 50 pounds. The object becomes animated and hovers off the ground a short distance. You or an ally can ride the object by speaking its command word. The object has a flying speed of 30 feet and can support one small or medium creature, or four tiny creatures. The object remains animated for 24 hours, at which point it becomes non-magical. You can also end this duration early by spending an action while in contact with the object. You can only animate one object at a time. Once you use this hex, you can't do so again until you finish a short or long rest.

Monstrous Familiar:

Prerequisite: 5th level

If you can see your familiar and it is within 30 feet, you can use an action to cause it to transform. Your familiar grows into a Large, monstrous version of itself, unless there isn't enough room to accommodate its size, in which case the hex fails. Your familiar gains a number of temporary hit points equal to its maximum hit points, and its Strength score becomes 18. It can also use its action to make a melee attack. When it does, its attack roll is +6, and on a hit it deals 2d6+4 damage of a type appropriate to its form (bludgeoning, piercing, or slashing). If the familiar has a secondary effect on an attack (such as with the octopus or spider), this applies to the attack as well. This transformation lasts for 1 hour, or until you use an action to end it. In either case, the familiar also loses any remaining temporary hit points from this transformation. Once you use this hex, you can't do so again until you finish a short or long rest.

Murksight:

Your eyes grow dim, and you gain the ability to see through magical and non-magical fog, mist, smoke, rain, and snow. You can also see through murky or muddy water as if it were clear. You can see through spells such as fog cloud and cloudkill without penalty, but not through areas of magical darkness such as that created by the darkness spell.

Poison Touch:

As an action, you can touch a creature and force it to succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of each of its turns, an affected target can make a new Constitution saving throw. If it succeeds, the poison ends. Once you use this hex, you can't do so again until you finish a short or long rest.

Prehensile Hair:

Your hair grows long, seeming to move even in the absence of wind. You are proficient with your hair, which is considered a reach melee weapon that deals 1d4 slashing damage. When you attack with your hair, you can use your Intelligence modifier, instead of Strength, for the attack and damage rolls. Additionally, if you make an Athletics check with your hair to grapple, you can use Intelligence rather than Strength for the check, and can use the hair's natural reach. You can only grapple one creature at a time in this way. Starting at 6th level, your hair counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Purblind Curse:

Prerequisite: 5th level

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Constitution saving throw or become cursed for 1 minute. While cursed, the creature loses access to darkvision, murksight, and any innate version of truesight it may possess (the spell true seeing is not affected). The creature also has disadvantage on Wisdom (Perception) checks and can't see anything beyond 60 feet. Purblind Curse immediately ends any Evil Eye Curse the target has active. Once you use this hex, you can't do so again until you finish a short or long rest.

Restoration:

As an action, choose a creature you can see within 30 feet. That creature regains 2d6 hit points. This healing increases to 3d6 at 5th level, and to 4d6 at 9th level. Unlike most forms of healing, this magic can be used on constructs and undead. Once you use this hex, you can't do so again until you finish a short or long rest.

Sea Witch:

You gain a swim speed equal to your walking speed, and can breathe underwater. You also become resistant to cold damage.

Sever Strings:

Prerequisite: 5th level

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Charisma saving throw. On a failure, any spell or special ability that creature is concentrating on or still has active that pertains to conjuring creatures (for example conjure fey or find familiar) immediately ends, and all conjured creatures disappear. Once you use this hex, you can't do so again until you finish a short or long rest.

Shapeshifting:

Prerequisite: 5th level

As an action, you can cast polymorph on yourself, except that you can only become a beast with a CR of 1 or lower. Once you use this hex, you can't do so again until you finish a short or long rest.

Silver Tongue:

Prerequisite: 9th level

You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Slumber:

As an action, choose a creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw or fall unconscious for 1 minute. The effect ends early if the sleeper takes any damage or if someone uses an action to shake or slap the creature awake. Once you use this hex, you can't do so again until you finish a short or long rest.

Witch Spell List
Witches have access to the following spells.

Cantrips: acid splash, blade ward, chill touch, dancing lights, friends, frostbite (XGE), gust (XGE), infestation (XGE), light, lightning lure (SCAG), mending, poison spray, primal savagery (XGE), ray of frost, resistance, shocking grasp, spare the dying, thaumaturgy, thunderclap (XGE), toll the dead (XGE)

1st Level: armor of Agathys, arms of Hadar, bane, cause fear (XGE), charm person, command, comprehend languages, cure wounds, detect magic, detect poison and disease, disguise self, feather fall, fog cloud, hex, ice knife (XGE), identify, inflict wounds, mage armor, protection from evil and good, ray of sickness, sleep, speak with animals, Tasha's hideous laughter, thunderwave, unseen servant, witch bolt

2nd Level: alter self, animal messenger, augury, beast sense, blindness/deafness, darkness, darkvision, enhance ability, enlarge/reduce, gentle repose, gust of wind, hold person, levitate, locate animals or plants, locate object, magic mouth, Melf's acid arrow, misty step, Nystul's magic aura, prayer of healing, protection from poison, ray of enfeeblement, see invisibility, skywrite (XGE), Snilloc's snowball swarm (XGE), spider climb, suggestion, warding wind (XGE), web

3rd Level: bestow curse, call lightning, clairvoyance, conjure animals, counterspell, dispel magic, fear, feign death, fly, hunger of Hadar, hypnotic pattern, Leomund's tiny hut, life transference (XGE), lightning bolt, magic circle, phantom steed, remove curse, sending, sleet storm, slow, speak with dead, speak with plants, stinking cloud, thunder step (XGE), tidal wave (XGE), tiny servant (XGE), tongues, vampiric touch, wall of water (XGE), water breathing, water walk, wind wall

4th Level: arcane eye, blight, charm monster (XGE), confusion, conjure minor elementals, control water, death ward, dimension door, divination, Evard's black tentacles, giant insect, ice storm, Leomund's secret chest, locate creature, phantasmal killer, polymorph, shadow of moil (XGE), storm sphere (XGE), vitriolic sphere (XGE), watery sphere (XGE)

5th Level: animate objects, cloudkill, cone of cold, conjure elemental, contact other plane, contagion, dominate person, dream, enervation (XGE), far step (XGE), geas, hallow, hold monster, insect plague, maelstrom (XGE), mass cure wounds, planar binding, Rary's telepathic bond, reincarnate, scrying, teleportation circle

6th Level: arcane gate, circle of death, contingency, Drawmij's instant summons, eyebite, forbiddance, investiture of ice (XGE), investiture of wind (XGE), guards and wards, harm, heroes' feast, magic jar, mass suggestion, mental prison (XGE), Otiluke's freezing sphere, Otto's irresistable dance, planar ally, scatter (XGE), soul cage (XGE), Tenser's transformation (XGE), true seeing, wall of ice, wind walk