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Witch Class Overview for D&D 5E

The document provides information on witches, including: - Witches gain their magic through folklore and old ways learned from shunned members of society, rather than schools. Their magic manipulates fortune and elements in both wonderful and dark ways. - Witches acknowledge a spiritual connection between all things and see other spellcasters as allies. They join circles that believe in energies extending beyond the physical world. - As a witch, your highest ability score is Charisma, followed by Wisdom. You gain spellcasting abilities, cantrips, healing magic, and can summon a familiar to aid you.

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0% found this document useful (0 votes)
856 views6 pages

Witch Class Overview for D&D 5E

The document provides information on witches, including: - Witches gain their magic through folklore and old ways learned from shunned members of society, rather than schools. Their magic manipulates fortune and elements in both wonderful and dark ways. - Witches acknowledge a spiritual connection between all things and see other spellcasters as allies. They join circles that believe in energies extending beyond the physical world. - As a witch, your highest ability score is Charisma, followed by Wisdom. You gain spellcasting abilities, cantrips, healing magic, and can summon a familiar to aid you.

Uploaded by

Max
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Witch

A
kindly old crone who always smells of tea and Spiritual Kinship
fresh earth lives down the street. She gives
homemade sweets to the children and is Witches acknowledge that there is a spiritual connection
quick to come over when childbirth or between all things – forces that inexplicably and randomly
sickness takes someone abed. She never asks bind beings and happenings together in a kind of mass,
for anything for her services, but the village shared fate. They see other witches as brothers and sisters,
showers her with gifts, if not out of gratitude and other spellcasters as close cousins. As a consequence,
then out of fear she may leave. witches are often fond of forming alliances. One kind of
A young woman sews together a small poppet of a alliance is the circle that a witch belongs to.
wicked man, lips twisted in a cruel smile. She sets it over
the flame and knows that somewhere a villain is boiling in The circle that a witch joins is the manifestation of a
his own skin. philosophy regarding the nature of spirits. Some, like the
A twistedly beautiful dark queen stirs a great black circle of power, believe in a supreme energy that extends
cauldron, within is a terrifying stew with small bones beyond the physical world, weaving together magic and the
bobbing to the surface. She did unforgivable things to brew collective conscience of all living things. Others, from the
the awful sludge, but the fumes will give her another 100 circle of blood, for example, believe in a more intimate
years of youth and vigor. connection between the physical world and the other side.
Witches are learned spellcasters like wizards, but unlike
wizards they gain their magic not in schools but at the Quick-Build
fringes of society, learning from the shunned and adopting You can make a witch quickly by following these
folklore and old ways that frighten common folk but offer suggestions. First, Charisma should be your highest ability
great power. It is said that the magic witches use is score, followed by Wisdom. Second, choose the sage
descended from the oldest practices of magic in the background. Third, choose the dancing lights and vicious
multiverse. Their mysticism manipulates fortune and the mockery cantrips, along with the following 1st-level spells:
powers of the elements in ways both wondrous and dark charm person, detect magic, healing word, and
and terrible. thunderwave.
Ritual and Superstition Class Features
Witches channel the energies that bind all things, living
and non-living. They draw power from the borders between As a witch, you gain the following class features
realms like the fey and shadow, astral and ethereal, life and
death. They combine this with their knowledge of the Hit Points
natural properties of mundane objects to create synergetic Hit Dice: 1d8 per witch level
reactions. They are a conduit for the magic that exists Hit Points at 1st Level: 8 + your Constitution modifier
everywhere, not by mystical birth, divine intervention or Hit Points at Higher Levels: 1d8 (or 5) + your
studying arcane science. No, the witches gained their Constitution modifier per witch level after 1st
knowledge through thousands of years of practice, trial and Proficiencies
error. Witches often experienced more error than success Armor: Light armor
resulting in accidents and causing normal people to fear Weapons: Simple weapons
them. Tools: (a) Herbalist's kit or (b) Poisoner's kit
Witches were once common in almost every town and Saving Throws: Wisdom, Charisma
practiced their herbalism and channeled their magic in the Skills: Choose two from Arcana, Animal Handling,
open. Religious leaders feared their power and hated that Deception, Medicine, Nature, Persuasion and Religion
some people looked to the witches instead of the church
and they set out on a crusade to discredit and then destroy Equipment
the witches. Drawing on peoples own fears as well as in You start with the following equipment, in addition to the
any lot, some witches used their power for evil. That as well equipment granted by your background:
as the accidents gave the churches all the propaganda they (a) a quarter staff or (b) a dagger
needed. They claimed all witches to be servants of evil and (a) a light crossbow and 20 bolts or (b) a sling with 20
tainted the name “witch” across the lands. pieces of ammunition
Now witches operate in secret. If they use their powers in (a) A priest’s pack or (b) a scholar’s pack
the open some will claim to be sorcerers, clerics, or merely Leather armor
herbalists to hide their identity. Rumors and old wives tales
spread by the church of witches being cursed and said
curses being contagious led to most people avoiding and
mistrusting them.
The Witch
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Hecate's Blessing (d6) 2 4 2 — — — — — — — —
2nd +2 Healing Invocation (d6) 2 5 3 — — — — — — — —
3rd +2 Witch's Circle, Cartomancy 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Hecate's Blessing (d8) 3 8 4 3 2 — — — — — —
6th +3 Familiar Improvement 3 9 4 3 3 — — — — — —
7th +3 Witches Circle feature 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 Healing Invocation (d8) 3 12 4 3 3 3 1 — — — —
10th +4 Hecate's Blessing (d10) 4 14 4 3 3 3 2 — — — —
11th +4 Witch's Circle Feature 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Healing Invocation (d10) 4 15 4 3 3 3 2 1 1 — —
14th +5 Familiar Improvement, Unbreakable 4 18 4 3 3 3 2 1 1 — —
Majesty
15th +5 Hecate's Blessing (d12), Witches 4 19 4 3 3 3 2 1 1 1 —
Circle feature
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Healing Invocation (d12) 4 20 4 3 3 3 3 1 1 1 1
18th +6 Familiar Improvement 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Witch's Circle Feature 4 22 4 3 3 3 3 2 2 1 1

Spellcasting
Cantrips
You know two cantrips of your choice from the witch spell
list. You learn more as you level up, as per the witch table.
Spell Slots
The witch table shows how many spell slots you have for
spells 1st level or higher. To cast a spell, you must expend a
slot. You regain all spell slots when you finish a long rest.
Spells Known of 1st level and higher
You know four 1st level spells of your choice from the witch
spell list. The witch table shows when you learn more
spells. Each of these spells must be of a level for which you
have spell slots. When you gain a level in this class, you
may replace a spell you know with another one you don’t
know.
Spellcasting Ability
Charisma is your spellcasting ability for witch spells.
Spell save DC = 8 + Proficiency + Charisma Modifier
Spell attack modifier = Proficiency + Charisma Modifier

1
Familiar Healing Invocation
When you start, you have an animal that is your familiar to At 2nd level, you can use magic chanting to heal your allies
act as an extension of yourself to nature and spirits. You during a short rest. Any friendly creatures who use a hit
may choose from any beast that is size Medium or smaller dice at this time regains an extra 1d6 hit points. This
and has a CR of 1/4 or lower to be your familiar. Add your increases to 1d8 at 9th level, 1d10 at 13th level, 1d12 at
proficiency bonus to your familiar's AC, attack rolls, and 17th level.
damage rolls, as well as to any saving throws and skills it is
proficient in. Its hit point maximum equals the hit point Cartomancy
number in its stat block, or four times your witch level, You gain the ability to divine the future of a willing subject
whichever is higher. Like any creature, it can spend Hit through a tarot pack, focusing on the outcome of a course
Dice during a short rest to regain hit points (shares your of action another creature intends to take, as long as that
level, only in regard to how many Hit Dice it will have). creature is present for and willingly participates in the
Your familiar obeys your commands to the best of its ritual with you.
abilities. It takes its turn on your initiative, though it doesn't
take an action unless you command it to. On your turn, you
can verbally command your familiar to where you want it to Ability Score Increase
go. You can use a bonus action to verbally command it to You can increase one ability score by 2, or two ability scores
take the attack, dash, disengage, dodge or help action. by 1, at 4th, 8th, 12th, 16th, and 19th level. You can’t
Your familiar has a magical bond to you, and the two of increase an ability score by 20 using this feature
you are able to sense one another's location within 50 feet
of one another. Beyond that limit, your familiar will actively Unbreakable Majesty
look for you. If you are incapacitated, your familiar will try
to protect you from harm. At 14th level, your appearance permanently gains an
If your familiar dies, you can obtain a new familiar by otherworldly aspect that makes you look more lovely and
spending 8 hours performing a ritual to get one. The new fierce.
familiar must meet the size and CR requirements. In addition, as a bonus action, you can assume a magically
Starting at 6th level, your bond with your familiar grows. majestic presence for 1 minute or until you are
As an action, you are able to see the world through the eyes incapacitated. For the duration, whenever any creature tries
of your familiar, and learn everything they see. You can only to attack you for the first time on a turn, the attacker must
see what they do. You do not hear what your familiar hears, make a Charisma saving throw against your spell save DC.
or smell what they smell, or feel what they feel. On a failed save, it can't attack you on this turn, and it must
Starting at 14th level, your familiar becomes more choose a new target for its attack or the attack is wasted.
powerful. Each of your familiar's ability scores increases by On a successful save, it can attack you on this turn, but it
2. has disadvantage on any saving throw it makes against
Starting at 18th level, your bond with your familiar is your spells on your next turn.
completely profound. You and your familiar understand
everything that you say to one another as clearly as if you Once you assume this majestic presence, you can't do so
were speaking the same language. In addition, when you again until you finish a short or long rest.
use an action to see the world through the eyes of your
familiar, you experience everything that they sense. You
see, hear, feel, smell and taste everything that they do. You
stop experiencing the world through them when your sight
returns to your own body.
Hecate's Blessing
You can use a bonus action on your turn to choose another
creature within 60ft who can hear you. That creature gains
one Hecate's Blessing die, a d6. Once within the next 10
minutes, the creature can roll the die and add it to one
ability check, attack roll, or saving throw. Can wait until
after it rolls the d20, but before the DM says whether the
roll succeeds or fails. Once it is rolled it is lost. A creature
can only have one die at a time.
You can use this feature a number of times equal to your
Charisma modifier (min 1). You regain all charges on a long
rest.
Increases to a d8 at 5th level, d10 at 10th level, d12 at 15th
level.
Witch's Circle The Circle of Power
At 3rd level you may seek out a witches circle, granting you Witches of the Circle of Power call upon the supreme
extra features at 7th, 11th, 15th and 20th levels. energy that extends beyond the physical world, weaving
together magic and the collective conscience of all living
The Circle of Blood things to invoke spiritual blessings.
Witches of the Circle of Blood have made a blood sacrifice Spiritual Aid
to the Great Horned One, embuing them with dark power Starting at 3rd level, you learn to apply your spirit to
through a bonded spirit. healing effects. As an action, you are able place a boon on
Dark Caster any creature within 30 feet of yourself, to grant them
Starting at 3rd level, you may call upon your bonded spirit temporary hit points equal to your wisdom modifier +
to poison opponents. You may summon it 20ft. away from proficiency bonus. You may use this feature a number of
yourself. Everyone in a 15ft. radius of where the spirit was times equal to your wisdom modifier (minimum of 1) and
summoned must make a Constitution Saving Throw. If regain expended uses upon finishing a short or long rest.
failed, the targeted creatures take poison damage equal to Clear Conscience
1d6 + your witch level. If succeeded, they take half the Starting at 7th level, your magic starts to clear your mind.
poison damage, rounded down. You become immune to being charmed or frightened, and
Once you use this feature, you can’t use it again until you cannot be magically put to sleep.
finish a short or long rest.
Life Ward
Dark Summoner
Starting at 7th level, you may animate your shadow into a Starting at 11th level, you learn how to use complex wards
living being for 1 hour, or until its HP is 0. Your shadow has to protect your allies. As an action, you are able to
half your maximum HP and your same ability scores. It command your bonded spirit to protect one creature of
may take any action during exploration, and may only use your choosing within 30 feet of yourself. The chosen
the attack, dodge and hide actions during combat. Your creature has advantage on saving throws against being
shadow moves everywhere that you do, and has the same poisoned, blinded or deafened.
speed. Let None Suffer
Once you use this feature, you can’t use it again until you Starting at 15th level, you learn to apply your magic to
finish a short or long rest. saving lives. When a creature within 30 feet of you fails a
Black Mark saving throw, you are able to use your action to allow the
Starting at 11th level, you learn to apply your bonded spirit creature who failed their saving throw to try again. You may
to combat. As a bonus action, you are able to command use this feature 3 times, and regain expended uses after
your bonded spirit to attack the same creature you attacked finishing a long rest.
on your turn. Your bonded spirit's attack damage is equal to Healer of Souls
your attack bonus. Starting at 20th level, cast mass healing word on yourself
Once you use this feature, you can’t use it again until you and up to six creatures of your choosing. You must finish a
finish a short or long rest. long rest before using this feature again.
Potent Casting
Starting at 15th level, your spellcasting ability becomes
greatly augmented. The attack bonus of your offensive
spells is now equal to your Wisdom modifier + your
Charisma modifier + proficiency bonus.
Banisher of the Soul
Starting at 20th level, summon your bonded spirit to use
banishment. You may use this feature 1 time, and may not
use it again, until you finish a long rest.
The Circle of Glamour Starting at 20th level, when you hit a creature with an
attack, you can use this feature to bend their mind,
The witches of the Circle of Glamour call upon the convincing the creature that they have hurled into
denizens of a mythic realm to aid them in their charms. nightmare landscape.
Beseeching satyrs, eladrin, and other fey, these witches At the end of your next turn, the target regains clarity. If
learn to use their magic to bend minds and captivate the target is not a fiend, it takes 10d10 psychic damage as it
others. reels from its horrific experience.
Blinding Radiance
Once you use this feature, you can't use it again until you
finish a long rest.
Starting at 3rd level, you may call upon the circle to imbue
you with a blinding aura. Everyone in a 15ft. radius must
make a Wisdom Saving Throw. If failed, the targeted
creatures roll with disadvantage for one turn. If succeeded,
no effect. Once you use this feature, you can’t use it again
until you finish a short or long rest.
Mantle of Glamour
Starting at 7th level, you gain the ability to adopt a
humanoid's persona. When a humanoid dies within 30 feet
of you, you can magically capture its shadow using your
reaction. You retain this shadow until you use it or you
finish a long rest.
You can use the shadow as an action. When you do so, it
vanishes, magically transforming into a disguise that
appears on you. You now look like the dead person, but
healthy and alive. This disguise lasts for 1 hour or until you
end it as a bonus action.
While you're in the disguise, you gain access to all
information that the humanoid would freely share with a
casual acquaintance. Such information includes general
details on its background and personal life, but doesn't
include secrets. The information is enough that you can
pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by
succeeding on a Wisdom (Insight) check contested by your
Charisma (Deception) check. You gain a +5 bonus to your
check.
Once you capture a shadow with this feature, you can't
capture another one with it until you finish a short or long
rest.
Beguiling Defenses
Starting at 11th level, you learn how to turn the mind-
affecting magic of your enemies against them. You are
immune to being charmed, and when another creature
attempts to charm you, you can use your reaction to
attempt to turn the charm back on that creature. The
creature must succeed 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.
Dark Delirium
Starting at 15th level, you can plunge a creature into an
illusory realm. As an action, choose a creature that you can
see within 60 feet of you. It must make a Wisdom saving
throw against your witch spell save DC. On a failed save, it
is charmed or frightened by you (your choice) for 1 minute
or until your concentration is broken (as if you are
concentrating on a spell). This effect ends early if the
creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a
misty realm, the appearance of which you choose. The
creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use
this feature again.
Hurl through Hell
Cantrips (0 Level) Detect thoughts Black tentacles Find the path
Chill touch Enthrall Blight Flesh to stone
Control flames Gust of wind Compulsion Forcecage
Dancing lights Heat metal Confusion Guards and wards
Friends Hold person Conjure woodland beings Instant summons
Frostbite Invisibility Control water Magic jar
Guidance Knock Control weather Mass suggestion
Gust Lesser restoration Dimension door Move earth
Light Levitate Divination Programmed illusion
Mage hand Locate animals or plants Freedom of movement Sunbeam
Message Locate object Greater invisibility True seeing
Minor illusion Magic mouth Hallucinatory terrain Wall of thorns
Prestidigitation Mirror image Ice storm
Resistance Misty step Locate creature 7th Level
Spare the dying Moonbeam Polymorph Etherealness
Thaumaturgy Phantasmal force Stoneskin Finger of death
Toll the dead Ray of enfeeblement Wall of fire Fire storm
Scorching ray Mirage arcane
1st Level See invisibility 5th Level Plane shift
Burning hands Suggestion Antilife shell Prismatic spray
Charm person Web Awaken Regenerate
Colour spray Zone of truth Animate objects Resurrection
Comprehend languages Commune with nature Reverse gravity
Cure wounds 3rd Level Cone of cold Sequester
Detect magic Bestow curse Contagion Symbo
Detect poison and disease Blink Creation Teleport
Disguise self Call lightning Dominate person
Entangle Clairvoyance Dream 8th Level
Faerie fire Conjure animals Commune with nature Animal shapes
Feather fall Daylight Conjure elemental Antimagic field
Find familiar Dispel magic Contact other plane Antipathy/sympathy
Fog cloud Fear Dispel evil and good Control weather
Hex Glyph of warding Dream Demiplane
Identify Lightning bolt Geas Dominate monster
Longstrider Magic circle Hold monster Earthquake
Magic missile Mass healing word Insect plague Feeblemind
Protection from evil and Nondetection Legend lore Glibness
good Plant growth Mass cure wounds Maze
Purify food and drink Protection from energy Mislead Mind blank
Shield Remove curse Modify memory Power word stun
Sleep Sending Planar binding Sunburst
Speak with animals Sleet storm Raise dead
Witch bolt Slow Reincarnate 9th Level
Speak with dead Scrying Astral projection
2nd Level Speak with plants Seeming Foresight
Alter self Stinking cloud Telekinesis Gate
Animal friendship Tongues Teleportation circle Imprisonment
Arcane lock Water breathing Prismatic wall
Augury Water walk 6th Level Power word heal
Barkskin Wind wall Circle of death Power word kill
Blindness/deafness Conjure fey True polymorph
Blur 4th Level Create undead Weird
Calm emotions Arcane eye Disintegrate Wish
Darkness Banishment Eyebite

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