Witch

 


 

 

The Witch

Spell Slots per Spell Level

Level

Proficiency Bonus

Features

Cantrips Known

Spells Known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

        +2

Spellcasting, Grimoire

    2

    4

  2

   -

  -

  -

  -

  -

  -

  -

  -

2nd

        +2

Witch’s Coven

    2

    5

  3

   -

  -

  -

  -

  -

  -

  -

  -

3rd

        +2

Witch’s Familiar

    2

    6

  4

   2

  -

  -

  -

  -

  -

  -

  -

4th

        +2

Ability Score Improvement

    3

    7

  4

   3

  -

  -

  -

  -

  -

  -

  -

5th

        +3


    3

    8

  4

   3

  2

  -

  -

  -

  -

  -

  -

6th

        +3

Coven Feature

    3

    9

  4

   3

  3

  -

  -

  -

  -

  -

  -

7th

        +3


    3

   10

  4

   3

  3

  1

  -

  -

  -

  -

  -

8th

        +3

Ability Score Improvement

    3

   11

  4

   3

  3

  2

  -

  -

  -

  -

  -

9th

        +4


    3

   12

  4

   3

  3

  3

  1

  -

  -

  -

  -

10th

        +4

Coven Feature

    4

   14

  4

   3

  3

  3

  2

  -

  -

  -

  -

11th

        +4

Expert Ritual Casting

    4

   15

  4

   3

  3

  3

  2

  1

  -

  -

  -

12th

        +4

Ability Score Improvement

    4

   15

  4

   3

  3

  3

  2

  1

  -

  -

  -

13th

        +5


    4

   16

  4

   3

  3

  3

  2

  1

  1

  -

  -

14th

        +5

Coven Feature

    4

   18

  4

   3

  3

  3

  2

  1

  1

  -

  -

15th

        +5


    4

   19

  4

   3

  3

  3

  2

  1

  1

  1

  -

16th

        +5

Ability Score Improvement

    4

   19

  4

   3

  3

  3

  2

  1

  1

  1

  -

17th

        +6


    4

   20

  4

   3

  3

  3

  2

  1

  1

  1

  1

18th

        +6

Master Ritual Casting

    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

Magic Embodied

    4

   22

  4

   3

  3

  3

  3

  2

  2

  1

  1

















 

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

Weapons: Clubs, daggers, quarterstaffs, scimitars, sickles, slings, spears

Tools: Herbalism Kit

Saving Throws: Intelligence, Constitution

Skills: Choose two from Animal Handling, Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Persuasion, Religion, and Stealth

 

Grimoire

At 1st level, you have a spellbook containing Find Familiar and two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Grimoire in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means.

On your adventures, you can add other ritual spells to your Grimoire. When you find such a spell, you can add it to your Grimoire if it is of a spell level in which you can cast and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

You learn two additional spells with the ritual tag at 4th, 10th, and 16th level.

Spellcasting

You can see what others cannot, how the divine, arcane, and infernal worlds interact with the mundane. This knowledge allows you to warp the weft and weave of magic and change the world on a whim.

Cantrips

You know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

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. For example, if you know the 1st level spell Cure Wounds and have a 1st level and a 2nd level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the witch spell list.

The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells. The strength of your spells relies on the foundation of your magical knowledge. 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 any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your witch spells.


Witch’s Coven 


At 2nd level, you have been asked to join a coven of like minded witches, each of which is detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. 

Coven

Coven of the Hex

Coven of the Lost

Coven of the Tonic

 

Witch’s Familiar

Starting at 3rd level, your familiar gains an expanded list of forms to choose from. You can choose a creature from the following list for your familiar: almiraj, badger, bat, cat, crab, flying snake, frog (toad), hawk, homunculus, imp, lizard, owl, poisonous snake, pseudodragon, fish (quipper), rat, raven, red faerie dragon, scorpion, sea horse, spider, tressym, or weasel.

Familiar's Statistics

Your familiar has the statistics of the chosen form, with a few adjustments:

Your familiar gains a bonus to its maximum hit points equal to your witch level.

Your familiar's Intelligence, Wisdom, and Charisma become 10, unless they would otherwise be higher.

Your familiar gains a bonus to all ability checks, skill checks and saving throws equal to your Proficiency modifier.

Your familiar can speak and language you can speak.

Your familiar can be healed through healing spells and potions. Also, anytime you regain hit points, whether by spells, potion, or Hit Dice, you can transfer a portion of the hit points you would gain to your familiar, healing it instead. After you complete a long rest, your familiar regains any lost hit points.

 

Expert Ritual Casting

At 11th level, you’ve learned to trust your instinct while casting rituals. As a ritual, you can cast a spell, from any spell list, that has the ritual tag, even if you don’t know that spell. The spell must be of a level for which you have spell slots. To cast the spell, you must succeed at an Intelligence check, 10 + spell’s level, if you fail you take psychic damage equal to the spells level.

 

Master Ritual Casting

At 18th level, you’ve mastered the art of ritual casting. You can cast any spell from the Witch’s spell list, of 3rd level or lower, as a ritual even if it doesn’t have the ritual tag. In addition to any material components the spell requires, you must also use additional materials worth 10 gold per level of the spell being cast. 

Additionally, any spell with the ritual tag that you cast as a ritual, has it's casting time reduced. Instead of taking an extra 10 minutes, it only takes a number of additional turns equal to the spells level.

 

Magic Embodied

At 20th level, the magic you wield and command permanently alters you. You gain the following benefits:

For every 10 years that pass, your body ages only 1 year.

You become immune to disease, as well as the charmed, frightened, paralyzed, petrified, and poisoned conditions.

Your form cannot be altered by sources other than yourself if you don't will it to be.

 

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