Witch
A
tattooed elf, veiled and cloaked, draws his Creating A Witch
obsidian dagger across the sand, calling forth
from the lines a ghostly apparition to help him When deciding on the witch class, think about what led your
and his allies find their way. A trio of halfling character to tap into the spirit world. Maybe witchcraft is a
hermits gather among candles and incense, tradition in the area, or your character comes from an area
chanting words of power to bait spirits from the rife with a ghostly past. Superstition is also a good trigger for
shadows. The bejeweled human, dressed in a fascination with spirits. What is your relationship with
exotic garb and golden chains bellows a spell which echoes spirits? Is there a measure of mutual respect? Perhaps your
with the voices of an army of lost souls, a fiendish glint in his character feels more like a servant to the spirit than the other
eyes as blood drips from his palm. way around, or maybe they possess the entitlement to
Unlike shamans who pray to the spirits of nature, witches dominate and extort spiritual beings.
trap the tormented souls of intelligent beings lost betwixt the How did your character come to be an adventurer? It could
realm of the living and the beyond. As a witch, you learn to be that he or she was a pariah in their community due to
summon these souls and bind them to your will, gaining contact with the other side, cast out and forced to fend for
protection from them as well as the power to debilitate your him or herself. Perhaps your character is even haunted by a
enemies. As you attain higher levels, the covenant you choose particular spirit, and seeks away to control or be rid of it.
to live by grants you further abilities which extend the
usefulness and power of these bonds in different ways. Quick Build
You can make a witch quickly by following these suggestions.
The Power of Spirit First, Charisma should be your highest ability score, followed
Witches may or may not have a level of respect for the spirits by Constitution. Second, select the Hermit background. Third,
they bind, though one could say they should. Some witches select the chill touch and guidance cantrips.
tap into the residual energies of long-departed souls, while
others use extant spiritual beings as conduits for their Class Features
spellcasting. Either way and whether or not they wish, As a witch, you gain the following class features
witches bind part of their own soul to those that surround
them. Witch spells mostly deal with manipulation of spiritual Hit Points
energies (both living and dead) and protections against the Hit Dice: 1d6 per witch level
beings with supply those energies. As part of their connection Hit Points at 1st Level: 6 + your Constituion modifier
to the spiritual world, they are also privy to information and Hit Points at Higher Levels: 1d6 (or 4) + your Constituion
secrets normally not meant for mortal minds. As such, modifier per witch level after 1st
witches are powerful enchanters, abjurers, and diviners.
Proficiencies
Bonds of the Soul Armor: Light armor
Witches acknowledge that there is a spiritual connection Weapons: Simple weapons
between all things – forces that inexplicably and randomly Tools: Herbalism kit
bind beings and happenings together in a kind of mass, Saving Throws: Wisdom, Charisma
shared fate. They see other witches as brothers and sisters, Skills: Choose two from Arcana, Animal Handling, History,
and other classes as close cousins. As a consequence, Insight, Medicine, Nature, and Religion
witches are often fond of forming alliances. One kind of
alliance is the circle that a witch belongs to. The circle that a Equipment
witch joins is the manifestation of a philosophy regarding the You start with the following equipment, in addition to the
nature of spirits. Some, like the circle of power, believe in a equipment granted by your background:
supreme energy that extends beyond the physical world, (a) a light crossbow and 20 bolts or (b) any simple weapon
weaving together magic and the collective conscience of all (a) a component pouch or (b) an athame used as an arcane
living things. Others, from the circle of blood for example, focus
believe in a more intimate connection between the physical (a) a priest's pack or (b) a scholar's pack
world and the other side. In this philosophy, each soul is tied Any simple weapon and two daggers
to something close to it in the physical world – a body, an
object, or location that was important to it when it was alive.
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The Witch
Level Prof. Bonus Bonds Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 0 Quickening, Spellcasting 3 2 — — — — — — — —
2nd +2 1 Witch Covenant, Binding Rites 3 3 — — — — — — — —
3rd +2 1 Spirit Ward 3 4 2 — — — — — — —
4th +2 1 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 1 — 4 4 3 2 — — — — — —
6th +3 2 Covenant Feature 4 4 3 3 — — — — — —
7th +3 2 Spiritual Spellcasting 4 4 3 3 1 — — — — —
8th +3 2 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 2 — 4 4 3 3 3 1 — — — —
10th +4 3 Covenant Feature 5 4 3 3 3 2 — — — —
11th +4 3 Channel Spell 5 4 3 3 3 2 1 — — —
12th +4 3 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 3 — 5 4 3 3 3 2 1 1 — —
14th +5 4 Covenant feature 5 4 3 3 3 2 1 1 — —
15th +5 4 Strength of Spirit 5 4 3 3 3 2 1 1 1 —
16th +5 4 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 4 — 5 4 3 3 3 2 1 1 1 1
18th +6 5 Familiar Spirit 5 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 5 Ghostly Step 5 4 3 3 3 3 2 2 1 1
Spellcasting Spellcasting Ability
Charisma is your spellcasting ability for your witch spells,
Your contact with the spirit world and intuitive knowledge of since your magic comes from bargaining with spirits. You use
the magic which allows it to persist grants you the use of your Charisma whenever a spell refers to your spellcasting
spells. ability. In addition, you use your Charisma modifier when
setting the saving throw DC for a witch spell you cast and
Cantrips when making an attack roll with one.
You know two cantrips of your choice from the witch spell Spell save DC = 8 + your proficiency bonus + your
list. You learn additional witch cantrips of your choice at Charisma modifier
higher levels, as shown in the Cantrips Known column of the Spell attack modifier = your proficiency bonus + your
Witch table. Charisma modifier
Preparing and Casting Spells Ritual Casting
The Witch table shows how many spell slots you have to cast You can cast a witch spell as a ritual if that spell has the ritual
your spells of 1st level and above. To cast one of these witch tag and you have the spell prepared.
spells, you must expend a spell 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, choosing from the witch spell list. When you do so,
choose a number of witch spells equal to your Charisma
modifier + your witch level (minimum of one spell). The spells
must be of a level for which you have spell slots.
You can also change your list of prepared spells when you
finish a long rest. Preparing a new list of witch spells requires
time spent in communion and meditation: at least 1 minute
per spell level for each spell on your list.
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Spellcasting Focus Spirit Ward
You can use an athame as a spellcasting focus for your witch At 3rd level, you learn a rite that offers protection against
spells. Alternatively, choose a focus that you feel would suit spirits who wish you or your allies harm. As an action, you
your character. can create a spirit ward with a radius of 30 feet, centered on
Quickening your location. The ward lasts 1 minute and is stationary for
the duration. While inside the ward, friendly creatures
At 1st level, you gain the ability to enter a trance known as the (yourself included) cannot be charmed, frightened, or
witch’s quickening, letting you see beyond the borders of the possessed by undead and have resistance to all damage from
material world. Entering the trance is an action and allows incorporeal undead sources. Additionally, if a friendly
you to see into the Ethereal Plane up to 60 feet. You also gain creature is reduced to 0 hit points within the ward but is not
insight into the emotional energy surrounding you, letting you killed outright, the creature becomes stable.
know if and what spirits are bound within 60 feet, as well as You may use this ability 3 times, and uses recover after a
granting you advantage to Wisdom (Insight) checks. The long rest. At level 9, these uses recover after a short rest.
quickening requires concentration for the duration and may
be maintained for up to a minute a number of times per day Ability Score Improvement
equal to your Charisma modifier. When you reach 4th level, and again at 8th, 12th, 16th, and
Witch Covenant 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
At 2nd level you commit yourself to a spiritual philosophy 1. As normal, you can't increase an ability score above 20
known as a witch's covenant: the Covenant of Blood, the using this feature.
Covenant of Charm, the Covenant of Ruin, the Covenant of
Shadows, or the Covenant of Unity, detailed at the end of the Spiritual Spellcasting
class description. Your choice grants you features at 2nd level At 7th level you may call upon the spirits you have bound to
and again at 6th, 10th, and 14th level. help you cast your spells. You may dismiss a spirit as a bonus
Binding Rites action to recover a spell slot of a level equal to that of the
spirit’s. The release effect of the spirit you dismissed is not
At 2nd level you can bind spirits to your service. Binding a activated.
spirit is much like casting a ritual spell and takes 10 minutes
of uninterrupted meditation. During this time, the witch
speaks the invocations required to summon the spirit forth
and enacts the rite of binding depending on which philosophy
the witch belongs to. A blood witch might utilize a bone
fragment to bind the spirit, while a shadow witch might
bargain with the summoned spirit, exchanging a secret for
the spirit’s service.
When you choose a spirit to bind from the list at the end of
this class description, you fill one of your available spell slots
with the spirit. The spell slot used is no longer available for
casting spells, and it remains unavailable for as long as the
spirit filling it remains bound to you. The spirit is said to be of
a level equal to the spell slot filled to bind it. Thus, a Spirit of
Passion occupying a 6th level spell slot is a level 6 spirit. You
cannot have more than one spirit with the same name bound
at one time.
Depending on the type of spirit, you gain certain benefits
while the spirit remains bound and an additional effect when
you release the spirit, as detailed in the Binding Rites section.
Releasing a spirit is a bonus action, although some spirits
allow release as a reaction. Once a spirit has been released, it
no longer provides its passive effect and the spell slot it
occupied is considered expended.
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Channel Spell Covenant of Blood
Beginning at 11th level, your spells overcome the damage Witches of the Covenant of Blood believe in strong
resistances of undead and enemies on different plane of connections between the physical world and the spiritual one.
existence from yourself (the border ethereal plane for Spirits are connected to the physical world through objects
instance) which you can perceive through means such as that were important to them while they were alive. This
your quickening feature. knowledge allows a witch to bind spirits to her power more
easily — as long as she knows a bit about the spirit's life.
Strength of Spirit Though not always, witches from the covenant of blood
At 15th level, you learn to sap additional fortitude from the tend to dominate the spirits under their control. They
spirits you bind. You gain temporary hit points equal to your generally take care to leave spirits intact and in a state no
level times the number of spirits you currently have bound. worse than before they were bound, but nevertheless are
These temporary hit points are recovered after a long rest capable of using a spirit's weaknesses against them, taking
advantage of their connections to the physical world in order
to gain power over them.
Familiar Spirit
At 18th level, when cast find familiar or if you already have a Awaken the Blood
familiar, you can awaken spiritual energy within the animal as Beginning at 2nd level, when you release a spirit from your
part of an additional ritual taking 10 minutes. Once complete, power, you can use the energy from those broken spiritual
you choose one spirit from the list at the end of the class bonds to repair corporeal bodies. You can heal yourself or a
description. Its level is equal to your Charisma modifier. creature adjacent to you for hit points equal to five times the
Your familiar provides you with the spirit’s passive effect as level of the spirit when you trigger a release effect.
long as your familiar is within 100 feet of you. If the familiar
dies, the spirit you initially chose produces its release effect if Sympathetic Magic
you can see any valid targets within range of the familiar. At 6th level, you gain the power to cast spells on targets over
vast distances beyond what the spell may ordinarily allow.
Ghostly Step Provided you have an article (blood, hair, clothing) from the
target, your spells of 5th level or lower which have a single
At 20th level you gain the ability to enter the spirit realm as a target may affect the creature in question from up to one mile
bonus action by projecting part of yourself beyond the away per witch level. When you cast a spell that affects a
material plane. You and your belongings become invisible and creature this way, the article you have from the target is
incorporeal for up 1 minute. You gain resistance to all consumed.
damage from non-magical sources, and are immune to being
grappled, paralyzed, petrified, poisoned, and restrained. Blood Binding
During this time, you may move your normal speed and At 10th level, if a living creature dies within 30 feet of you, you
may pass through solid objects. If you end your turn in an may bind its soul as a reaction. You bind a spirit type of your
object, you are dealt 1d10 force damage. You may choice to a spell slot of your choice. This binding expires after
rematerialize in your present location as a bonus action. If 24 hours or whenever you use this ability again. The creature
you choose to maintain this form until the duration expires who provided the soul cannot be resurrected during the time
and you are in a location occupied by a creature or solid that its spirit remains bound. You may use this ability once,
object, you are shunted to the near occupied space and take after which you must complete a long rest to use it again.
damage equal to twice the number of feat you are moved as a
result.You may use this ability once, after which you must Call Forth the Flesh
complete a long rest to use it again. At 14th level, you gain the ability to force ethereal and
incorporeal creatures into the material plane as an action,
Covenants and bind them to a corporeal form. The creature must
succeed at a Constitution saving throw or lose its incorporeal
The covenant that a witch swears by at 2nd level has to do traits and immunities to grappled, paralyzed, petrified, prone,
with the witch's personal philosophy on spirits. When and restrained for 1 minute. You may use this ability once,
entering a covenant, the witch joins other likeminded witches after which you must complete a long rest to use it again.
and is granted abilities which align with these core
philosophies. Though witches of different covenants may Covenant of Charm
hold similar opinions of spirits, it is important to think on
how each covenant's teachings shape your character's Witches of the Covenant of Charm tap deep into the
attitudes towards the binding and utilization of spirits. emotions which govern lingering spirits’ behaviours. They use
these emotions as signposts and guides to manipulate the
desires and shape the aspirations of the living. They believe
that although lingering spirits are echoes of the past, they
hold the key to individual futures. By harnessing the raw
emotional energy of the beyond, one can gain absolute control
over the hearts and minds of those around him or her.
Witches of this philosophy vary in their treatment of spirits. Of One Heart
Some befriend and learn from the spirits they bind, using that At 10th level, foes charmed by you are also considered
knowledge to further their own ends. Others take only charmed by your allies. Additionally, whenever you trigger a
cursory notice of the spirits they enslave – an attitude that spirit's release effect, allies within 60 feet may damage
often carries over into their living interactions, manipulating charmed foes on their next turn without breaking the charm.
and charming those they will, without any true regard for the
desires of those they meet. Crux of Desire
At 14th level, your spells and spirits which can charm
In Perfect Trust creatures affect those with immunity to being charmed.
At 2nd level, you have grown attuned to the hearts and minds These creatures gain advantage on all saving throws to resist
of those around you. While in your quickening, you may add or break free of the effect. In addition, you are immune to
your proficiency bonus to Charisma (Deception) and being charmed.
Charisma (Persuasion) checks, or double it if you already do.
In addition, during your quickening, you gain the ability Covenant of Ruin
peer into the heart of a creature within 60 feet. Much like the
detect thoughts spell, you may use an action to force the The Covenant of Ruin has less respect for spirits than the
target to make a Wisdom saving throw against your spell save other covenants. Witches who bind these spirits utilize their
DC. If it fails, you gain insight into its emotional state and magic to torture and pressure spirits in order to extract
something that is currently influencing this state such as power from them. Their philosophy revolves around invoking
something it worries over, desires, loves, or hates. If the ruin and causing as much damage as possible.
target succeeds on its saving throw, nothing happens. Unlike Though good witches of this covenant are rare, they are not
detect thoughts , the target does not become aware of the unknown. Good witches who share this covenant's ideology
intrusion. typically aim to bind evil spirits, turning these beings into
You may attempt to peer into the heart of a creature once weapons for good against their will (though this can hardly be
per long rest. considered to be completely benign). These witches often
claim this is for the greater good — using evil to combat evil.
Spirit Token Doom
At 6th level you gain the ability to share the emotional energy Beginning when you choose this circle at 2nd level, hostile
of the spirits you bind. You may tie one of your spirits you creatures who are the target of any of your spirits’ release
already have bound to a small object as an action. The spirit effects are given disadvantage on their next ability check,
still counts towards your maximum bonds while attached to attack roll, or saving throw.
the object. When you create a token, you also choose a
recipient. As long as the recipient is in possession of the Devastating Release
token, the spirit provides its passive effect as though the spirit At 6th level, spirits you release erupt with energy as their
were bound by the recipient (even if the holder of the token is bonds are broken, causing harm to those around you. When
not a witch). In either case, the magic holding the spirit to the you release a spirit, enemies within 30 feet of you are dealt
object expires after 24 hours where it returns to your control. 1d6 points of psychic damage per level of the spirit. Those
If the token is returned to you, you can break this magic who take damage hear wails and screams as the spirit is
sooner as a bonus action. released, and feel a rush of sorrow and discomfort.
Ruinous Ward
Beginning at 10th level, the Spirit Wards you create are
accompanied by spiritual dissonance which can strain and
break the weak of soul. In addition to the described effects
above, your Spirit Ward ability deals 1d6 psychic damage
each round to hostile creatures within its radius at the
beginning of their turn.
Rite of Exorcism
At 14th level, you can attempt to exorcize a living creature’s
own soul. If a creature within 30 feet fails a Charisma save
against your spell save DC, they are dealt 5d6 psychic
damage and 5d6 necrotic damage as their soul is torn from
their body. The creature is also stunned until your next turn.
A successful save means the creature takes half damage and
is not stunned. You may use this ability 3 times. Expended
uses recover after a long rest.
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Covenant of Shadows You can call upon the residual power of the individuals whose
souls you bind. Beginning at 2nd level, the save DC of your
The Covenant of Shadows subscribes to the belief that spells is increased by a number equal to half the number of
everything that exists, both physically and metaphysically, is spirits you have bound, rounded down.
like a shadow cast by that which came before it. Shadows are
windows into worlds beyond the material plane — as one Forceful Presence
world becomes dimmer, others become brighter and easier to When you reach 6th level, you can retain control over a spirit
see by comparison. after it produces its release effect so that it remains bound
There is reason to be wary of the dark. Witches from this and ready to be released again.
covenant are more cautious dealing with spirits. They know You may use this ability a number of times equal to your
that dangers lurk in the shadows, and they are careful with Charisma modifier, minimum 1. After these uses are
their dealings lest the spirits they bind show their dark side. expended, you must complete a long rest to recover them.
The Shadows Have Eyes Powerful Bonds
You can use the spirits which dwell in the darkness to see. At 10th level, your body and soul develop the ability to contain
Beginning at 2nd level, you can see in magical and more powerful spirits. The level of spirits you bind are
nonmagical darkness up to 120 feet as long as you have at considered 1 higher than the spell slot you use to bind them.
least 1 spirit bound, and you have advantage on Wisdom
(Perception) checks in dim light or darkness as long as you Simulacrum
have 2 spirits bound. At 14th level, should you be reduced to 0 hit points but not
killed outright, your body becomes possessed by a spirit you
Blinding Shackles control and you may continue to act for 1 round per level of
At 6th level, hostile targets that have been affected by any of the highest level spirit you have in your power. You cannot use
your spirits’ release effects are blinded for 1 turn per level of this ability if you do not have any spirits bound. During this
the spirit. This ability cannot affect creatures who do not use time, your hit points remain at 0 and you continue to make
light to see. death saving throws (though a prepared witch may move to
her spirit ward to become stable).
Spirits in the Shadows
Onlookers notice a strangeness in your movements, eyes,
Beginning at 10th level, as long as you have at least 2 spirits and voice while you remain possessed. While possessed, you
bound, you may call upon nearby shadows to replace the can use your action on your turn to activate the release power
somatic components of your spells. Alternatively, the ghostly of one of the spirits you have bound and have it remain
whispers of those spirits may replace the verbal components bound. This does not count against the uses of the Forceful
of your spells. You may therefore cast spells with these Presence ability.
components even if you yourself cannot motion or vocalise. Should you be healed under the possession (including by
yourself), you awaken from the possession, conscious.
Haunting Shades
Otherwise, when the duration expires, your body collapses.
Beginning at 14th level, when you release a spirit that targets
a hostile creature, you may choose for the spirit to haunt that
creature for up to 1 minute, requiring your concentration.
The passive effect continues but uses the haunted creature as
the origin. The passive effect otherwise treats you as the
owner. When the minute expires or you cease concentration,
the spirit’s release effect activates again. You may use this
ability once, after which you must complete a long rest to use
it again.
Covenant of Unity
The Covenant of Unity subscribes to a philosophy that all
spiritual entities are connected by a collective consciousness.
They use this knowledge to surmount power over the
spiritual realm itself. In other words, these witches gain their
abilities by harnessing the secrets which govern the very
basis of spiritual existence, rather than focusing on the
relationships between the metaphysical and the material
world.
The Covenant of Unity is perhaps a little more sympathetic
to the spirits these witches bind. Witches of this covenant
tend to see spirits more as allies. They trust the spirits they
bind enough to allow their power to grow under their
command with the purpose of sharing this power.
Ancestral Power
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New Covenant
The Covenant of Creation Grimoire of ash and bone
Witches of the Covenant of Creation hold to the philosophy Your grimoire is more than just a book or tome, it’s
that everything and everyone has a spark of essence and almost, but not quite conscious. All the spells you
power can be drawn from these things to work wonders. inscribe in your grimoire belong to the grimoire
They use this knowledge like a smith at a forge. Only they call and it guards them fiercely. The grimoire mystically
to life the spirit in an item; such as a simple sword. They bind imparts the knowledge you’ve inscribed in it back
souls to totems to empower them. They work the embers that to you when beckoned, but at a price.
remain of things beyond and craft them into magical knacks, Your Grimoire must be in hand for you to utilize
talismans, brews and sigils of power. They use the its greater spells. Otherwise, any spell that has a
metaphysical to empower the physical. Good Witches of ritual tag inscribed into the grimoire can be cast as
creation often try to maintain a healthy and mutual respect a ritual. Using a spell from the grimoire is taxing, so
for spirits and souls who's Essence they draw on as to not you can only cast one spell per round from your
corrupt their craft and end up with a cursed item. Evil grimoire regardless of the action used. Spells cast
from your grimoire consumes the appropriate spell
witches of creation often aim to make such corrupt items to slot when cast. This is the price every grimoire
fulfill nefarious needs. demands from its bonded.
Rituals do not incur this price. If you encounter
Spirit Grimoire other Ritual Books and can decipher them, or meet
Starting at 2nd level, you’ve created a magical tome called the a caster and convince them to teach you, you can
add spells of 1st level or higher to your grimoire, if
grimoire of ash and bone. Your knowledge of the the spell’s level is no more than half your Witch
metaphysical and its magic connection to items allows you to level (rounded down) provided you can spare the
analyze, understand and unlock their secrets. Using this time.
knowledge you’ve crafted the first and most useful of all your Copying A Spell Into Your Grimoire. This involves
magical items. Your grimoire will aid you in crafting reproducing the basic form of the spell, by
wondrous items, the likes of which would normally be beyond deciphering the unique system of the one who
your reach. wrote it. You must practice the spell until you
All grimoires have the spells Comprehend Languages and understand the sounds or gestures required, then
Identify, and you can cast them as rituals. You don’t need to impart this knowledge to your spirit grimoire so
provide a material component when casting these rituals, that it may transcribe it into its pages.
with this class feature. You must however take a short rest For each level of the spell, the transcription
before you can use this class feature again. Also upon gaining process takes 2 hours and costs 55gp. The cost
this feature, choose two cantrips from any class spells list. represents material components you expend as you
While the Grimoire is on your person, you can cast its two experiment with teaching spells to your grimoire,
as well as the fine inks you need to record it. The
cantrips at will. Read about the Grimoire in the sidebar extra 5gp represent the extra components needed
for the ritual to appease the spirit of the grimoire.
Grimoire Facts It has given you mush freedom and it demands it’s
While this is very versatile it is highly limited. due. Once you have spent this time and money,
your Grimoire can learn the spells.
Scribing spells into your Grimoire only applies for your Replacing the Grimoire. If you lose your grimoire,
witch class levels. you can perform a 1-hour ceremony to receive a
Even if you were a level 20 witch, you would only be able replacement from your spirit bond. It destroys the
to scribe a spell at max of 5th level into your Grimoire. previous book and you must release one of your
You must have your grimoire of ash and bone in hand to bond spirits to create a new Grimoire. The old
cast its spell, this in most cases negates the use of a shield Grimoire turns to ash when you make a new one.
The new Grimoire only has the starting Grimoire
or weapon seeing as the other hand will most likely be benefits, all other spells are lost. Thus filling out the
used to cast a spell. remainder of your Grimoire requires you to find
If the book is destroyed all inscribed spells are lost. You new spells to do so. For this reason, many witches
may make a new grimoire but you only gain the starting guard their Grimoires Viciously because unlike a
spells listed above. spellbook they cannot make a backup to keep in a
Using a spell from the grimoire is taxing, so you can only safe place.
cast one spell per round from the grimoire regardless of Appearance Every Grimoire is unique but they
the action used. each have at least this in common. The writing in
Grimoire spells don’t count against your number of spells your grimoire is unseen by any living creature. The
known. pages appear blank to all but the bonded. However,
spirits and the dead have no problem seeing the
writing. Another witch while using their quickening
ability can read the pages.
1
Ghost Sigils Bond spirits that meet the level prerequisite can combine
their efforts to help you create a magic item. This teamwork
Starting at 6th level, your mind awakens to the power of item crafting is noted in the DMG.
runes, you've learned to inscribe magic sigils on items to A bond spirit counts as a witch of a level equal to the spell
invest them with power. Using these means you can make slot they occupy, so this will determine which bond spirits
limited use items that can have unique effects. This ability could aid you, a bond spirit occupying a 5th level spell slot is
has both an in combat use and an out of combat use. Ghost counted as a 5th level witch thus it would be able to help
Sigils are limited to spells you can cast. Sigils replicate the make uncommon and common items. You may still craft
spell as stated and only one sigil can be put on any item at greater items but you will be working without your bond
any time. Items that already hold magical properties can’t spirits, under normal rules.
have sigils placed on them. You can only have as many active Each Bond spirit counts as contributing 25gp worth of
sigils as your spell casting mod. effort for each day spent helping to craft the item. This effort
In Combat is only used to determine how fast it will take to make the
You can quickly make sigils on anything you can touch to item. In actuality, crafting in this way only cuts the monetary
imbue the touched item with one of your spells. You dismiss a cost of the item by half. A single character is assumed to work
spirit you have bound to cast a spell of the same level into the for 8 hours each day. Thus, creating an uncommon magic
ghost sigil. It’s kind of like the spell glyph option; of Glyph of item takes 20 days and 500gp. If you are a 10th level witch
Warding (3rd level spell) the release bond spirit must be the you could have two 5th level bond spirits contributing 25gp
same level of the spell or greater. The spell is cast at its each to a day’s work of efforts making one day worth 75gp.
lowest level and does damage in addition to the items normal Thus, creating an uncommon magic item would takes 7 days
damage, if applicable. The spells, range and duration all work and 250gp.
as normal for the spell, use the witches mod to calculate any Witches do not expend one spell slot of the spell's level for
effect for the spell if needed. Declare you are using the sigil each day of the creation process. The magic used to power
otherwise a Sigil can hold inactive for three rounds before it soul items are pulled from elsewhere. The spell's material
must be used or the sigil fades. components must be at hand throughout the process. If the
Out of Combat (ritual) spell normally consumes those components, they are
Knacks, potions, sutras, talismans or scrolls. You spend 1 consumed by the creation process.
hour per spell level focusing your magic on a mundane Item The GM can decide that certain items also require special
and releasing a bond spirit to inscribe words of power to materials or locations to be created. For example, a character
transform the item into a minor magical work. The released might need alchemist's supplies to brew a particular potion,
bond spirit must be of the level of the spell used or greater. or the formula for a flame tongue might require that the
The item created count towards spirit bonds. weapon be forged with a fire spirit. Using your bond spirits
Items of this nature may be used three times per short to help you craft in this method releases two bond spirits
rest but it never expires as long as the bond remains filled. upon completion of the item, and the used bond spirits
There is always a chance of failure, as with a ritual a GM must wait one month before aiding in soul forged crafting
is within their right to ask you to roll and see if you fail. again.
This could produce the opposing effect or a jinxed item. Crafting Magic Items
Ex; Nod finds that he uses the spell Remove Curse a lot Item Rarity
Creation
Cost
Minimum.
Level
Magic
Bonuses
Max
Spell lvl
with his party, decides that is much more helpful to have one
of his bond spirits power this spell. He inscribes a spell sigil Common 100gp 3rd 1st
on his mug. Now the mug can be used three times per short Uncommon 500gp 3rd +1 3rd
rest to remove curse, however he is unable to use that bond
spirit because it's bonded to his mug. He could unbind his Rare 5,000gp 6th +2 6th
spirit, but the mug would lose its sigil and become a normal Very rare 50,000gp 11th +3 8th
mug. Items like this have a bit of flare, so a GM may state Legendary 500,000gp 17th +4 9th
that you must drank the liquid from the mug before the
spell can work. Note; the table show the witches crafting maximum, not
Soul Forge Crafting that of your bond spirits. If you do the math you will find that
your bond spirit will only ever be able to help you make rare
Starting at 10th level you’ve learned to craft the soul of an items, worth a max of 5000gp, with a bonus of +2 at best.
item. Using your bond spirits you can work items into This is due to the fact that a bond spirits max level will only
artifacts of true worth. Normally the creation of a magic item ever be 9th because that is the max level of a spell for a bond
is a lengthy and expensive task. It is somewhat less so with to adhere themselves to. Meaning that a bond will not have
soul forged items. The Witch and his bond spirits must meet the minimum level requirements to help with anything
a level minimum determined by the item's rarity as normal. beyond rare items.
This can be found under Crafting Rules on 128 to 129 in Example A 3rd-level Witch could create a wand of magic
the 5e Dungeon Master Guide, along with Magic Items missiles (an uncommon item), as long as the Witch has spell
power by rarity found on page 285. Provided with on the slots and has access to the magic missile spell. That same
table below character could make a +1 weapon (another uncommon
item), no particular spell required.
Alternative option for soul forge
crafting in low-magic games Credits
Work with your GM and make one uncommon +1 item, with
a minor magic effect. This item was uniquely made by the Thank you all who have contributed and to Zarirth
witch and his bonded spirit. A spirit bond to this item gives and his team for writing the Witch class.
the witch the lucky feat. When released it gives the witch and r/UnearthedArcana
allies within 10 feet one lucky point. The Witch Class by Zarieth
A bond spirit and a witch can transfer Magic from one item The Homebrewery For Authentic Editing tool.
to another. It takes a three hour ritual to do. The cost of the
transfer is half the gold price of the most expensive magic Art Credits
item. The item with the lost magic reads as magic for 10 if anyone want to do some art work for this let me
minutes after the ritual. Using your bond spirits to help you know.
transfer magic in this method releases two bond spirits, Comment
and the bond spirits must wait one month before aiding
in soul forged crafting again. Subclass post under the comment section.
Craft of Living Essence
Starting at 14th level your mastery over crafting the
metaphysical has become so good you can craft the spirit of a
living creature. Allowing you to awaken some hidden
potential or curse some poor soul. This power can be placed
once on any living creature and its effect should be worked
out with your GM as not to abuse the power.
A witch could rework the effects of a previously crafted
living essence but is at disadvantage to do so. This ability
could grant a single essence effect on a creature, but must
follow all game rules and listed changes below. To use this
ability a witch rolls her Spell Attack vs. The Constitution
mod of the Creature. The witch cannot use this ability on the
same creature again within 24 hours.
This magical essence can be seen as a dim aura under a
Detect magic spell, A successful DC 20 Arcana check may be
made in order to discern the nature of the essence magic.
Dispel magic will render most magical essence crafts useless
until the beneficiary takes a short rest.
A wish spell will remove the essence from a creature
permanently.
A Spell of 5th level or lower, this can be any spell however
the target of the spell becomes self or familiar. (Used At
will) Dispel magic works as normal.
A spell like effects of 3rd level or lower, works as the spell.
(Used cha mod/long rest.) Dispel magic works as normal.
A feat that the beneficiary has all the requirements for.
This feature can’t be dispelled or detected by magic,
unless the feat itself grants magical abilities like Magic
Initiate. Dispel magic works as normal in this case.
Extra bond spirit, Use your own spirit as a bound spirit,
your spirit works as a normal bond spirit.
One Enhance Ability spells effects as a permanent effect,
this feature can't be dispelled or detected by magic.
All curses are Permanent effects unless a wish or Remove
curse spell is used to negate the effects.
PART 1 | FANCINESS 1
Envy
Binding Rites Spirits of Envy take from others what they covet for
Following is a list of different spirits a witch may bind. themselves – life. Whenever you deal damage with an attack
or spell while Envy is bound, you regain the spirit’s level in hit
Agony points.
In the presence of a spirit of Agony, foes’ wounds continue to Release. When you hit an enemy with an attack or spell
bleed and fires continue to burn. While Agony is bound, you you may release Envy. When you do so, you gain temporary
may reroll any damage die that shows a 1, keeping the new hit points equal to five times the spirit level. These temporary
result. hit points last up to 24 hours.
Release. You may release Agony when you roll a critical
hit. In addition to the critical damage, you may roll an extra Fear
number of dice equal to the level of the spirit. This extra Spirits of Fear bring nightmares to life. While Fear is bound,
damage is psychic damage. This spirit’s passive ability applies you may add your proficiency bonus to Charisma
to the normal and the additional dice for this attack. (Intimidation) checks, or double it if you already do.
Release. When Fear is release from its bonds, a number of
Desire creatures equal to the spirit level within 30 feet make a
Spirits of Desire impress your desires onto others and Wisdom save or be frightened for 1 minute. Each creature
enhance their own. Friendly and charmed creatures within affected is allowed a Wisdom saving throw to end the effect
30 feet have disadvantage on Wisdom saving throws against at the beginning of each turn.
your spells. Once an affected creature succeeds on a Wisdom
saving throw against one of your spells, that creature is Generosity
immune to this spirit’s effect for 24 hours. Spirits of Generosity are always willing to make sacrifices for
Release. When you release this spirit, a single target those who bind them with good intentions. Your spells that
creature within 30 feet becomes charmed if they fail a heal restore an additional 1d6 damage to each creature they
Wisdom saving throw as if against one of your spells. This affect.
effect lasts one minute per level of the spirit. The effect ends Release. You may release Generosity and gift the spirit to
prematurely if you or your allies damage the creature. an ally within 30 feet. The spirit protects the ally, granting
them temporary hit points equal to 5 times the spirit’s level.
Empathy These temporary hit points last 10 minutes.
Spirits of Empathy force your enemies to share your pain.
While Empathy is bound, whenever you are dealt damage Guilt
from a living or undead source, you may use your reaction to Spirits of Guilt cause your enemies hesitation in acts that
deal that source psychic damage equal to the level of this would wrong you. While Guilt is bound, you may use your
spirit. reaction to impose disadvantage on an attack roll against you.
Release. You can release Empathy as a reaction when you A creature targeted by Guilt cannot be affected again for 1
take damage from a creature. The creature is dealt psychic minute.
damage equal to the damage you took + the spirit’s level. Release. When you release Guilt from your power, a single
target within 30 feet has disadvantage on attack rolls against
you for 1 round per spirit level.
7 THE WITCH | v0.4
Hate Release. When you release this spirit, one creature per
Spirits of Hate inspire a ferocity in you. When you are spirit level within 30 feet is no longer frightened.
damaged by a creature, you gain advantage on attack rolls
against that creature on your next turn. Wonder
Release. When you hit a creature with a spell or attack you You radiate an aura of awe when a spirit of Wonder is bound
may release Hate and deal necrotic damage equal to 1d6 per to you. While Wonder is bound, you can use your action to
spirit level. impose disadvantage on Perception checks made by
creatures within 30 feet make to notice anything other than
Hunger yourself for the round.
Spirits of Hunger both sustain their friends and deprive their Release. You may release Wonder from your power when
enemies of energy. While Hunger is bound to you, you require you hit a target with a spell or they fail a save against one of
no food or water to survive. your spells. That foe is stunned until your next turn.
Release. You may release Hunger to impart one level of
exhaustion on a number of creatures within 30 feet equal to
the spirit’s level. The creature cannot be affected by a Spirit of
Hunger again for 24 hours.
Passion
Spirits of Passion give those who bind them the motivation to
push themselves further in order to accomplish a task. When
this spirit is bound you gain a number of bonus dice equal to
the spirit level. These dice are d6s. You may choose to roll
one of these dice and add the result to any attack roll, ability
check or saving throw you make. You lose all remaining dice
when you release Passion.
Release. You may release Passion when you make an
attack roll, ability check, or saving throw. You make this roll
with advantage, and in addition you add the spirit’s level to
the result.
Serenity
Spirits of Serenity bring peace and clarity of thought to those
who bind them. You require only half the time worth of sleep
or rest as long as Serenity remains bound. You still require 8
hours to gain the full benefits of a long rest.
Release. When you release Serenity from your power, you
may remove one of the following conditions from yourself:
Blinded, Deafened, Frightened, Paralysed, Poisoned, and
Stunned.
Sloth
Spirits of Sloth inspire sluggishness and laziness of thought
and action around you. While Sloth is bound, spaces within
10 feet of you count as difficult terrain for enemies.
Release. When Sloth is released, one foe per spirit level
within 30 feet loses their reaction until your next turn.
Sorrow
The failures of your enemies continue to haunt them in the
presence of a spirit of Sorrow. While Sorrow is bound to you,
enemies within 30 ft. who fail a save against one of your
spells are dealt psychic damage equal to twice the spirit’s
level.
Release. When Sorrow is released, choose a target
creature within 30 feet. That creature has disadvantage on its
next saving throw, ability check, or attack roll. Should this roll
fail, they are dealt 1d6 psychic damage per spirit level.
Valor
Spirits of Valor give those who bind them the power to pull
through with confidence against poor odds. While Valor is
bound, you have advantage on saves against being frightened.
THE WITCH | v0.4 8
Spell List
Cantrips (0 Level) Crown of Madness Blight Find the Path
Blade Ward Darkness Confusion Heal
Chill Touch Darkvision Death Ward Mass Suggestion
Friends Enhance Ability Dominate Beast Sunbeam
Guidance Enthrall Freedom of Movement True Seeing
Light Hold Person Hallucinatory Terrain
Mage Hand Lesser Restoration Locate Creature 7th Level
Mending Locate Animals or Plants Polymorph Etherealness
Minor Illusion Locate Object Wall of Fire Finger of Death
Poison Spray Misty Step Mirage Arcane
Resistance Moonbeam 5th Level Mordenkainen's Magnificent
Thaumaturgy Protection from Poison Animate Objects Mansion
True Strike Ray of Enfeeblement Antilife Shell Plane Shift
Suggestion Awaken Regenerate
1st Level Contact Other Plane Sequester
Animal Friendship 3rd Level Contagion Symbol
Charm Person Bestow Curse Dominate Person
Cure Wounds Conjure Animals Dream 8th Level
Detect Magic Daylight Geas Animal Shapes
Detect Poison and Disease Dispel Magic Greater Restoration Antipathy/Sympathy
Faerie Fire Fear Hold Monster Dominate Monster
Find Familiar Fly Insect Plague Feeblemind
Healing Word Magic Circle Legend Lore Power Word Stun
Hex Major Image Mass Cure Wounds Sunburst
Longstrider Protection from Energy Modify Memory
Protection from Evil and Remove Curse Planar Binding 9th Level
Good Speak With Dead Reincarnate Astral Projection
Purify Food and Drink Spirit Guardians Scrying Foresight
Speak with Animals Tongues Shapechange
Witch Bolt Vampiric Touch 6th Level True Polymorph
Water Walk Circle of Death True Resurrection
2nd Level Conjure Fey
Alter Self 4th Level Contingency
Banishment Eyebite
9 THE WITCH | v0.4
Major Changes (since v0.2) Credits
Class Features Thank you all who have contributed their feedback,
Hit Dice are now d6 ideas, and questions through the other
r/UnearthedArcana threads as well as through
conversation and private messaging.
Class Abilities
Quickening (1): Now an action, lasts one minute with u/AeoSC
concentration. Now gives bonus to Wisdom (Insight) u/alphrel
checks. u/freshprinceoftelfyr
Spirit Ward (3): Limited to 3/LR or 3/SR at level 9 u/jahfury
Spiritual Spellcasting (7): Now returns spell slots from u/KingofWhales
bound spirits at a 1:1 level ratio. No admixing slots. u/lygerzero0zero
Channel Spell (11): Redefined to overcome resistances of u/MothProphet
undead and perceived creatures on other planes u/PM_ME_YOUR_EMOTIONS
Strength of Spirit (15): Buffed to grant level x spirits u/Proteus92
bound in temporary hit points u/starbridge
u/StriderT
Familiar Spirit (18): NEW – binds a spirit to your familiar, u/Three-flower
providing a passive buff when near and releasing the spirit and more
on death.
Ghostly Step (20): Now a capstone, included resistances Special thanks to those above who offered
and immunities while in this form. substantial feedback on the class as a whole, those
above who offered playtesting feedback, as well as
Covenant of Blood u/convoke2 for catalyzing the port to the
Awaken the Blood (2): Swapped this to level 2 to provide homebrewery, which is sure to come in handy with
more survival during low levels. balancing and small fixes.
Sympathetic Magic (6): Moved to level 6 ability, limited Art Credits
spellcasting with this ability to 5th level and lower
"Initiation Ritual" by Trishkell - deviantart
Covenant of Ruin "Haunted Forest" by Rene Aigner
Doom (2): NEW – replaced flavourless ability to give "The Crow's Dagger" by Elsa Kroese
disadvantage to those affected by spirit releases unknown title by Mingzhu Yang
"Ritual Preparations" by Wilthierna - deviantart
Covenant of Shadows "Undead" by Arash Radkia
The Shadows Have Eyes (2): Buffed, now basically Devil’s unknown wallpaper image
Sight with an additional bonus to Perception if you have "Ghosts of Ascalon" from Guild Wars 2
more spirits. "Ghost Quarter" by Pete Mohrbacher
Blinding Shackles (6): More reliably blinds foes affected
by spirits for 1 turn/spirit level
Spirits in the Shadows (10): Now only replaces either
somatic or verbal components, not both.
Haunting Shades (14): NEW – replace flavourless feature,
allows you to “haunt” an opponent by having them carry
around a spirit.
Covenant of Unity
Ancestral Power (2): Rebalanced to scale slower with
number of spirits bound.
Simulacrum (14): You now awaken immediately if healed.
You can also trigger a release effect of spirits in your
control once per turn.
Binding Rites
Desire: Buffed with new passive effect
Envy: Changed to better work with Strength of Spirit
Guilt: Imposed a limit to prevent abuse towards single
targets
Sloth: Increased passive effect range to 10 feet from
“spaces you threaten”
New Archetype: Covenant of Charm
I couldn’t go this long without a revision and not give some
new options. The new archetype really hones in on emotions,
charm, and manipulation.
THE WITCH | v0.4 10
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