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The Witch

S
tudying the writing on her old, worn tome, a witch Consider what drew you to magic. Power? Vengeance? The
prepares her spell. As she glances between the aim to protect and love? The desire to control and ascend?
text and the shimmering image of her target Regardless, witches are not easily archetypal; they are
bubbling on the surface of her cauldron, she curls versatile and unique to their own. It is only in the magical
a sly grin before it fades. She begins to cast her paths that witches choose to take that others may begin to
magic upon her unsuspecting enemy. better understand them as closer archetypes.
A woman clad in folds of white robes twirls her magic staff
as a white dove flutters around her, cooing calmly while a
giant ogre descends upon them both. As the ogre lifts to drop
Class Features
the head of his mace upon the witch, a white ward erupts As a witch, you gain the following class features.
before her, knocking the ogre back as it reels from the
magical shield. Hit Points
A woman, scorned by a village who refused to allow her to Hit Points: 1d6 per witch level
set up a shop of potions, rallies her arcane knowledge into a Hit Points at 1st Level: 6 + your Constitution modifier
cruel, vengeful curse. They will soon change their mind as Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
each new-born of the village is born an undead creature. modifier per witch level after 1st
Witches are magic-users. They are practitioners of magic
that controls, alters, divines, or in another word, affects.
Proficiences
Armor: None
While most witches choose a magical path, such as White
Weapons Daggers, darts, slings, quarterstaffs
Magic or Dark Magic, every witch has an arsenal of magical
Tools Herbalism Kit
spells that make them stand out as healers, oracles, or sages.
Witches do not draw their magic from gods or divine means Saving Throws: Your chosen spellcasting ability and your
(though they may worship them), nor are they bestowed by choice of either Intelligence, Wisdom, or Charisma.
patrons or beings of immense power; instead, witches gain Skills: Choose two skills from Arcana, Deception, History,
their magic from their witchcraft, a form of spell preparation Intimidation, Insight, Investigation, Nature, and Religion
that varies by individual witches.
Equipment
You start with the following equipment, in addition to the
Creating a Witch equipment granted by your background:
The first step of creating a witch usually means answering
the question of how they attained their magic. Were they (a) two daggers or (b) a quarterstaff
taught as an apprentice from a powerful witch? Were they a component pouch
exposed to some ancient tome that made them curious (a) a scholars pack or (b) a priests pack
enough to explore? Witches are not wizards, in that they learn an herbalism kit
magic in just studious ways, necessarily, but instead discover
it through a combination of their wisdom and learnedness of
the world and how it works.

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The Witch
Proficiency Ceremony Cantrips
Level Bonus Features Spellcraft Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spellcraft, 1 3 2
Witchcraft Coven
2nd +2 Ceremony Book, Familiar 1 1 3 3
3rd +2 Witchcraft Coven Feature, 1 2 3 4 2
Sanctum Artifact
4th +2 Ability Score Improvement 2 2 4 4 3
5th +3 Witchcraft Focus (One) 2 3 4 4 3 2
6th +3 Witchcraft Coven Feature 2 3 4 4 3 3
7th +3 2 3 4 4 3 3 1
8th +3 Ability Score Improvement 2 4 5 4 3 3 2
9th +4 Witchcraft Focus (Two) 3 4 5 4 3 3 3 1
10th +4 Witchcraft Coven Feature 3 4 5 4 3 3 3 2
11th +4 3 5 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 5 5 4 3 3 3 2 1
13th +5 Witchcraft Focus (Three) 3 5 5 4 3 3 3 2 1 1
14th +5 Witchcraft Coven Feature 3 5 5 4 3 3 3 2 1 1
15th +5 3 6 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 6 5 4 3 3 3 2 1 1 1
17th +6 Witchcraft Coven Feature 4 6 5 4 3 3 3 2 1 1 1 1
18th +6 4 6 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 6 5 4 3 3 3 3 2 1 1 1
20th +6 Witchcraft Coven Feature 4 7 5 4 3 3 3 3 2 2 1 1

have a number of witch spells prepared equal to your chosen


Spellcasting spellcasting modifier + half your levels in Witch (rounded
down) at any one time. The spells must be of a level for which
As a practitioner of your witchcraft, you can cast witch spells.
you have spell slots. To prepare (and learn, if you choose
See Chapter 10 of the Player's Handbook for the general
intelligence) spells, follow the rules in the Choosing Your
rules of spellcasting and the end of this text for the witch
Spellcasting Ability note.
spell list.

Cantrips Witch's Levy


Magic comes at a cost. In order to continue casting spells and
At 1st level, you know three cantrips of your choice from the
have access to your spellcasting capabilities, you must adhere
witch spell list. You learn additional witch cantrips of your
to the levy of your Witchcraft Path. See each individual
choice at higher levels, as shown in the Cantrips Known
Witchcraft Coven to find its levy. Failing to pay the witch's levy
column of the Witch table. You gain additional cantrips
strips you of your class features, except only the ones, if any,
known based on your Witchcraft Path that do not count
that could help you pay your levy.
against the Cantrips Known column of the Witch table.

Preparing and Casting Spells Chosen Spellcasting Ability


Intelligence, Wisdom, or Charisma could be your spellcasting
The Witch table shows how many spell slots you have to cast
ability for your witch spells. See the Choosing Your
your spells of 1st level and higher. To cast one of these spells,
Spellcasting Ability note. Use your chosen spellcasting ability
you must expend a slot of the spell's level or higher. You
whenever a witch spell refers to your spellcasting ability. In
regain all expended spell slots when you finish a long rest.
addition, you use your chosen spellcasting ability modifier
You prepare the list of witch spells that are available for you
when setting the saving throw DC for a witch spell you cast
to cast, choosing from the witch's spell list. At any one time,
and when making an attack roll with one.
regardless of your chosen spellcasting ability, you can only

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increase the spell slot of the spell they are casting by your
Choosing Your Spellcasting Ability: result (maximum 9) or increase the spellsave DC by 1 for
How you Acquire & Prepare Spells every witch who used spellcraft as a reaction when they cast
Witches are versatile. They can come to how they their spell (maximum 3).
might prepare their spells in unique ways. Follow Once you have spellcrafted a number of times shown for
these rules when determing how your chosen your witch level in the Spellcraft column of the Witch table,
spellcasting ability affects how you prepare spells. you must finish a long rest before you can spellcraft again.
Intelligence. You are a cunning witch who
prioritizes study and learning into your craft. You Witchcraft Coven
carry with you a spellbook, a tome, or perhaps just
your ceremony book. Follow the same rules for a At 1st level, you embark on your coven of witchcraft.
wizard's spellbook (page 114 of the Player's Witchcraft is, in a sense, synonymous with magic, but witches
Handbook) for preparing, copying, and learning must choose a path of their craft that leads them towards
spells, except the number of spells you can have certain discoveries and often times more witches who share
prepared at a time is your Intelligence modifier + their interest in that particular form of magic. You must select
half your levels in witch (rounded down). a Witchcraft Coven at 1st level between the choices: Dark
Wisdom. You are wise and incorporate your Magic, Nature Magic, Otherworldly Magic, Prophetic Magic
insightful understanding of all things into your or White Magic. Cantrips gained by your selection of a
craft. You carry with you a prayer book, a book of Witchcraft Coven do not count against the cantrips you know
lore, or several trinkets which you believe are from the witch class table.
symbols to higher powers that you consult as you
prepare new spells or use your spellcraft ability.
You always prepare your spells after a short or long Ceremony Book
rest. You memorize the incantations and gestures At 2nd level, you choose a book of some kind that outlines
you must make to cast the spell, which takes at your magic, whether good, ill, or somewhere in between. It
least 10 minutes per spell level to do so. Forgetting may be a darkly bound tome with a blinking eye on its cover
a previously prepared spell takes no time. You may that only opens its lid to you. It may be a holy book of some
only prepare a number of spells equal to your
ancient order, bound by the stem of angels wings. Still, it may
Wisdom modifier after a short or long rest.
Charisma. You have a magnetism to you that be a disorganized, crumpled pile of pages, tethered together
others cannot deny. In your craft, you bring a only by loose string. Usually the book is representative of the
presence of self that fuels your understanding of character of the witch, but within it contains the spells that
magic. When you prepare spells or use your you may utilize in ceremony or more, if you wish. A ceremony
spellcraft ability, you must meditate or channel book may be used as an arcane focus.
your own sense of self-confidence into your You may choose a number of spells as told on the Witch
powers. You always prepare your spells after a long table to add the ceremony tag to it, so long as you are able to
rest. You memorize the incantations and gestures cast that spell normally. You may then cast that spell, but only
you must make to cast the spell(s), which takes at as a ceremony and not require the expense of a spell slot
least 1 minute per spell level to do so. Forgetting a when you cast the spell as a ceremony.
previously prepared spell takes no time. You may
only prepare a number of spells equal to your
Charisma modifier after each long rest.

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 your ceremony book, an herbalism kit, and any
Witch's Focus items that you can wield in your hand(s) as a
spellcasting focus for your witch spells.

Spellcraft
At 1st level, you may quickly exert yourself in some way
relevant to your craft to swap out a spell you have prepared
for another spell from the witch spell list. As an action,
choose one spell of 5th level or lower that you have prepared
and then choose another of 5th level or lower from your witch
spell list that you can cast to replace it with.
At 5th level, as a reaction to an ally that belongs to your
same witchcraft coven as you and that is casting a spell
within 60 feet that you can see, you may expend a spellcraft
use. If you do so, roll a 1d4. The ally uses that result to either

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You may have a ceremony spell prepared normally or not
prepared at all. If you have it prepared, you can either cast it Athame
normally or cast it as a ceremony. A spell cast as a ceremony Usually the more sadistic and darker witches possess an
is cast at your highest spell slot for your levels in witch, even athame. You create a magical, ornate or rusted, dagger. As a
if you have expended all your spell slots. Casting a spell as a bonus action and as part of casting a spell of 1st level or
ceremony also requires its normal casting time plus 1 higher, you may deal 1d4 slashing damage to yourself and
additional hour. It also requires 25gp per spell level in add that result as a bonus to your spell attack or spell save
material costs of various ceremonial items, such as candles, DC for the spell casted. For example, if you roll a 3 while you
sigils, expensive inks, etc. You must pay any additional cast charm person you take 3 slashing damage and your spell
material component cost to the spell. You may spend 8 hours save DC increases by 3. If you cast a spell that continuously
of a day in complete study, meditation, or prayer (or a requires saving, continue to use the bonus until that casting
combination of the three) to replace a chosen ceremony spell of that spell has been resisted or the spell has ended. Once
for another. you use this feature you cant use it again until you finish a
Casting spells as a ceremony is particularly taxing. You may short or long rest. At 10th level you increase the die to a d6.
cast one spell as a ceremony before taking a long rest. If you
attempt another before taking a long rest, each spell cast as a Broom
ceremony gives you one level of exhaustion. A magically enchanted broom appears to you. Even though it
appears as a broom, it may be otherwise treated as a magical
Familiar quarterstaff (no bonus). As an action, you may activate its
further magical properties and, so long as you ride it, which
At 2nd level, you gain a familiar to grow close to and consider
requires both hands, you gain a flight speed equal to 60ft.
as a pet, friend, ally, or even more, perhaps. When you cast
Once activated, the flight speed lasts for 1 hour. You may not
the find familiar spell, you can choose one of the normal
activate the brooms flight again until you take a short or long
forms for your familiar or one special form: homunculus, imp,
rest. You cannot cast spells the same turn you use your flight
pseudodragon, quasit, or sprite.
speed if the spell has a somatic component.
At 10th level the flight speed lasts for 8 hours.
Sanctum Artifact
Witches are known to have strongholds of power whether Garb
they are huts, massive cauldrons with legs of a chicken, or You may magically enchant your favorite garb as part of the
towers. witch's focus ceremony. Choose a set of clothes (not armor) to
Starting at 3rd level, you may begin to set the stage for enchant during the ritual to make a witchs focus, usually a
where one day your sanctum may be. By spending at least shawl, a beautiful white robe, a weathered black shroud, a
100gp in ingredients in a magical ritual that takes seven beautiful cloak, or any other form of clothing that is
complete days, you may create an immovable altar, shrine, representative of your personality.
cauldron, or other artifact that your DM approves of that is Whenever you wear your garb without wearing armor or a
the center-piece of your sanctum. This artifact has a strong shield, your armor class is equal to 13 + your Dexterity
magical aura that can be seen by the detect magic spell. modifier. You may only have one garb enchanted in this way
Whenever you are within 30 feet of your sanctum artifact, you at a time without cancelling out the previously enchanted
gain advantage to any saving throws against spells or other garb. Your garb cannot act as an arcane focus, unlike other
magical effects. Additionally, depending upon your witchcraft focus items.
path, other benefits are bestowed upon you as you develop At 10th level, your garbs magical enchantment increases,
your craft. If you create another sanctum, your previous letting you gain resistance to one form of damage type of your
sanctum simply fades and turns to dust. choice at enchantment (or when you level).
Destroying a sanctum artifact by damaging it significantly
causes a magical explosion dealing 4d8 force damage to Hat
anyone within 20 feet of it being destroyed or 8d8 force A magical hat, which may be pointed, or look like a silver
damage to anyone within 5 feet of it being destroyed. circlet, or whatever image you choose that can be worn on
your head, appears before you after the ritual. It is enchanted
Witch's Focus and immediately attuned to only you. You gain advantage to
any savings throw against charm and fear conditions.
Starting at 5th level, after spending 30 minutes in ritual, you Additionally, as an action, you may cast the spell charm
produce a magical focus item which becomes a signature of person but the duration lasts for 24 hours. You regain the
your craft. The properties of each item only works for you. ability to cast charm person in this way after taking a long
This item can only be made once and if it is lost or destroyed rest.
you may repeat this ritual to summon it or create it anew, At 10th level the hats power increases, granting you
thus destroying anything of its previous iteration. You may immunity to charm and fear conditions.
use items created in this way as an arcane focus. Choose one
focus below and at 9th level and 13th level, you gain an
additional witchs focus.

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Dark Magic Expanded Spell List
Mirror Spell Level Spells
A magical mirror, the size of which you decide, appears
1st ray of sickness, witch bolt
before you; although, it cannot be larger than a standard tall
mirror. The mirror has a celestial, elemental, fey, or fiend 2nd cloud of daggers, ray of enfeeblement
spirit within it (your choice) that is completely loyal to you. Its 3rd animate dead, lightning bolt
information is limited to its type, but it will try to tell you as
much as it possibly can. It can communicate telepathically 4th compulsion, evards black tentacles
with you so long as you two are on the same plane of 5th cloudkill, contagion
existence and it may disappear from the mirror if it wishes
6th circle of death, harm
but always answers your calls. You, in essence, gain a
companion of an otherworldly nature who is loyal to you and 7th finger of death
seeks to aid you as your interests become its interests. Its 8th feeblemind
true nature or form, however, may be mysterious for some
time. 9th power word will

Staff Evil Eye


A witchs staff, usually with a small crystal atop or gnarled At 1st level, you gain the ability to offend your first creature
and white, appears before you after the ritual. You are with a powerful curse. As an action, one creature within 30
automatically attuned to this item, assuming you are not feet of you that you can see and it can see you sees one of
attuned to too many items already. Treat this staff as a magic your eyes flash a dull, crimson color. They then must make a
quarterstaff (no bonus). While this staff is in your possession, Wisdom saving throw against your witch spell save DC,
you can prepare one additional spell that cannot exceed your although if they are protected by a protection against evil and
maximum spell slot level. good spell or a magic circle they are not affected by this
At 10th level, you may prepare two additional spells. ability. If they fail their save, they must write down three
calamitous, bad things that could happen to them. The DM
Wand makes a secret roll, determing which of the bad things may
A small rod or wand appears before you, its appearance a happen to them (or perhaps something else). This could be
reflection of your persona. As an action, the wand may cast something as simple as missing out on a trade festivals peak
magic missile at your highest level spell slot without hour, so the wheel of their wagon comes undone and crashes
expending a spell slot once before you must take a long rest the wagon, or a group of bandits comes across their wagon. It
to cast this spell in this way again. Additionally, you may cast could also mean they give birth immediately if they are
disguise self at will so long as you have this wand. pregnant to a stillborn child. Regardless, a circumstance
At 10th level you may cast alter self instead, but only on happens to this person that results in intrigue, drama,
yourself. tragedy, or something generally woeful. The woeful event
must occur within seven days of them failing their saving
throw.
Witchcraft Coven You may, at will, cancel the impending woeful event. Once
Witches know a lot when it comes to magic, but they often the calamitous event occurs, however, the feature is
specialize to particular covens, honing their craft to particular considered completed. You cannot attempt this ability again
fields of magic. These covens vary widely, though there are until any impending woeful events are completed. Once you
five well-known: Dark Magic, Nature Magic, Otherworldly attempt your evil eye upon a creature, you cannot do so again
Magic, Prophetic Magic, and White Magic. until you finish a long rest.
Choose one path, starting at 1st level. You gain features at
1st, 3rd, 6th, 10th, 14th, 17th, and 20th level.
Levy of Dark Magic: Sacrifice & Ruin
Coven of Dark Magic The price of dabbling in dark magic is terrible and
dangerous. As you grow in power and try to
Dark Magic is the coven of the cruel, malevolent, or even channel even greater feats of magic, the cost of
debased witch. It is the magic of sacrifice and taking, of pain your dark magic increases. The levy of dark magic
and greed. Witches who are known for their curses are must be paid each year.
typically those who joined the covenenat of dark magic. Levels 1-4. In a ritual that takes 1 hour, you chant
You gain the follow cantrip(s): chill touch, shocking grasp. or wail. You must be partially smeared in the blood,
fresh or preserved, of a humanoid creature that has
Expanded Spell List never wronged you in any way.
The Coven of Dark Magic allows you to prepare spells that Levels 5-13. You must participate in an event, in
some way, that leads to a good-aligned humanoid
every witch of the same coven also has access to. Your witch
creature turning away from their alignment through
spell list is expanded by the following spells that you may theft, murder, or some other "evil" act.
then prepare. Levels 14-20. You must steal the soul, as per
your soulsteal ability, of a good-aligned creature
and use it to fuel your own spells.

Dark Magic Expanded Spell List THE WITCH


5
together their challenge rating to regain that number back in
spell slots, but never more than your levels in witch.
Targets for this sacrifice feature must possess a soul since
it is part of their soul that fuels this magic. Thus, undead,
constructs, and some other creatures that your DM decides
may not be sacrificed. Additionally, this is a particularly cruel
deed. After you use this feature, you are considered a fiend for
one complete week for all purposes of spells and magical
effects. This does not replace your type; instead, you are both
your normal type and a fiend (temporarily). You cannot regain
more spell slots than you have available to you given your
level.

Dark Sanctum
At 10th level, your sanctum artifact has grown in strength.
Within 1 mile of your artifact, toads, spiders, or other vermin
of your choice frequent the location, setting up many swarms
of their kind. You may, instead, allow your environment within
1 mile of your artifact to appear benign and lovely, even
alluringly so to particular types, like children or fey, if you
choose. Creatures in the area may feel a general sense of
dread and concern as they traverse the location and find it
difficult to sleep. Long rests are impossible without your
permission, given that dreams are turned to nightmares and
images of monsters and terror fill the subconscious. As long
as you are within 100 feet of your sanctum artifact, you gain
the ability to bestow upon an individual a dark gift,
contractually, if you choose.
You enter into a contract with a willing individual for some
power or boon (see below) that you may bestow for
something in return in which they are contractually obliged to
obey. The magic of the ritual compels them to complete the
contract should they sign to the best of their ability. The
contract can be worded and conditions applied however youd
like. Your artifact can only bestow one dark gift before
requiring a month to renew itself to bestow another. The
ritual costs 250gp in materials and takes 1 minute to cast and
Cruel Magic can only be cast upon a willing subject of their own mind. You
At 3rd level your spells are twisted to deal more devastating must have the required ingredients of the dark gift to bestow
damage; each time you hit a target with a cantrip spell that it and a fully composed contract that the target signs. The
deals damage, you may add your chosen spellcasting ability DM may interpret the contracts wording to create any effect
modifier to the damage. they wish based on that wording within the confines of the
description of the dark gift chosen. Choose one dark gift to
Sacrifice bestow:
At 6th level, you learn to sacrifice others to fuel yourself. Dark Fortune. The target succeeds at something within the next
magic taps into something that other paths would not: month that they wish to succeed in. This could be winning
sacrifice of others. Whether the willing or unwilling, sacrifice the affection of another, winning a race, or as much as victory
through blood, spirit, or otherwise is a truly potent method of in battle.
fueling arcane energies. This is a particularly wicked deed Ingredient: The heart of someone who succeeded at the
and seen as a truly dark form of magic. same task the target wishes to succeed at.
You may ritualistically sacrifice a creature to fuel your New Form. You alter the form of your target by
magic. Doing so costs 15gp in resources per creature polymorphing them into another humanoid within one size
sacrificed. If you spend a short rest doing nothing but category of their current size. They may change their race,
performing a cruel ceremony in which it ends with the death their sex, their general appearance, etc. This effect becomes
of a creature (usually restrained or unconscious), you regain a permanent.
number of spell slots equal to the creatures challenge rating Ingredient: A body part, or organ, or bodily tissue, from
(a minimum of 1) but no more than your levels in witch. whatever form the target wishes to take. For example, a drow
You may distribute these spell slots however youd like. Thus heart to become a drow. A mermaids lock of hair to become a
if you sacrifice a CR 7 creature and you are level 7, you may mermaid, etc.
gain one 4th level spell slot and a 3rd level spell slot or four Woe. The target chooses an enemy, such as an unfaithful
1sts level spell slots and three 2nd level spell slots. You may husband, to have some calamity befall them, as per the Evil
sacrifice a number of creatures equal to your chosen Eye feature. They must, within one week, look upon the
spellcasting ability modifier per ceremony. If you do, you add chosen enemy and proceed as though you had used Evil Eye

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on them but they do get to roll a saving throw. It's possible the
sanctum artifact may permit a particular woeful event upon
Coven of Nature Magic
the target, but it's uncertain. Nature Magic is the coven that focuses on the natural world:
Ingredient: One item cherished or close to the targets weather, forests, beasts, swamps, lakes, etc. Unlike druids,
enemy or a thread of the targets enemys hair. witches who join the coven of nature magic do not have to
worship nature, necessarily. Instead, they simply want to
Soulsteal control ature or simply want to fully understand it.
Starting at 14th level, you can rend a soul from a target to
consume or house in a container or jar. You may cast the spell Expanded Spell List
disintegrate, except if the spell kills a creature, you may The Coven of Nature Magic allows you to prepare spells that
choose to consume its soul or house the soul in a jar or every witch of the same coven also has access to. Your witch
container that you possess and display as part of casting the spell list is expanded by the following spells that you may
spell. then prepare.
Casting this spell in this way only works on creatures that You gain the follow cantrip(s): druidcraft, thorn whip.
are mortal and would have a soul. If the target survives, they
are simply wounded, though they feel the effects of a near Nature Magic Expanded Spell List
soul-rendering. If they die, you may steal their soul, ripping it Spell Level Spells
in shreds as it fuses to you, gaining temporary hit points 1st animal friendship, entangle
equal to their Challenge Rating x 2 and you also gain a Dark
2nd beast sense, gust of wind
Boon. They may not be resurrected except by the true
resurrection spell and if that should ever happen you take 3rd call lightning, plant growth
6d10 psychic damage as you reel from their soul being 4th grasping vine, ice storm
wrenched from you. Using this feature is terrible on the mind.
Should you kill them and take their soul you must make a 5th awaken, tree stride
Wisdom saving throw (DC 15) or you take 5d10 psychic 6th transport via plants, wind walk
damage yourself during the theft of their soul as it fuses and
7th regenerate
binds to your being. A dark boon gained in this way can be
used to cast any spell 5th level or lower from your witch's 8th animal shapes
spell list without expending a spell slot. If you do not use your 9th storm of vengeance
dark boon before you take a long rest, it is lost. You may also
decide to house their soul in a container so long as that
container is in your possession when you use this ability. If Natures Stride
At 1st level, its already evident that you know a great deal
you decide to do this, you may not gain a dark boon. If the
when you walk through nature and its majesty. Moving
container is ever shattered, broken, or opened, the soul
through nonmagical difficult terrain costs you no extra
escapes and moves on as though the creature had died
movement so long as you take no other action but movement
normally.
in your turn. You can also pass through nonmagical plants
You may use this feature once before you must take a long
without being slowed by them and without taking damage
rest to do so again.
from them if they have thorns, spines, or a similar hazard so
long as you take no other action but movement in your turn to
Darker Sanctum avoid their effects.
At 17th level, your sanctum artifact grows immensely in
power. Your previous Dark Sanctum radius effect now
extends to 6 miles, but the dark gift still requires you to be Levy of Nature Magic: Ley Lines
within 100 feet. Additionally, four permanent globes of
The price of nature magic is connecting to nature
magical darkness erupt within the area. You choose the itself, in some ways. This is through the magical ley
location and treat it as if a permanent darkness spell was cast lines that nature itself helps to create and foster.
there that, once dispelled, returns after 1 minute. You may see Your sanctum artifact is a ley line post that is
through these darkness spells normally. Additionally, when tethered to a terrain, either arctic, coast, desert,
someone is within 6 miles of your sanctum artifact, you forest, grassland, mountain, swamp, or underdark.
detect their type, such as being a humanoid, celestial, fey, Once a year, you gain the ability to create a new
fiend, etc.). sanctum artifact that is only as strong as though
you were a 3rd level witch. You must create this
Soul Magic new sanctum artifact in a terrain that you have no
At 20th level, you gain the darkest understanding, almost like other sanctum artifacts in (if you have one in each,
a fiend, to fuel your magic with souls. If you possess a soul in you do not need to pay a levy any longer). Thus, you
some container that may house it, treat it as worth 1,000gp create new magical ley line posts that empower
per the creature's Challenge Rating, to fuel any spell that has nature and yourself. Treat these sanctum artifacts
as separate from your sanctum artifact that grows
a material cost of that much or less.
as you level. Also, if one is destroyed, you know it.
This levy requires a 3rd level witch feature, thus
only witches of 3rd level or higher must begin to
pay the levy of the coven of nature magic.

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7
Animal Form Natures Sanctum
At 3rd level, choose four beast forms that have no higher than Starting at 10th level, your sanctum artifact has grown in
a challenge rating. By expending a spell slot, you may turn power. Within 1 mile of your artifact, the landscape
into them and then back again as an action. In every way treat exaggerates the features of its terrain. For example, if it is in
this as the wild shape druid feature, but ignore the limitations the arctic, it is colder and is constantly snowing and billowing
of flying and swimming. with a brisk, sharp cold air. In the forest, overgrown lush
Starting at 5th level, you may select two additional beast plant life bursts forth and continuously grows. If near the sea,
forms that are no higher than a 1 challenge rating that seaweed appears all over the land as though waves
require a spell slot of at least 3rd to transform into and back continuously roll across it and the smell of salt fills the air.
again. These features are exaggerated and an overall sense of safety
or dread fills the area. All beasts with a challenge rating of 1
Storm Tether or lower within the area act as though they are charmed by
Starting at 6th level, whenever you cast call lightning you you. They often report to you of any new-comers to the area,
treat yourself as the storm cloud that the lightning bolts offering their services as sentinels of your sanctum as a trade
emanate from. Additionally, you do not need to concentrate to for protection.
maintain the duration of the spell call lightning. Additionally, when you are within 100 feet of your sanctum
Finally, the extra magic of your spells are infused with the artifact, you may cast conjure animals, conjure elemental,
elements. Whenever you cast a spell 1st level or higher, you and conjure woodland beings but the duration is 8 hours for
gain a fly speed of 30ft. until the end of your next turn. each spell. You may only cast each spell once in this way
before you must take a long rest to do so again.

Natures Ally
When you reach 14th level, creatures of the natural world
sense your connection to nature and become hesitant to
attack you. When a beast or plant creature attacks you, that
creature must make a Wisdom saving throw against your
witch spell save DC. On a failed save, the creature must
choose a different target, or the attack automatically misses.
On a successful save, the creature is immune to this effect for
24 hours.
The creature is aware of this effect before it makes its
attack against you.

Sanctum Refuge
Starting at 17th level, your sanctum artifact has grown in
immense power. Its previous effect of natures sanctum now
extends to 6 miles instead of 1. Additionally, beasts with a
challenge rating of 4 or lower are treated as though they are
charmed by you.
You gain additional spells to cast while you are within 100
feet of your artifact: antilife shell, conjure fey (duration 8
hours), sun burst, and wind walk.

Natures Fury
Starting at 20th level, whenever you cast call lightning you
unleash within yourself a powerful storm. Instead of spending
an action to call down lightning bolts, you may use a bonus
action to do so.
Additionally, you may expend a spell slot to turn into any
beast of any challenge rating no greater than 20 that you
know of and back again, as per the druids wild shape feature.

Coven of Otherworldly Magic


Otherworldly magic is the coven that focuses on discovering
the outside worlds. It is learning the knowledge of the planes,
of fiends, elementals, celestials, or even of the aliens of the
far realm. Witches often gain allies and enemies of an
otherworldly nature by joining this coven. They are sought by
others for their knowledge of distant worlds. Some witches
go even beyond the known planes and delve further into the
alien realms of the beyond.
You gain the follow cantrip(s): fire bolt, sacred flame.

THE WITCH
8
Expanded Spell List
Levy of Otherworldly Magic: The Coven of Otherworldly Magic allows you to prepare
Astral Projection spells that every witch of the same coven also has access to.
In order to understand a world beyond the Material Your witch spell list is expanded by the following spells that
Plane, you must do more than read about it: you you may then prepare.
must experience it. Once a month, you may
perform a 1 hour ritual to pay your witch's levy, in
Otherworldly Magic Expanded Spell List
which your spirit travels to a plane based on your Spell Level Spells
Otherworldly Specialty. It is through this first initial 1st chromatic orb, detect evil and good
contact that you gain the language of your specialty
and your further abilities. After you perform this 2nd blur, zone of truth
ritual, you have one month and one week to 3rd speak with dead, tongues
perform the ritual again to pay your levy.
Celestialism. You travel to a good-aligned plane, 4th compulsion, conjure minor elementals
such as the Seven Heavens or Arvandor. While 5th contact other plane, planar binding
there, you feel a sense of overwhelming joy, peace,
and sense of rightness. It is possbile, on this 6th drawmij's instant summons, planar ally
journey, to communicate with angels, archons, or 7th divine word
any form of celestial. You are not in any threat
while there, though when you return from your 8th demiplane
astral journey you feel a sense of mortal woe from 9th gate
the loss of the blissful environment you went from.
You are incapacitated for 1 hour as you try to shake
this feeling. Otherworldly Specialty
Demonology. Your spirit journeys to the Abyss. At 1st level, you choose one otherworldly specialty in which
You may choose a particular layer if you know it, you know a great deal that, once chosen, will decide some of
otherwise your spirit is randomly thrust upon one your future abilities.
of its infinite layers. Demons of various strength Celestialism. You gain the celestial language and are
claw at your spirit, trying to seize you for their own known to study the knowledge of angels, archons, the
delights of torture. Word may quickly spread that a heavens and other (usually) benign otherworldly beings that
half-soul is present in the layer as curious demons are considered celestial creatures.
may try to perform dark rituals to rend what of you Demonology. You gain the abyssal language and are
is there. You are mostly safe, however. When you known as a demonologist, studying demons of various kind
return from your journey, you are horrified from the as well as ancient lore concerning demon lords and their
experience, as the fear ripples through you. You are rivals.
frightened for 1 hour by any creature that is your Diabolism. You gain the infernal language and are known
size or larger, unless you make a Wisdom saving
as a diabolist. You study the infernal wastelands known as the
throw DC is 14, for each new creature that is your
size or larger than you come across. Nine Hells of Baator as well as the arch-devils and devils
Diabolism. You travel to one of the Nine Hells of found within.
Baator. There, devils of various power curiously Elementalism. You gain the primordial language and are
interact with your spirit, trying to convince you to known as an elementalist, studying the vast knowledge of the
stay and eat what food you may. Some of the most elemental planes of air, earth, fire, and water.
powerful devils may have spirit food for you to dine The Far Realm. You gain one language of your choice that
on, and if you fail to resist the temptation by failing you learned from your studies. You are likely known as a mad-
a Wisdom saving throw DC 12, you return from witch, or an alienist, concerned with the knowledge and lore
your journey taking 1d12 necrotic damage. of the farthest reaching alien realms of worlds beyond mortal
Regardless, when you return you are overcome by understanding and beyond the known planes of existence.
the cruel seduction of Hell as you are both
horrified and enticed. For 1 hour, you are Otherworldly Understanding
incapacitated as you try to shake this feeling. At 3rd level, you gain a boon from your delving into
Elementalism. You visit one of the planes of the
otherworldly knowledge of your chosen specialty.
elements: earth, air, fire, or water. Regardless, you
gain further knowledge of the elements and Celestialism. You gain telepathy out to 120 feet but may
become obsessed with a chosen element. After only speak the celestial language and thus only creatures who
your journey, you cannot cast any spell that has understand celestial may understand you and that you may
elemental aspects that reflect an element other understand. Additionally, you may alter any spell you know
than the plane you travelled to for 24 hours. that only affects humanoids to also effect celestials.
The Far Realm. You journey to the far realms, a Demonology. You gain telepathy out to 120 feet but may
place of alien horrors and bizarre life. To bear only speak the abyssal language and thus only creatures who
witness to such aberrant worlds and life can shake understand abyssal may understand you and that you may
one's sanity. When you return, make a Wisdom understand. Additionally, you may alter any spell you know
saving throw DC 14. On a success, roll for short- that only affects humanoids to also effect fiends that are not
term madness (page 259 of DMG). On a failure, lawful-aligned.
roll for long-term madness (page 260 of (DMG). Diabolism. You gain telepathy out to 120 feet but may only
speak the infernal language and thus only creatures who

THE WITCH
9
understand infernal may understand you and that you may Casting magic circle, as per this ability, to return a
understand. Additionally, you may alter any spell you know summoned entity does not tax you, nor does it require a roll.
that only affects humanoids to also effect fiends that are not It only consumes a spell slot, but the spell is modified to
chaotic-aligned. return the entity. You may only return entities that you
Elementalism. You gain telepathy out to 120 feet but may yourself summoned using this feature.
only speak the primordial language and thus only creatures Celestialism. At 6th level you summon a pegasus. At 11th
who understand primordial may understand you and that you level, you summon a deva. At 18th level, you summon a
may understand. Additionally, you may alter any spell you planetar.
know that only affects humanoids to also effect elementals Demonology. At 6th level you summon a dretch or
and you gain one cantrip from this list that does not count nightmare. At 11th level, you summon a glabrezu. At 18th
against your cantrips known from the witch class table: fire level, you summon a maralith.
bolt, ray of frost, or shocking grasp. Diabolism. At 6th level you summon a hell hound, lemure,
The Far Realm. You gain telepathy out to 120 feet but may or a nightmare. At 11th level, you summon a horned devil. At
only speak with aberrations in this way. The aberration need 18th level, you summon a pit fiend.
not know a language but it must have an intelligence score of Elementalism. At 6th level you summon one mephit of
at least 4 to understand you and communicate back in this your choice or an azer. At 11th level, you summon one
way. Additionally, you may alter any spell you know that only elemental of challenge rating 5. At 18th level, you may
affects humanoids to also effect aberrations. summon an infantile primordial being of a chosen element.
This is dangerous and highly problematic. Few witches have
Otherworldly Entity attempted it. Will you?
At 6th level, you have gained enough experience that you may The Far Realm. At 6th level you summon a gibbering
call forth a planar entity from your otherworldly specialty to mouther or chuul. At 11th level, you summon a cloaker or an
potentially aid you in whatever way you may need their otyugh. At 18th level, you summon a mind flayer or an
assistance. The entitys cooperation is not ensured and you aboleth.
know this when you attempt to summon them. When you use Note: All otherworldly entities summoned in this way must
this feature again, the same creature that you summoned be from a plane of existence other than the Material Plane.
before may appear again, if it so chooses. If you know its For example, a mind flayer summoned in this way could live
truename, it must come. in the Abyss or the Ethereal Plane, but not from the Material
The use of this feature requires a casting of the magic Plane. Your DM may decide that other entities of your
circle spell, except you may also choose aberrations as a otherworldly specialty type may be summoned, but you must
creature type when casting it in this way. Once the spell is know of the creature and they should be comparable in
cast, you may choose to summon forth your otherworldly Challenge Rating to what you currently could summon.
entity or cast the spell normally. If you choose to summon
your otherworldly entity, the selected creature is summoned
and is contained within the circle for 1 hour. At any time you
may, as an action, end the summoning and return the entity to
their home plane of existence so long as the creature is still
bound into the circle. If you come to some agreement, you
may dissipate the circle as an action and the entity remains
on your current plane of existence until you recast magic
circle in this way with the entity inside the circle and you, as
an action, end the summoning as described above and send
the entity back to where it came from. If you do not cancel the
circle within 1 hour the magical binding effect ends and the
entity may act how it would like, but it must find its own way
back to its plane of existence if it desires that (which it
knows). The entity summoned is based on your level and
chosen otherworldly specialty. You gain the option to select
different otherworldly entities as you level.
Using this ability is taxing on the body and mind. When you
finish casting the magic circle spell as per this ability and
before the entity appears, roll a d20 + your chosen
spellcasting ability modifier. If the result is 10 or below, roll
for a long-term madness (page 260 of (DMG) and you may
not attempt this feature for one year without outright dying as
your will cannot sustain the planar boundary energies. If the
result is between 11-19, roll for a short-term madness (page
259 of DMG) and you may not attempt this feature for one
month without outright dying. If the result is 20-24 you take
2d10 necrotic damage, as the planar boundary energies eat
away at you, and you may not attempt this feature again for
one week. In a result of 25+ you may not attempt this feature
again until you finish a long rest.

THE WITCH
10
Sanctum Plane-Blur Devilry (Diabolism). As an action, you choose one target
At 10th level, your sanctum artifact grows in power as your within 120 feet of you. This target must make a Wisdom
place of study has begun to warp the landscape in various savings throw against your witch spell save DC or take 10d10
ways. Within 1 mile of the artifact, the terrain begins to subtly psychic damage as an image of him or herself is seen reeling
shift towards your otherworldly specialty. Celestialism may along a field of one of the Nine Layers of Hell in a particularly
have random glowing orbs of light of various colors and brutal, terrifying display of agony. Suddenly, though, the
exude a soft, calming feeling. Demonology and diabolism may damage is withdrawn and the target feels better as he or she
cause plants to warp to menacing looking faces and the bark realizes they are back on the Material Plane. You may then
of trees may shift towards a dull-grey or black color as life enter into a contract with them by which they must complete
and fertileness fades from the region towards a barren some task, as per the geas spell, except they take the rolled
landscape. Elementalism may have various elements found psychic damage instead of 5d10 as per the spell when they do
randomly as a tree may burst afire or a constant wind howls not attempt to complete the task each day. If you wish, you
through the area or water may weirdly drip upwards into may instead simply deal the damage to the creature only and
another pool of water as gravity is defied. The far realm not apply the geas effect. Once you use your devilry ability,
specialty may cause weirder disturbances, such as ghastly you may not do so again until you complete a long rest and
looking creatures that are born alien-looking or beasts may the effect is not currently on another target.
turn alien from their normal form, such as a rat with scaly Piercing Elements (Elementalism). You have mastered
patches or a hundred eyes. the ability to magically harness elements. Whenever you deal
Additionally, whenever you cast the dimension door spell cold, fire, lightning, or bludgeoning (from some spell that has
and are on the same plane as your sanctum artifact, you (and you altering the earth or wind) damage, you ignore resistance
another target as per the spell) may instead choose to slip and reroll any 1s.
through the dimensional door you create and appear directly Aberrant Form (The Far Realm). You take on some
next to your sanctum artifact instead of simply teleporting a bizarre, alien form or aspect. You may alter yourself in some
short distance. Once you use this spell in this way you may way (see below) a number of times equal to your chosen
not do so again until you finish a long rest. spellcasting ability modifier and you regain all uses of this
ability after finishing a long rest.
Otherworldly Boon Eyes: As a bonus action, you sprout hundreds of eyes on
At 14th level, your insights and discovery into otherworldly your body, giving you +5 on any initiative roll and you cannot
magic has altered you in some way that reflects your be surprised. This lasts for 1 hour or you may dismiss the
otherworldly specialty. eyes as a bonus action. When you dismiss them, or the effect
Celestial Aura (Celestialism). As an action, you may expires, the eyes close and fall off your skin like an expelled
emanate an aura of celestial might. It gives off bright light in a cyst.
radius of 60 feet and dim light to 120 feet. While this aura is Orbs: As a bonus action, hundreds of luminous, milky orbs
on, all fiends within 60 feet are immediately subjected to the with tiny tendrils erupt on your flesh like warts. Whenever
spell banishment, as though you had casted it on them. They you take damage, they explode as a white, milky substance
may make a savings throw. If you hold your concentration for darts towards those near you as though the liquid had a mind
1 minute, they cannot return, as per the spell. While the aura of its own. If the target who dealt damage to you is within 15
is activated you gain magical resistance and gain advantage feet of you, they must roll a Dexterity savings throw against
on saving throws against any spells or magical effects. You your witch spell save DC or take 1d12 necrotic damage. If
may also bestow this benefit of the aura on any ally that is they are too far away the substance darts towards them but
within 60 feet of you that you can see up to a number equal to lands on the ground to burn away at it like acid. Creatures
your chosen spellcasting ability modifier. This aura lasts for 1 struck by this damage continue to take 1 point of necrotic
minute. Once you use your celestial aura you cannot do so damage each turn until they consume a potion of healing, or a
again until you finish a long rest. cure wounds, lesser restoration, or greater restoration spell
Demons Rage (Demonology). As an action, you may tap is cast on them. These orbs last for 1 minute or until you take
into the chaos of the abyss and instill a boon upon your damage twelve times and the substance has an opportunity to
fiendish allies to go on a terrible rampage of violence and attack back, whichever comes first.
anger. You may choose a number of fiends equal to your Tendrils: As a bonus action, one or two tendrils poke
chosen spellcasting ability modifier that you can see that are through your forehead. You gain telepathy out to 120 feet for
not hostile to you within 120 feet that are then immediately 24 hours.
under the effects of rage as per a barbarian of 1st level and Tentacles: As a bonus action, two tentacles sprout from
they gain temporary hit points equal to 2 x your levels in some part of your body. Each tentacle has the reach property.
witch. This rage lasts for 1 minute. Once you use your As an action, you may attack once with each tentacle (thus,
demons rage ability, you cannot do so again until you finish a two attacks) using your spellcasting attack roll and dealing
long rest. 1d10 + your chosen spellcasting ability modifier in psychic
damage on a successful hit as the touch of the tentacle sends
psychic shockwaves throughout the targets body. On a
successful hit, the target must make a Wisdom saving throw
or act as though it has been affected by the confusion spell
until the end of its next turn. These tentacles last for 1
minute. When they expire, they explode in a black, tar-like
substance that, if tasted, tastes of rotten meat and a hint of
savory jelly.

THE WITCH
11
Sanctum Plane-Shift Coven of Prophetic Magic
At 17th level, your sanctum artifact has grown immensely in
power. Its 10th level feature now extends to 6 miles radius. Prophetic magic is the coven that knows all. Witches who
Additionally, whenever you cast plane shift you may take the study prophetic magic have a strong desire to seek
establishment that your sanctum artifact resides in (such as a knowledge, wisdom, and lore of the world. Many seek out
hut, tower, castle, house, etc.) to the plane that you travel so their wisdom of foresight to understand the great mysterious
long as you are within 100 feet of your artifact. All of the of the world. Many witches who join the coven of prophetic
items within the establishment travels as well, but it must be magic are known to be quite mad.
transported to a place on the new plane that can hold it or it You gain the follow cantrip(s): guidance, message.
may crumble or the foundation may give in. Most witches
scout the area out before hand or are quite confidant each Expanded Spell List
time they travel their abode to a different plane. Some The Coven of Prophetic Magic allows you to prepare spells
purposefully make their homes moveable in some way. After that every witch of the same coven also has access to. Your
you shift your home to a new plane, the 6 mile radius effect witch spell list is expanded by the following spells that you
slowly changes the environment within 7 days, progressively. may then prepare.
Prophetic Magic Expanded Spell List
Otherworldly Majesty Spell Level Spells
At 20th level, all creatures you summon through your
otherworldly entity class feature are immediately charmed by 1st detect evil and good, dissonant whispers
you when they are summoned. This only works on creatures 2nd locate animals or plants, zone of truth
you have never summoned before. This does not work on
summoned entities whose truename you know. For example, 3rd speak with dead, speak with plants
you cannot call forth a particular nightmare that you know 4th arcane eye, evard's black tentacles
Glasya rides and have them immediately be charmed, yet you 5th contact other plane, legend lore
may summon a random nightmare and have them be
charmed. 6th contingency, word of recall
7th divine word
8th glibness
9th foresight

Levy of Prophetic Magic:


Oracle for the World
In order to touch the tapestry of fate, a witch must
pay the levy of prophetic magic by being an oracle
for the world. You must sacrifice your prophecy die
at times, as being the vessel of prophecy can be
too much to bear. After each long rest and after
you roll your prophecy dice, you may decide to
sacrifice a prophecy die or not. If you do so, the
result is sent out into the cosmos and your DM
may decide to use that die result for any roll he or
she desires or that is made by another player.
After each long rest that you do not sacrifice a
prophecy die, you roll a d20 + your chosen
spellcasting ability modifier. Subtract your result
from the number of long rests you have taken that
you have not sacrificed a prophecy die and use that
calculation to determine the following effects:
Less than 5. You are blinded until you take a long
rest. This blindness cannot be cured by any magical
means, short of a greater restoration or wish spell.
6-10. You lose your vision from your eyes as
prophetic magic whiplashes at your sight, until you
take a long rest but gain blindsight out to 30 feet.
11-15. Visions from around various locations,
familiar or unfamiliar, bombard you. You gain one
level of exhaustion.
16 or more. You have avoided sacrificing your
prophetic knowledge and suffer no penalty, as you
harness the prophecies relevant to yourself.

THE WITCH
12
Prophecy Sanctum Foresight
At 1st level, you have slowly begun to take on the path of At 17th level, your sanctum artifact has grown in power
prophecy. You gain two prophecy dice that are each d20. After immensely. It bestows upon you the effect of the foresight
each long rest you roll any unused prophecy dice and record spell so long as you are within 1 mile of it and its effects
their number. You can replace any attack roll, saving throw, or previously outlined in the Sanctum Sight feature extend to 6
ability check made by you or a creature that you can see with miles.
one of your prophecy die. You must choose to do so before
the roll, and you can replace a roll in this way only once per Supreme Prophecies
turn. At 20th level, your ability to perceive the future pushes you
further beyond the mortal coil. You gain an additional two
Sudden Portend prophecy die and you may, as an action, regain all prophecy
At 3rd level, you realize your magic is connected and die as though you had taken a long rest. Once you regain
interwoven with fate itself. Whenever you cast a spell of 1st prophecy die in this way, you may not do so again until you
level or higher, you may proceed as you normally would with finish a long rest.
its attack, the target rolling a saving throw and what have you,
but after all results are rolled and the effect is seen, you Coven of White Magic
realize, suddenly, that you foresaw it in that instant. This
requires the consumption of a bonus action for you to collect White witches, sometimes called priestesses, are eschewers
your wits and then you may decide if you will continue with of cruelty, malevolence, and greed. They usually believe that
that action or not, otherwise you may act as though you never magic should be used cautiously and often adhere to the 3-
casted the spell and choose to use your turn doing something fold rule: any magic cast upon another unjustly may return to
else. For example, if you realize that your charm person spell the caster by 3-fold. Thus, most white-witches prefer to use
will be resisted if you try to cast it, you can choose to do benign magic to benefit and aid others and eschew the more
something else. If you choose to still cast the spell, you must destructive or malignant spells.
use the results you foresaw. You can choose to use this ability Witches who join this coven often contend with witches of
after seeing the effects of any spell of 1st level or higher, so the coven of dark magic, engaging in duels and feuds with
long as you still have a bonus action left after casting the spell their antithetical ways.
on your turn. You gain the follow cantrip(s): sacred flame, spare the
Once you use this feature you may not do so again until you dying.
finish a long rest.
Expanded Spell List
The Coven of White Magic allows you to prepare spells that
Opened Mind every witch of the same coven also has access to. Your witch
At 6th level, your mind has sharpened and focused. You gain
telepathy out to 30ft. and may communicate with any spell list is expanded by the following spells that you may
creature that has a language. then prepare.
White Magic Expanded Spell List
Sanctum Sight Spell Level Spells
At 10th level, your sanctum artifact has grown in strength.
Within 1 mile of your sanctum artifact patches of fog obscure 1st bless, shield of faith
the land, rolling around casually forever. Creatures, other 2nd aid, lesser restoration
than yourself and any you choose to be immune, suffer from
de ja vu often enough that they feel uncomfortable or even 3rd beacon of hope, daylight
scared. As long as you are within 100 feet of your sanctum 4th aura of purity, death ward
artifact, you know when a creature enters within 1 mile 5th circle of power, greater restoration
radius of your artifact. You gain a general feeling of their
mindset when they do, such as if they are angry, tired, happy, 6th heal, word of recall
etc. Also, you know which direction they are in, but they may 7th resurrection
move from when you first detect them.
Additionally, whenever you cast a divination spell while you 8th holy aura
are within 100 feet of your artifact, roll a percentile. If the 9th true resurrection
number is 80 or above, the spell does not expend a spell slot
and is casted by the energies emanating from your sanctum Healing Soul
artifact. At 1st level, you have begun to embark on the path of
understanding white magic. To do so, you have already
Prophecy for Good or Ill unlocked the hidden power of healing to great efficiency.
At 14th level, you extend further into the reaches of Whenever you heal damage through casting your witch and
understanding fate and the extremes of what may or may not white magic spells, you always re-roll 1s when rolling to see
happen. When you roll your prophecy dice after a long rest how much you heal.
you may, instead, select one die to be either a 1 or a 20.

THE WITCH
13
Sanctum Sanctuary
White Ward At 10th level, your sanctum artifact grows in power. Within 1
At 3rd level, you have begun to feel yourself infused with what mile of your artifact, subtle orbs dance around the air like
you understand to be white magic. You may channel this will-o-wisps or celestial orbs. Bright flowers grow and plant-
magic into a powerful ward. When you, or someone you see life feelings particularly lively. Oak and bark on trees, should
within 30 feet of you, are hit by an attack you may use your there be any, turn a hue of a healthy looking white and
reaction to add a +3 bonus to AC as a mystical, white, strange, rare herbs and bushes grow in bounty. There is a
shimmering shield erupts before you, or your target, general sense of joy, kindness, or safety in the atmosphere. If
distracting the attacker. This bonus applies to the attack that anyone is harmed, or takes damage, within the radius of 1
hit you that you used your reaction on, thus it may instead not mile of your artifact, you know it occurred and what type of
hit you, or someone you saw who you used your ward on. damage it was as long as you are on the same plane as your
This bonus lasts for only the attack that you used your sanctum artifact.
reaction on and then the shield dissipates. You may use this Additionally, whenever someone takes damage within the
feature a number of times equal to your chosen spellcasting radius, your artifact performs a scrying spell on the location
ability modifier. You regain all uses of this ability when you and a magical sensor is placed at the location of the damage-
take a long rest. dealing (assuming, of course, the damage done was not done
in the same room as the artifact). If you are within 100 feet of
Counter-Cast your artifact, you may choose not to have this effect go off. If
At 6th level, you gain the ability to counter-act magical spells you do, however, only you can see the image in the scrying
with aims of malice. When you see a creature within 60 feet sensor, unless you permit others to see it, selectively. If there
of you casting a spell, you may use your reaction to disrupt is no scrying pool or location that is regularly used near your
the casting. If the creature is casting a spell of 3rd level or artifact, a magical sensor that acts as that floats near the
lower, its spell fails and has no effect. If it is casting a spell of artifact, usually above it.
4th level or higher, make an ability check using your chosen
spellcasting ability ability score. The DC equals 10 + the
spells level. On a success, the targets spell fails and has no
effect.
You may use this ability once before you must take a long
rest to regain the use of it.

THE WITCH
14
Boon of White Magic Sanctum Sanctified
At 14th level you have nearly fully understood the power and At 17th level, your sanctum artifact has grown immensely in
efficiency of white magic. You have unlocked a way for you to power. Its previous effect extends now to 6 miles.
gift others with white magic properties and boons. You have a Additionally, while you are within 100 feet of your artifact,
number of boons you may bless a target (or targets) with you may cast the following spells once before you must
equal to your chosen spellcasting ability modifier. You cannot complete a long rest to cast them in this way again:
apply a boon to yourself. You must spend 10 minutes in a commune, flame strike, forbiddance, greater restoration,
ritual for each boon applied to a target or targets and the heroes feast, and mass heal.
ritual consumes 25gp to cast per boon for various ceremonial
resources. See each boon for additional details. For every Supreme White Magic
boon you cast, you gain one level of exhaustion as performing At 20th level, you regain the use of your White Ward feature
this ritual is taxing to you. You may remedy this exhaustion by after you complete a short or long rest. Additionally, you may
magical means or resting, but in 1 hour, any cured or healed bestow a boon from the Boons of White Magic feature once
exhaustion returns if that boon is currently still active. You without gaining a level of exhaustion. A second bestowment
may cancel any boon by spending 1 action concentrating on gains a level of exhaustion as normal. Once you bestow your
doing so. Your exhaustion does not go away once the boon is first boon in this way to avoid a level of exhaustion, you must
canceled or expires, however. take a long rest to do so again.
Boon of Battlement. Whenever a target under the effect of
this boon is dealt damage, they may immediately use their
reaction to attack the target so long as the target is within Witch Spells
range and they are capable of making the attack. This boon Halt
lasts for 24 hours. 1st level enchantment
Boon of the Bastion. This boon provides advantage to any
Strength, Dexterity or Constitution saving throws. This lasts Casting Time: 1 reaction by which a creature moves at least
for 24 hours. 10 feet in your direction
Boon of Cancelling. This boon absorbs a number of points Range: 30 feet
of damage equal to 5 x your levels in witch. The damage type Components: V, S
of this boon is either acid, bludgeoning, cold, fire, force, Duration: Instantaneous
lightning, necrotic, piercing, poison, psychic, radiant, You magically compel a creature to stop their advancement
slashing, or thunder. This boon may be applied to the same upon you by hurling psychic energies at them. They must roll
target multiple times, but a new damage type must be a Charisma saving throw or take 1d10-1 points of psychic
selected each time. This boon lasts for 24 hours. damage and they may not move any closer to you beyond the
Boon of Fortitude. The target gains temporary hit points 10 feet that caused the reacion. They may still, however, move
equal to 3 x your levels in witch and gains advantage on any further away from you or stay at the same distance and
strength or constitution ability checks. This boon lasts for 24 complete their turn. Creatures immune to charm cannot be
hours or until all temporary hit points are expired. affected by this spell.
Boon of Majesty. This boon provides advantage to any
Intelligence, Wisdom, or Charisma saving throws. This boon
lasts for 24 hours. Levy of White Magic: The Rule of 3
Boon of Nobility. The target gains proficiency and The Rule of 3 is that any energy put out into the
expertise in Deception and Persuasion skills. This boon lasts world is returned thrice-fold. By simply using magic
for 1 hour. in a good way, you are paying your levy. Thus, you
Boon of the Phoenix. This boon requires the feather of a must use your magic for the benefit of some good
phoenix and is consumed when the boon is applied. When deed, event, or person at least once a month. Bad
bestowed with this powerful boon, should the target be deeds come with a price.
reduced to 0 hit points he immediately dies and immolates in Good Deeds. This could be anything from casting
radiant, white fire. Everyone within 25 feet of him takes 6d8 cure wounds on a wounded animal. Generally, good
deeds help others, relieve them in some way, and
fire damage and 6d8 radiant damage and a Dexterity savings
never harm (physically or otherwise). Once a
throw equal to your witch spell save DC reduces the damage month, if you have committed a good deed, your
in half. All that remains is a cloud and pile of white ash. In 1 DM may bestow upon you inspiration, as your good
minute, the target bursts from the ash anew, with all their energy put out into the world returns to you
gear and items in possession at death unscathed, with full hit positively, but you must use it within three days.
points, no conditions applied to him, and no levels of Bad Deeds. This could be anyhing that uses
exhaustion. This effect also ends blindness, deafness, and any magic against the innocent to steal, lie, decieve, or
disease affecting him. The target knows nothing of where harm. When you have committed a bad deed, you
they were in this 1 minute, although some imagine they were lose any inspiration you currently have and at some
with their deity for the briefest of moments. This boon point in the next three days, you, or your DM, must
expires after 7 days or when the target falls to 0 hit points decide that one of your rolls must be made at
and it is effecitvely expended. disadvantage as negative energy permeates around
you, affecting your outcomes.

THE WITCH
15
Calm Emotions Sending Eyebite
Witch Spells
Continual Flame Slow Find the Path
Cantrips (0 Level) Crown of Madness Stinking Cloud Flesh to Stone
Friends Darkness Tongues Forbiddance
Guidance Darkvision Vampiric Touch Globe of Invulnerability
Light Detect Thoughts Water Breathing Guards and Wards
Mending Enhance Ability Magic Jar
Message Enlarge/Reduce 4th Level Mass Suggestion
Minor Illusion Find Traps Banishment Move Earth
Prestidigitation Gentle Repose Blight Programmed Illusion
Resistance Hold Person Confusion True Seeing
Thaumaturgy Invisibility Control Water Wall of Ice
Vicious Mockery Knock Dimension Door Wall of Thorns
Levitate Divination
1st Level Locate Object Dominate Beast 7th Level
Alarm Magic Mouth Freedom of Movement Antipathy/Sympathy
Bane Magic Weapon Greater Invisibility Etherealness
Charm Person Mirror Image Hallucinatory Terrain Forcecage
Color Spray Misty Step Locate Creature Mirage Arcane
Command Phantasmal Force Phantasmal Killer Plane Shift
Comprehend Languages Protection from Poison Polymorph Prismatic Spray
Cure Wounds See Invisibility Stone Shape Project Image
Detect Magic Shatter Stoneskin Reverse Gravity
Detect Poison and Disease Silence Wall of Fire Sequester
Disguise Self Suggestion Simulacrum
Faerie Fire Web 5th Level Symbol
Feather Fall Animate Objects Teleport
Find Familiar 3rd Level Commune
Fog Cloud Bestow Curse Dispel Evil and Good 8th Level
Halt ** Clairvoyance Dominate Person Antimagic Field
Identify Counterspell Dream Antipathy/Sympathy
Illusory Script Dispel Magic Geas Clone
Jump Fear Hallow Control Weather
Protection from Evil and Fiegn Death Hold Monster Dominate Monster
Good Fly Mislead Earthquake
Purify Food and Drink Gaseous Form Modify Memory Maze
Sanctuary Glyph of Warding Passwall Mind Blank
Silent Image Haste Raise Dead Power Word Stun
Sleep Hypnotic Pattern Scrying Telepathy
Speak with Animals Magic Circle Seeming
Tasha's Hideous Laughter Major Image Telekinesis 9th Level
Unseen Servant Meld into Stone Teleportation Circle Astral Projection
Nondetection Wall of Force Imprisonment
2nd Level Phantom Steed Wall of Stone True Polymorph
Alter Self Protection from Energy Prismatic Wall
Augury Remove Curse 6th Level Weird
Arcane Lock Revivify Arcane Gate Wish
Blindness/Deafness Disintegrate

Credits
Created by redditor /u/impersonater.
Thanks to artists whose art I bastardized.

THE WITCH
16

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