Witch 5th Edition conversion


4th Edition

RPG Superstar 2012 Top 32

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WITCH

The witch is an arcane spellcaster capable of inflicting foul curses on her enemies and bestowing helpful boons to her friends.

She forms a pact with a patron spirit that teaches her spells and magical hexes.

Level Ability
1. Patron Spirit, Spellcasting
2. Hex
3. -
4. Ability Score Increase
5. -
6. Hex
7. -
8. Ability Score Increase
9. -
10. Hex
11. -
12. Ability Score Increase
13. -
14. Hex
15. -
16, Ability Score Increase
17. -
18. Hex
19. Ability Score Increase
20. Grand Hex

CLASS FEATURES

HIT POINTS
Hit Dice: 1d6 per witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

PROFICIENCIES
Armor: none
Weapons: club, dagger, dart, light crossbow, quarterstaff
Tools: herbalist kit

Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History, Insight, Intimidation, Medicine, Nature

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) a light crossbow or (b) a dagger
(a) an herbalist kit
PATRON SPIRIT

At 1st level, you form a bond with a spirit that grants you magical powers and extra proficiencies.

Patron Spirits:

All-Seeing Witch

The Patron Spirit of the All-Seeing Eye grants you proficiency in Perception.

Level Spells
1st detect magic, hunter’s mark
2nd darkvision, see invisibility
3rd clairvoyance, sending
4th arcane eye, locate creature
5th dream, scrying

Bestial Witch

The Patron Spirit of Beasts grants you proficiency in Animal Handling.

Level Spells
1st animal friendship, speak with animals
2nd animal messenger, beast sense
3rd conjure animals, phantom steed
4th dominate beast, polymorph
5th awaken, commune with nature

Cauldron Witch

The Patron Spirit of the Cauldron grants you proficiency in alchemist supplies.

Level Spells
1st bless, heroism
2nd aid, enhance ability
3rd create food and water, crusader’s mantle
4th aura of purity, freedom of movement
5th circle of power, hallow

Celerity Witch

The Patron Spirit of Celerity grants you a 5 foot bonus to your speed.

Level Spells
1st expeditious retreat, longstrider
2nd blur, misty step
3rd fly, haste
4th dimension door, freedom of movement
5th passwall, teleportation circle

Hearth Witch

The Patron Spirit of the Hearth grants you

Level Spells
1st alarm, unseen servant
2nd rope trick, zone of truth
3rd Leomund’s tiny hut, magic circle
4th Mordenkainen’s private sanctum, stoneshape
5th hallow, wall of stone

Hedgewitch

The Patron Spirit of the Hedgewitch grants you proficiency in Medicine. If you already have proficiency in Medicine, your proficiency bonus is doubled on Wisdom (Medicine) checks.

Level Spells
1st cure wounds, healing word
2nd lesser restoration, prayer of healing
3rd mass healing word, revivification
4th aura of life, deathward
5th greater restoration, mass cure wounds

Masked Witch

The Patron Spirit of Masks grants you proficiency in Deception and disguise kits.

Level Spells
1st disguise self, sanctuary
2nd alter self, mirror image
3rd major image, nondetection
4th greater invisibility, polymorph
5th mislead, seeming

Moon Witch

The Patron Spirit of the Moon grants you one of the following cantrips: dancing lights, light, or sacred flame.

Level Spells
1st faerie fire, guiding bolt
2nd continual light, moonbeam
3rd crusader’s mantle, daylight
4th Otiluke’s resilient sphere, polymorph
5th dream, flame strike,

Night Witch

The Patron Spirit of the Night grants you proficiency in Stealth.

Level Spells
1st fog cloud, silent image
2nd darkness, invisibility
3rd gaseous form, hunger of Hadar
4th Evard’s black tentacles, phantasmal killer
5th cloudkill, mislead

Plague Witch

The Patron Spirit of the Plague grants you resistance to necrotic damage.

Level Spells
1st false life, ray of sickness
2nd blindness/deafness, ray of enfeeblement
3rd animate dead, vampiric touch
4th blight, deathward
5th antilife shell, contagion

Primordial Witch

The Patron Spirit of the Primordial grants you one of the following cantrips: acid splash, chill touch, fire bolt, ray of frost, or shocking grasp.

Level Spells
1st burning hands, chromatic orb[/b]
2nd [i]flaming sphere, scorching ray

3rd elemental weapons, fireball
4th conjure minor elementals, wall of fire
5th cone of cold, conjure elemental

Storm Witch

The Patron Spirit of the Storm grants you proficiency in Nature.

Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, shatter
3rd call lightning, sleet storm
4th control water, ice storm
5th commune with nature, cone of cold

Vermin Witch

The Patron Spirit of Vermin grants you the cantrip poison spray.

Level Spells
1st ensnaring strike, grease
2nd spider climb, web
3rd conjure animals, fear
4th giant insect, polymorph
5th antilife shell, insect plague

War Witch

The Patron Spirit of War grants you proficiency in all simple and martial weapons.

Level Spells
1st divine favor, shield of faith
2nd enlarge/reduce, magic weapon
3rd crusader’s mantle, elemental weapons
4th fire shield, stoneskin
5th Bigby’s hand, destructive wave

Whispering Witch

The Patron Spirit of Whispers grants you proficiency in Insight.

Level Spells
1st detect evil and good, detect magic
2nd augury, detect thoughts
3rd clairvoyance, speak with dead
4th divination, locate creature
5th contact other plane, legend lore

Wild Witch

The Patron Spirit of the Wild grants you proficiency in Survival.

Level Spells
1st entangle, goodberry
2nd barkskin, spike growth
3rd plant growth, speak with plants
4th grasping vine, hallucinatory terrain
5th commune with nature, tree stride

Bestial, Cauldron, Hedge, Masked, Night, Plague, Primordial, War, Whispering (divination), Wild

SPELLCASTING

Witches learn spells from their patron spirits. Your patron spirit holds the knowledge of all the spells you have access to.

Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn an additional witch cantrip at 4th level and 10th level.

Spell Slots
The Wizard table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these witch spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing Spells
You prepare the list of witch spells that are available for you to cast. To do so, choose a number of witch spells from your list of patron spirit equal to your Intelligence modifier + your witch level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the wizard spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your witch spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Ritual Casting
You can cast a witch spell as a ritual if that spell has the ritual tag and you know that spell.

Learning Spells of 1st Level and Higher
At 1st level, you learn four 1st-level witch spells, plus the two 1st-level spells gained from your patron spirit. Each time you gain a witch level beyond 1st level, you can add one witch spell of your choice to your spirit patron. Each of these spells must be of a level for which you have spell slots. In addition, you gain your patron spirit spells at 3rd, 5th, 7th, and 9th level. On your adventures, you might find other spells that you can add to your spirit patron. You can also add wizard spells to your witch spirit patron if the spell is on both the witch spell list and the wizard spell list.

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

HEX

Beginning at 2nd level, you learn one hex. You learn additional hexes at levels 6, 10, 14, and 18. You use your witch spell attack bonus for your Hex spell attack bonus and you use your witch spell saving throw DCs for your Hex saving throw DCs.

Hexes:

Agony
With a quick incantation, you can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch's level. A Constitution save negates this effect. A nauseated creature cannot use any actions, bonus actions, or reactions. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Bestow Vulnerability
You cause a creature to gain vulnerability to a number of damage types equal to half your proficiency for a number of rounds equal to your witch level if it fails a Charisma saving throw. Whether or not the saving throw I successful, a creature cannot be the target of this hex again for 1 day.

Coven
You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action and expend a spell slot of a least 1st-level to increase the effective spell level of the next spell the other witch casts before the beginning of your next turn. Additionally, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action to increase the saving throw DC of the next hex or spell cast by the other witch before the beginning of your next turn by an amount equal to half your proficiency bonus. At 8th level, you can create a magic sensor called a hag’s eye that you can see through. This functions as per the spell arcane eye. All other hags and witches within 10 feet who also have the coven hex can see through this sensor as well, although you still control it. You can use the hag’s eye for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Disguise
You can change appearance for a number of hours equal to your class level, as if using disguise self. At 10th level, this improves to alter self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Evil Eye
You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a penalty equal to your proficiency bonus on one of the following (your choice): AC, ability checks, attack rolls, or saving throws. This hex lasts for a number of rounds equal to 3 + your Intelligence modifier. A Wisdom save reduces this to just 1 round.

Flight
You grow lighter as you gain power, eventually gaining the ability to fly. At 2nd level, you can use feather fall at will and gain advantage on Strength (Athletics) checks made to swim. At 4th level, you can cast levitate once per day. At 6th level, you can fly, as per the spell, for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects you.

Fortune
You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, granting him advantage on any ability check, attack roll, or saving throw. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it for an additional number of rounds equal to your Intelligence modifier. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing Touch
You can soothe the wounds of those you touch. You can use your action to touch a creature and it can use its reaction to spend a number of Hit Dice up to to half its level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Jinx
You can use your reaction to cause a creature within 60 feet to suffer disadvantage on a single ability check, attack roll, or saving throw it is currently attempting to perform. Once a creature has been the target of this hex, it is immune to it until it finishes a long rest.

Misfortune
You cause a creature within 30 feet to suffer grave misfortune for 1 round. The target suffers disadvantage on any ability check, attack roll, or saving throw. A Charisma save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it for an additional number of rounds equal to your Intelligence modifier. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Restless Slumber
You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wisdom save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your witch level. This hex can affect a creature of any number of hit points. The creature will not wake due to noise or light, but others can rouse it with an action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 10th level, the range of this hex increases to 60 feet and a target that falls asleep due to this hex is subjected to the effects of the spell nightmare and must make a new saving throw each night or be unable to rest.

Retribution
You learn the spell hellish rebuke. At 10th level, you can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your Intelligence modifier. A Charisma saving throw negates this effect.

Tongues
You can understand any spoken language for a number of minutes per day equal to your level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 6th level, you can use this ability to speak any language, as per tongues. At 10th level, the duration increases to a number of hours per day equal to your level.

Ward
You can use this hex to place a protective ward over one creature. The warded creature receives a bonus to AC and saving throws equal to your proficiency bonus. This ward lasts until the warded creature is hit or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. You cannot use this ability on yourself.

Waxen Image
You can spend your action to create a crude and unnerving wax duplicate of a creature you can see within 30 feet. Once the image is complete, the subject must make a Wisdom saving throw. If the subject fails, you gain a small measure of control over the creature. Whenever you exercise this control, the creature receives a new Wisdom save to end the effect. This effect occurs on your turn and uses the creature's reaction. You can use the waxen image a number of times equal to your Intelligence modifier before it melts. As an action, you can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, you can spend one of your uses to simply torture the image, causing the creature to be stuned on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an charm effect.

Withering Blight
You can curse a creature or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time you must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to your class level × 10 feet. Blighting a creature is an action that requires a melee spell attack. If used on a creature, the creature gains the following curse: upon finishing a long rest, the creature must make a Charisma saving throw or have its hit point maximum reduced by 1 hit die and disadvantage on Constitution saving throws and death saving throws. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. You can only have a number of Withering Blight Hexes in effect at a time equal to your proficiency bonus. If this number is exceeded, the earliest cast Withering Blight Hex immediately ends.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

GRAND HEX

At 20th level, you learn a final hex of extraordinary power, selected from the following options.

Grand Hexes:

Death Curse

This powerful hex seizes a creature's heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Wisdom saving throw to negate the effect. If this save is failed, the creature gains 2 levels of exhaustion the first round of the hex. On the second round of the hex, the creature becomes gains 2 additional levels of exhaustion. On the third round, the creature dies unless it succeeds at a Constitution save. Creatures that fail the first saving throw but succeed at the second gain 1 more level of exhaustion. Slaying you ends the effect, but any exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Eternal Slumber

You can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Wisdom saving throw to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying you ends the effect. You can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation

You cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Wisdom save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver

Once per day you can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

Natural Disaster
You can use this hex to call down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). You must concentrate for the duration of this effect. If disrupted, the effect immediately ends. You must finish a long rest before using this ability again.

Unending Curse

You can target a creature within 60 feet with this horrid curse. It must succeed on a Charisma saving throw or have disadvantage on all ability checks, attack rolls, and saving throws. This curse can only be lifted by rolling a natural 20 on both dice while rolling with disadvantage on an ability check, attack roll, or saving throw.

WITCH SPELLS

Witch Spells:

Cantrips (0-level spells)

blade ward, dancing lights, friends, guidance, light, mage hand, mending, message, minor illusion, prestidigitation, resistance, shillelagh, spare the dying, thorn whip, vicious mockery

1st-level

alarm, bane, charm person, color spray, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, dissonant whispers, faerie fire, false life, find familiar, grease, healing word, hellish rebuke, hex, identify, illusory script, inflict wounds, mage armor, protection from evil and good, purify food and drink, ray of sickness, sanctuary, shield, silent image, sleep, speak with animals, Tasha’s hideous laughter, unseen servant, witch bolt

2nd-Level

aid, alter self, arcane lock, augury, blindness/deafness, blur, calm emotions, cloud of daggers, continual flame, crown of madness, darkness, darkvision, detect thoughts, enhance ability, enthrall, gentle repose, gust of wind, hold person, invisibility, knock, lesser restoration, locate animals or plants, locate object, magic mouth, mirror image, misty step, moonbeam, Nystul’s magic aura, pass without trace, phantasmal force, protection from poison, ray of enfeeblement, see invisibility, suggestion, web, zone of truth

3rd-Level

animate dead, bestow curse, clairvoyance, counterspell, create food and water, dispel magic, fear, feign death, hypnotic pattern, Leomund’s tiny hut, lightning bolt, magic circle, major image, nondetection, protection from energy, remove curse, sending, sleet storm, slow, speak with dead, spirit guardians, stinking cloud, tongues, vampiric touch, water breathing, water walk, wind wall

4th-Level

arcane eye, banishment, blight, compulsion, confusion, control water, death ward, dimension door, divination, dominate beast, Evard’s black tentacles, fabricate, greater invisibility, guardian of faith,
hallucinatory terrain, ice storm, locate creature, Mordenkainen’s faithful hound, phantasmal killer, polymorph, stone shape, wall of fire

5th-Level

animate objects, antilife shell, awaken, circle of power, cloudkill, commune, commune with nature,
contact other plane, contagion, creation, dispel evil and good, dominate person, dream, geas, hold monster, legend lore, mass cure wounds, mislead, modify memory, planar binding, Rary’s telepathic bond, reincarnate, scrying, seeming, wall of stone

6th-Level

arcane gate, circle of death, contingency, create undead, eyebite, find the path, flesh to stone, forbiddance, globe of invulnerability, guards and wards, heroes’ feast, magic jar, mass suggestion,
Otto’s irresistible dance, planar ally, transport via plants, true seeing, wall of ice, wall of thorns,
wind walk, word of recall

7th-Level

etherealness, finger of death, forcecage, mirage arcane, prismatic spray, project image, regenerate,
sequester, simulacrum, symbol, teleport

8th-Level

animal shapes, antimagic field, antipathy/sympathy, clone, control weather, dominate monster, earthquake, feeblemind, glibness, maze, mind blank, power word stun, telepathy, tsunami

9th-Level

astral projection, foresight, gate, imprisonment, power word heal, power word kill, shapechange,
storm of vengeance, time stop, true polymorph, weird

Sovereign Court

Again, looking good. When I get more time, I'll do a more thorough look through. Impressive turn around time!

RPG Superstar 2012 Top 32

Thanks!

The spell list is really key for this. Does any of it need to be pared down? Any glaring omissions?

I can see Witch being an archetype of the wizard, so to really make it stand out, it needs a unique spell list.


I see this more as an archetype for the Warlock than the Wizard. Just my 2cp.

Overall, nice up-vert of the PF class, though :) Might make use of this for a villain of mine...

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I can see some new "witchy" patrons used, and replacing invocations with hexes, but witches (in the PF sense) are primarily spellcasters with hexes. The limited spellcasting of the warlock may not work with that kind of play style. Alternatively, in a lot of folklore, it seems like casting spells is kind of a big deal for them, but they hurl curses and evil eyes like they're going out of style.

So it might be fun to make a warlock version of the witch, with a few new patrons and a new spell list.

Hmmmm.....

Sovereign Court

I love it! the hexes are especially cool, and the grand hexes even more so. So much flavor.

RPG Superstar 2012 Top 32

Thanks! I combined some of the PF hexes, because the 5th Edition Witch gets half the number of hexes that the PF Witch gets, and tried to incorporate 5th edition rules elements, like advantage/disadvantage and damage vulnerability.

But my main concern is the spell list.

RPG Superstar 2012 Top 32

Here is an updated version of the witch. I've added a familiar class feature, adjusted some Patron Spirits, and edited and added some hexes.

WITCH

The witch is an arcane spellcaster capable of inflicting foul curses on her enemies and bestowing helpful boons to her friends. She forms a pact with a patron spirit that teaches her spells and magical hexes.

Level Ability
1. Familiar, Patron Spirit, Spellcasting
2. Hex
3. -
4. Ability Score Increase
5. -
6. Hex
7. -
8. Ability Score Increase
9. -
10. Hex
11. -
12. Ability Score Increase
13. -
14. Hex
15. -
16, Ability Score Increase
17. -
18. Hex
19. Ability Score Increase
20. Grand Hex

CLASS FEATURES

HIT POINTS
Hit Dice: 1d6 per witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

PROFICIENCIES
Armor: none
Weapons: daggers, darts, light crossbows, quarterstaffs, slings
Tools: herbalist kit

Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History, Insight, Intimidation, Medicine, Nature

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(a) a light crossbow or (b) a dagger
(a) an herbalist kit or (b) a poisoner's kit or (c) a disguise kit or (d) alchemist supplies

FAMILIAR

At 1st level, you form a bond with a familiar.

Familiar:

You can cast find familiar as a ritual. You store your spells in your familiar as a wizard stores spells in a spellbook, as explained below under Spellcasting. Your familiar has 3 hit points per witch level you have, or its normal hit point maximum, whichever is greater
.
At 3rd level, you can choose one of the following forms for your familiar: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

At 5th level, you can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same place of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if you familiar is normally incapable of speech.

At 7th level, you can use your reaction to temporarily dismiss your familiar into its pocket dimension. As a bonus action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

At 9th level, you can use your bonus action to command your familiar to use its reaction to cast a cantrip that you know, using your spell attack modifier or Save DC, as appropriate.

At 11th level, you can use your bonus action to command your familiar to use it reaction to cast a 1st-level spell you have prepared, using your spell attack modifier or Save DC, as appropriate. This expends one spell slot of the level of the spell cast. At 13th level you can use this ability to cast a 2nd level spell, and the spell level you can use increases by one at levels 15, 17, and 19.

PATRON SPIRIT

At 1st level, you form a bond with a spirit that grants you magical powers and extra proficiencies.

Patron Spirits:

All-Seeing Witch

The Patron Spirit of the All-Seeing Eye grants you proficiency in Investigation.

Level Spells
1st detect magic, hunter’s mark
2nd darkvision, see invisibility
3rd clairvoyance, sending
4th arcane eye, locate creature
5th dream, scrying

Bestial Witch

The Patron Spirit of Beasts grants you proficiency in Animal Handling.

Level Spells
1st animal friendship, speak with animals
2nd animal messenger, beast sense
3rd conjure animals, phantom steed
4th dominate beast, polymorph
5th awaken, commune with nature

Cauldron Witch

The Patron Spirit of the Cauldron grants you proficiency in alchemist supplies.

Level Spells
1st bless, heroism
2nd aid, enhance ability
3rd create food and water, crusader’s mantle
4th aura of purity, freedom of movement
5th circle of power, hallow

Celerity Witch

The Patron Spirit of Celerity grants you a 5 foot bonus to your speed.

Level Spells
1st expeditious retreat, longstrider
2nd blur, misty step
3rd fly, haste
4th dimension door, freedom of movement
5th passwall, teleportation circle

Hearth Witch

The Patron Spirit of the Hearth grants you proficiency in Perception.

Level Spells
1st alarm, unseen servant
2nd rope trick, zone of truth
3rd Leomund’s tiny hut, magic circle
4th Mordenkainen’s private sanctum, stoneshape
5th hallow, wall of stone

Hedgewitch

The Patron Spirit of the Hedgewitch grants you proficiency in Medicine. If you already have proficiency in Medicine, your proficiency bonus is doubled on Wisdom (Medicine) checks.

Level Spells
1st cure wounds, healing word
2nd lesser restoration, prayer of healing
3rd mass healing word, revivification
4th aura of life, deathward
5th greater restoration, mass cure wounds

Masked Witch

The Patron Spirit of Masks grants you proficiency in Deception and disguise kits.

Level Spells
1st disguise self, sanctuary
2nd alter self, mirror image
3rd major image, nondetection
4th greater invisibility, polymorph
5th mislead, seeming

Moon Witch

The Patron Spirit of the Moon grants you one of the following cantrips: dancing lights, light, or sacred flame.

Level Spells
1st faerie fire, guiding bolt
2nd continual light, moonbeam
3rd crusader’s mantle, daylight
4th Otiluke’s resilient sphere, polymorph
5th dream, flame strike,

Night Witch

The Patron Spirit of the Night grants you proficiency in Stealth.

Level Spells
1st fog cloud, silent image
2nd darkness, invisibility
3rd gaseous form, hunger of Hadar
4th Evard’s black tentacles, phantasmal killer
5th cloudkill, mislead

Plague Witch

The Patron Spirit of the Plague grants you resistance to necrotic damage.

Level Spells
1st false life, ray of sickness
2nd blindness/deafness, ray of enfeeblement
3rd animate dead, vampiric touch
4th blight, deathward
5th antilife shell, contagion

Primordial Witch

The Patron Spirit of the Primordial grants you one of the following cantrips: acid splash, fire bolt, ray of frost, or shocking grasp.

Level Spells
1st burning hands, chromatic orb
2nd flaming sphere, scorching ray
3rd elemental weapons, fireball
4th conjure minor elementals, wall of fire
5th cone of cold, conjure elemental

Storm Witch

The Patron Spirit of the Storm grants you proficiency in Nature.

Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, shatter
3rd call lightning, sleet storm
4th control water, ice storm
5th commune with nature, cone of cold

Vermin Witch

The Patron Spirit of Vermin grants you the cantrip poison spray.

Level Spells
1st ensnaring strike, grease
2nd spider climb, web
3rd conjure animals, fear
4th giant insect, polymorph
5th antilife shell, insect plague

War Witch

The Patron Spirit of War grants you proficiency in all simple weapons. In addition, you may select one of the following feats in place of selecting a hex: Heavily Armored, Heavy Armor Master, Lightly Armored, Medium Armor Master, Moderately Armored, Weapon Master. You must meet the prerequisites for the selected feats.

Level Spells
1st divine favor, shield of faith
2nd enlarge/reduce, magic weapon
3rd crusader’s mantle, elemental weapons
4th fire shield, stoneskin
5th Bigby’s hand, destructive wave

Whispering Witch

The Patron Spirit of Whispers grants you proficiency in Insight.

Level Spells
1st detect evil and good, detect magic
2nd augury, detect thoughts
3rd clairvoyance, speak with dead
4th divination, locate creature
5th contact other plane, legend lore

Wild Witch

The Patron Spirit of the Wild grants you proficiency in Survival.

Level Spells
1st entangle, goodberry
2nd barkskin, spike growth
3rd plant growth, speak with plants
4th grasping vine, hallucinatory terrain
5th commune with nature, tree stride

SPELLCASTING

Witches learn spells from their familiar and their patron spirits. Your familiar holds the knowledge of all the spells you have access to.

Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn an additional witch cantrip at 4th level and 10th level.

Spell Slots
The Wizard table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these witch spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing Spells
You prepare the list of witch spells that are available for you to cast. To do so, choose a number of witch spells from your list of spells held by your familiar equal to your Intelligence modifier + your witch level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the wizard spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent communing with your familiar and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your witch spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Ritual Casting
You can cast a witch spell as a ritual if that spell has the ritual tag and you know that spell.

Learning Spells of 1st Level and Higher
At 1st level, you learn four 1st-level witch spells, plus the two 1st-level spells gained from your patron spirit. Each time you gain a witch level beyond 1st level, you can add one witch spell of your choice to your familiar. Each of these spells must be of a level for which you have spell slots. In addition, you gain your patron spirit spells at 3rd, 5th, 7th, and 9th level. On your adventures, you might find other spells that you can add to your familiar. You can also add wizard spells to your familiar if the spell is on both the witch spell list and the wizard spell list.

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

HEX

Beginning at 2nd level, you learn one hex. You learn additional hexes at levels 6, 10, 14, and 18. You use your witch spell attack bonus for your Hex spell attack bonus and you use your witch spell saving throw DCs for your Hex saving throw DCs.

Hexes:

Agony
With a quick incantation, you can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch's level. A Constitution save negates this effect. A nauseated creature cannot use any actions, bonus actions, or reactions. If the saving throw is failed, the target can attempt a new save each round to end the effect. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Bestow Vulnerability
You cause a creature to gain vulnerability to a number of damage types equal to half your proficiency for a number of rounds equal to your witch level if it fails a Charisma saving throw. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Bewitch
You can befriend and charm creatures. As an action, you can target a creature within 60 feet of you that can see or hear you. It must succeed on a Wisdom saving throw or have its attitude towards you improve by one step (hostile to neutral, neutral to friendly). If you touch creature, it has disadvantage on the saving throw, if does not understand your language, it has advantage on the saving throw. If the creature is already friendly towards you, it becomes charmed by you. It gains a new saving throw when it finishes a long rest. You can have a number of charmed creatures equal to your Intelligence modifier at one time; if the number of creatures you have charmed exceeds this, you select which creatures have their charmed condition ended. At 6th level, you can use suggestion on each charmed creature once per day, and the charmed creature has disadvantage on the saving throw. At 10th level, you can use dominate beast or dominate person on each charmed creature once per day, and the creature has disadvantage on the saving throw. At 14th level, when a creature fails the Wisdom saving throw against your attempt to bewitch it, its attitude improves by 2 steps (hostile to friendly, neutral or friendly become charmed). At 18th level, when a hostile creature fails its Wisdom saving throw against this ability, it becomes charmed by you. Also at 18th level, you can use dominate monster on each creature once per day, and the charmed creature has disadvantage on the saving throw. Regardless if a creature succeeds or fails its initial saving throw, it cannot be targeted by this ability again until it finishes a long rest.

Coven
You count as a hag for the purpose of joining a hag coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action and expend a spell slot of a least 1st-level to increase the effective spell level of the next spell the other witch casts before the beginning of your next turn. Additionally, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action to increase the saving throw DC of the next hex or spell cast by the other witch before the beginning of your next turn by an amount equal to half your proficiency bonus. At 6th level, you can create a magic sensor called a hag’s eye that you can see through. This functions as per the spell arcane eye. All other hags and witches within 30 feet of you who also have the coven hex can see through this sensor as well, although you still control it. You can use the hag’s eye for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 10th level, you gain access to the Shared Spellcasting feature, as detailed on page 176 of the Monster Manual, when you are a member of a hag coven. Alternatively, you can form a hag coven without a hag, but you do not gain the Shared Spellcasting feature. At 14th level, you can use your hag’s eye a number of hours per day equal to your level. These hours do not need to be consecutive, but they must be spent in 1-hour increments. At 18th level, you can use your action to cast telepathy on any member of your coven.

Disguise
You can change appearance for a number of hours equal to your class level, as if using disguise self. At 10th level, this improves to alter self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Evil Eye
You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a penalty equal to your proficiency bonus on one of the following (your choice): AC, ability checks, attack rolls, or saving throws. This hex lasts for a number of rounds equal to 3 + your Intelligence modifier. A Wisdom save reduces this to just 1 round.

Flight
You grow lighter as you gain power, eventually gaining the ability to fly. At 2nd level, you can use feather fall at will and gain advantage on Strength (Athletics) checks made to swim. At 4th level, you learn the spell levitate and can use it once without expending a spell slot. You can use it again after finishing a long rest or a short rest. At 6th level, you can fly, as per the spell, for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects you.

Fortune
You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, granting him advantage on any ability check, attack roll, or saving throw. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it (as if concentrating on a spell) for an additional number of rounds equal to your Intelligence modifier. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Healing Touch
You can soothe the wounds of those you touch. You can use your action to touch a creature and it can use its reaction to spend a number of Hit Dice up to half its level. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Jinx
You can use your reaction to cause a creature you can see or hear within 60 feet of you to suffer disadvantage on a single ability check, attack roll, or saving throw it is currently attempting to perform. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Magical Secrets
You learn two additional cantrips of your choice from any class. Beginning at 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast. At 10th level, and again at 14th level and 18th level, you learn two additional spells from any class.

Misfortune
You cause a creature within 30 feet to suffer grave misfortune for 1 round. The target suffers disadvantage on any ability check, attack roll, or saving throw. A Charisma save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it (as if concentrating on a spell) for an additional number of rounds equal to your Intelligence modifier. This hex affects all rolls the target must make while it lasts. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Restless Slumber
You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wisdom save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your witch level. This hex can affect a creature of any number of hit points. The creature will not wake due to noise or light, but others can rouse it with an action. This hex ends immediately if the creature takes damage. At 10th level, the range of this hex increases to 60 feet and a target that falls asleep due to this hex is subjected to monstrous nightmares: upon waking it must make a Wisdom saving throw or take 3d6 points of psychic damage. It must make a new Wisdom saving throw each night or be unable to rest. It must also make a Constitution saving throw or gain 1 level of exhaustion; it has disadvantage on the Constitution saving throw if it is already exhausted. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Retribution
You learn the spell hellish rebuke and can use it once (as a spell with a spell level equal to your proficiency bonus) without expending a spell slot. You can use it again after finishing a long rest or a short rest. At 10th level, you can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your Intelligence modifier. A Charisma saving throw negates this effect. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Share Spells
When you cast a spell that targets yourself, you can choose for the spell to also target your familiar.
At 6th level, your familiar can use its action to cast spells from your list of prepared spells. This expends a spell slot just as if you had cast it yourself. The highest level spell your familiar can cast is equal to half your proficiency bonus. At 10th level, your familiar can use its action to use one of your hexes. It cannot do so again until you finish a long or short rest. Additionally, it gains the ability to use spells with a casting time of 1 bonus action or reaction. At 14th level, the highest level spell your familiar can cast increases to a spell with a level equal to your proficiency bonus. At 18th level, your familiar can concentrate on a spell you have cast, allowing you to concentrate on a second spell.

Sudden Command
You can use your reaction to cast command on a creature within 60 feet of you. The creature must make a Wisdom saving throw or use its reaction to approach, drop, flee, grovel, or halt, as described under the command spell. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Tongues
You can understand any spoken language for a number of minutes per day equal to your level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 6th level, you can use this ability to speak any language, as per tongues. At 10th level, the duration increases to a number of hours per day equal to your level, but it must be spent in 1-hour increments. At 14th level, you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say, if you choose. At 18th level, you can use your bonus action to designate all creatures into a number of groups equal to your Intelligence modifier (minimum 2). When you speak, you can say a different thing to each group, and each group only hears what you say to it. A creature can make a Wisdom (Insight) check to notice that something is not right, but it cannot decipher what is being said to any other group. A creature with the Linguist feat has advantage on this check.

Ward
You can use your reaction to place a protective ward over one creature you can see or hear within 60 feet of you. The warded creature receives a bonus to AC and saving throws equal to your proficiency bonus. This ward lasts until the warded creature is hit or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. You cannot use this ability on yourself.

Waxen Image
You can use your action to create a crude and unnerving wax duplicate of a creature you can see within 30 feet of you. Once the image is complete, the subject must make a Wisdom saving throw. If the subject fails, you gain a small measure of control over the creature. Whenever you exercise this control, the creature receives a new Wisdom save to end the effect. This effect occurs on your turn and uses the creature's reaction. You can use the waxen image a number of times equal to your proficiency bonus before it melts. As an action, you can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lie down on the ground and become prone, or drop anything held. Alternatively, you can spend one of your uses to simply torture the image, causing the creature to be stunned on its turn. As soon as the creature has succeeded on a saving throw against this effect, the effect ends and you cannot target that specific creature with this hex again until you finish a long rest.

Withering Blight
You can curse a creature or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time you must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to your class level × 10 feet. Blighting a creature is an action that requires a melee spell attack. If used on a creature, the creature gains the following curse: upon finishing a long rest, the creature must make a Charisma saving throw or have its hit point maximum reduced by 1 hit die and disadvantage on Constitution saving throws and death saving throws. Both types of curse can be removed with a remove curse spell or similar magic, using the save DC as the DC to remove the curse. You can only have a number of Withering Blight Hexes in effect at a time equal to your proficiency bonus. If this number is exceeded, the earliest cast Withering Blight Hex immediately ends.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

GRAND HEX

At 20th level, you learn a final hex of extraordinary power, selected from the following options.

Grand Hexes:

Death Curse

This powerful hex seizes a creature's heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Wisdom saving throw to negate the effect. If this save is failed, the creature gains 2 levels of exhaustion the first round of the hex. On the second round of the hex, the creature gains 2 additional levels of exhaustion. On the third round, the creature dies unless it succeeds at a Constitution save. Creatures that fail the first saving throw but succeed at the second saving throw gain 1 more level of exhaustion. Slaying you ends the effect, but any exhaustion remains. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Eternal Slumber

You can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Wisdom saving throw to negate this effect, a creature that is already asleep has disadvantage on this saving throw, and it remains asleep even if it succeeds. If the save fails, the creature falls (or remains) asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying you ends the effect. You can use this ability to poison food or drink, causing those who ingest it to make a saving throw or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Familiar Arcanist

You can use your bonus action to command your familiar to use its reaction to cast any spell you have prepared. This expends one of your spell slots of the corresponding level.

Forced Reincarnation

You cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Charisma save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Life Giver

You can touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component. You must finish a long rest before using this ability again.

Natural Disaster
You can use this hex to call down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). You must concentrate for the duration of this effect. If disrupted, the effect immediately ends. You must finish a long rest before using this ability again.

Unending Curse

You can target a creature within 60 feet with this horrid curse. It must succeed on a Charisma saving throw or have disadvantage on all ability checks, attack rolls, and saving throws. This curse can only be lifted by rolling a natural 20 on both dice while rolling with disadvantage on an ability check, attack roll, or saving throw. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

WITCH SPELLS

Witch Spells:

Cantrips (0-level spells)

blade ward, dancing lights, friends, guidance, light, mage hand, mending, message, minor illusion, prestidigitation, resistance, shillelagh, spare the dying, thorn whip, vicious mockery

1st-level

alarm, bane, charm person, color spray, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, dissonant whispers, faerie fire, false life, find familiar, grease, healing word, hellish rebuke, hex, identify, illusory script, inflict wounds, mage armor, protection from evil and good, purify food and drink, ray of sickness, sanctuary, shield, silent image, sleep, speak with animals, Tasha’s hideous laughter, unseen servant, witch bolt

2nd-Level

aid, alter self, arcane lock, augury, blindness/deafness, blur, calm emotions, cloud of daggers, continual flame, crown of madness, darkness, darkvision, detect thoughts, enhance ability, enthrall, gentle repose, gust of wind, hold person, invisibility, knock, lesser restoration, locate animals or plants, locate object, magic mouth, mirror image, misty step, moonbeam, Nystul’s magic aura, pass without trace, phantasmal force, protection from poison, ray of enfeeblement, see invisibility, suggestion, web, zone of truth

3rd-Level

animate dead, bestow curse, clairvoyance, counterspell, create food and water, dispel magic, fear, feign death, hypnotic pattern, Leomund’s tiny hut, lightning bolt, magic circle, major image, nondetection, protection from energy, remove curse, sending, sleet storm, slow, speak with dead, spirit guardians, stinking cloud, tongues, vampiric touch, water breathing, water walk, wind wall

4th-Level

arcane eye, banishment, blight, compulsion, confusion, control water, death ward, dimension door, divination, dominate beast, Evard’s black tentacles, fabricate, greater invisibility, guardian of faith,
hallucinatory terrain, ice storm, locate creature, Mordenkainen’s faithful hound, phantasmal killer, polymorph, stone shape, wall of fire

5th-Level

animate objects, antilife shell, awaken, circle of power, cloudkill, commune, commune with nature,
contact other plane, contagion, creation, dispel evil and good, dominate person, dream, geas, hold monster, legend lore, mass cure wounds, mislead, modify memory, planar binding, Rary’s telepathic bond, reincarnate, scrying, seeming, wall of stone

6th-Level

arcane gate, circle of death, contingency, create undead, eyebite, find the path, flesh to stone, forbiddance, globe of invulnerability, guards and wards, heroes’ feast, magic jar, mass suggestion,
Otto’s irresistible dance, planar ally, transport via plants, true seeing, wall of ice, wall of thorns,
wind walk, word of recall

7th-Level

etherealness, finger of death, forcecage, mirage arcane, prismatic spray, project image, regenerate,
sequester, simulacrum, symbol, teleport

8th-Level

animal shapes, antimagic field, antipathy/sympathy, clone, control weather, dominate monster, earthquake, feeblemind, glibness, maze, mind blank, power word stun, telepathy, tsunami

9th-Level

astral projection, foresight, gate, imprisonment, power word heal, power word kill, shapechange,
storm of vengeance, time stop, true polymorph, weird

Sovereign Court

I feel like the spell list is stronger this time, while still staying within the thematic. Good job.

RPG Superstar 2012 Top 32

What???? I didn't futz around with the spell list at all during the edit! :-O

Sovereign Court

Oh... I didn't get a chance to look at the first one, and it just looked more robust just from the paragraph sizes. My mistake. On the other hand, I did look this time and I like the selections.

RPG Superstar 2012 Top 32

OK, cool. :-)

I'm pretty happy with the witch spell list.

How do you like the hexes?

Sovereign Court

I like the healing touch. A lot.

The bewitching hex seems... overpowered maybe? I'm not sure what to think of it yet, I think I need to read it.

Forces Reincarnation makes me think of Willow.

As for everything else, they all rock pretty hard.

RPG Superstar 2012 Top 32

Yeah, I think bewitching hex might have to be edited. Charmed means something really different now in 5th Ed.

Forced Reincarnation is basically a straight up conversion from the PF witch.

RPG Superstar 2012 Top 32

New Witch Hex:

Unwilling Bond
You can use your action to form a bond between your life force and that of another creature within 60 feet of you. The creature is allowed a Constitution saving throw to avoid this bond. This bond persists for a number of rounds equal to your proficiency bonus. While this bond persists, you have resistance to all types of damage, and the creature you are bonded to takes the same amount of damage that you do. Beginning at 6th level, you add half your proficiency to your AC and saving throws while you’re bonded to a creature using this ability, and the bonded creature suffers a penalty to its AC and saving throws equal to half your proficiency bonus. Beginning at 10th level, choose ability checks, attack rolls, or saving throws. While your bond persists, you gain advantage on the selected rolls, and your bonded creature has disadvantage on the selected rolls. At 14th level, you may choose 2 of types of rolls to gain advantage in, and your bonded creature gains disadvantage on the selected types of rolls. At 18th level, you gain advantage on all three types of rolls and your bonded creature gains disadvantage on all three types of rolls. While the bond persists, your bonded creature can use its action to make a Constitution saving throw to end this effect. Once you target a creature with this hex, you cannot target that creature with this hex again until you finish a long rest.

Sovereign Court

Neat... I like it.

RPG Superstar 2012 Top 32

Thanks! :-D

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