Covenant of the Witch Knight
Strike a Deal with an Otherworldly Patron

Pact Magic
Level 3 Witch Hunter feature The bargain you have struck with your Otherworldly Patron has granted you the ability to cast spells, much like a Warlock does.Cantrips
You learn two Warlock cantrips of your choice. You learn an additional one when you reach level 13.Witch Knight Spellcasting
Level | Prepared Spells | Spell Slots | Slot Level |
---|---|---|---|
3 | 2 | 1 | 1 |
4 | 2 | 1 | 1 |
5 | 3 | 1 | 1 |
6 | 3 | 2 | 1 |
7 | 4 | 2 | 2 |
8 | 4 | 2 | 2 |
9 | 5 | 2 | 2 |
10 | 5 | 2 | 2 |
11 | 5 | 2 | 2 |
12 | 5 | 2 | 2 |
13 | 6 | 2 | 3 |
14 | 6 | 2 | 3 |
15 | 6 | 2 | 3 |
16 | 6 | 2 | 3 |
17 | 7 | 2 | 3 |
18 | 7 | 2 | 3 |
19 | 7 | 2 | 4 |
20 | 7 | 2 | 4 |
Spell Slots
The Witch Knight Spellcasting table shows how many Spell Slots you have, and the level of those slots, all of which are the same level. You regain all expended Pact Magic Spell Slots when you finish a Short or Long Rest.Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Warlock spell list. The number of spells on your list increases as you gain Witch Knight levels, as shown in the Prepared Spells column of the Witch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Warlock spell list until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level.Changing Your Prepared Spells
Whenever you gain a Witch Knight level, you can replace one spell on your list with another Warlock spell for which you have Spell Slots.Spellcasting Ability
Intelligence is your Spellcasting Ability for your Witch Knight spells.Rules Reminder
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifierSpell attack modifier = your Proficiency Bonus + your Intelligence modifier
Crimson Smite
Level 3 Witch Knight feature Your weapon becomes a conduit for the power of your pact with your Patron. You can use any weapon with an active Crimson Rite as a Spellcasting Focus for your Witch Knight spells. Additionally, after hitting a creature with a weapon for which you have an active Crimson Rite, you can immediately as a Bonus Action, expend a Pact Magic Spell Slot to deal bonus damage of your rite’s damage type. This bonus damage is equal to two rolls of your Hemocraft Die for a level 1 Spell Slot, plus one roll for each slot level above 1.Otherworldly Patron
Level 3 Witch Knight feature Though your pact with your Patron is not as powerful as the one made by Warlocks, your Patron still grants you a unique boon. Consider reviewing the list of Patrons available to a Warlock, and then choose one of the following benefits to have based on your choice of Patron.- Accursed Archive. As an Action, you can see enter The Accursed Archive. Time does not pass outside the Archive while you are within, and you cannot rest, regain Hit Points, regain Spell Slots, or maintain Concentration while inside. When you choose to depart, you return instantly to the point from which you entered. Once you use this benefit, you can't use it again until you finish a Long Rest.
- Frightening Smite. When you use your Crimson Smite feature, you can force the creature to make a Wisdom saving throw. On a failure, the creature gains the Frightened condition until the end of your next turn.
- Illuminating Smite. When you use your Crimson Smite feature, the creature glows faintly until the end of your next turn. For the duration, the creature sheds Dim Light in a 5-foot radius, and cannot benefit from the Invisible condition.
- Stolen Life. When you reduce a Hostile creature to 0 Hit Points with a weapon for which you have an active Crimson Rite, you can gain a number of Temporary Hit Points equal to one roll of your Hemocraft Die.
Mystic Frenzy
Level 7 Witch Knight feature If you use your Action to cast a Witch Knight spell or to activate a spell you are concentrating on (such as Witch Bolt), you can make a weapon attack as a Bonus Action on that turn.Sapping Strikes
Level 13 Witch Knight feature When you hit a creature with a weapon attack, that creature has Disadvantage on the next Saving Throw it makes against a Blood Curse or Witch Knight spell you cast before the end of your next turn.Profane Sacrifice
Level 17 Witch Knight feature When a Hostile creature within 30 feet of you dies, you can use your Reaction to regain one expended Pact Magic Spell Slot, or gain Temporary Hit Points equal to one roll of your Hemocraft Die + your Intelligence modified. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.