Witchcraft
Witch
Hit Points
Proficiences
Overview & Creation
A tattooed Elf, veiled and cloaked, draws his obsidian dagger across the sand, calling forth from the lines a ghostly apparition to help him and his allies find their way. A trio of Paekian hermits gather among candles and incense, chanting words of power to bait souls from the shadows. The bejeweled Icherian, dressed in exotic garb and golden chains bellows a spell which echoes with the voices of an army of lost souls, a fiendish glint in his eyes as blood drips from his palm. Witches bind the souls of intelligent beings lost betwixt the realm of the living and the beyond, or even rip them from the still alive. As a witch, you learn to summon these souls and bind them to your will, gaining protection from them as well as the power to debilitate your enemies. As you attain higher levels, the covenant you choose to live by grants you further abilities which extend the utility and power of these bonds in different ways.
Power of the Soul
Witches may or may not have a level of respect for the souls they bind, though one could say they should. Some witches tap into the residual energies of long-departed souls, while others use extant spiritual beings as conduits for their spellcasting. Either way and whether or not they wish, witches bind part of their own soul to those that surround them. Witch spells mostly deal with manipulation of soul energies (both living and dead) and protections against the beings which supply those energies. As part of their connection to the spiritual world, they are also privy to information and secrets normally not meant for mortal minds. As such, witches are often powerful enchanters, abjurers, and diviners.Bonds of the Soul
Witches acknowledge that there is a spiritual connection between all things – forces that inexplicably and randomly bind beings and happenings together in a shared fate or destiny. They see other witches as brothers and sisters. As a consequence, witches are often fond of forming alliances with each other, but seldom with outsiders. The covenant that a witch joins is the manifestation of a philosophy regarding the nature of souls. Some, like the covenant of unity, believe in a supreme energy that extends beyond the physical world, weaving together magic and the collective conscience of all living things. Others, from the covenant of blood for example, believe in a more intimate connection between the physical world and the other side. In this philosophy, each soul is tied to something close to it in the physical world – a body, an object, or location that was important to it when it was alive.Creating A Witch
When deciding on the witch class, think about what led your character to tap into the spirit world. Maybe witchcraft is a tradition in the area, or your character comes from an area rife with a ghostly past. Superstition is also a good trigger for a fascination with souls. What is your relationship with souls and spirits? Is there a measure of mutual respect? Perhaps your character feels more like a servant to the soul than the other way around, or maybe they possess the entitlement to dominate and extort spiritual beings. How did your character come to be an adventurer? It could be that he or she was a pariah in their community due to contact with the other side, cast out and forced to fend for him or herself. Perhaps your character is even haunted by a particular soul, and seeks a way to control or be rid of it.Quick Build
You can make a witch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, select the Hermit background. Third, select the chill touch, guidance, and light cantrips along with the following 1st level spells: charm person, detect magic, healing word, and witch bolt. This class is heavily based on the Witch class by Zarieth on GM Binder.Class Features
Quickening
At 1st level, you gain the ability to enter a trance known as the witch’s quickening. Entering the trance is a bonus action and allows you to see into the Ethereal Plane up to 60 feet for up to one minute. You also gain insight into the emotional energy surrounding you, letting you know if and what spiritual creatures are within 60 feet, as well as granting you advantage to Wisdom (Insight) checks for the duration. Finally, while in your quickening, if you cast a spell that deals necrotic damage you can substitute that damage with psychic damage instead. You may use this ability a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.Witch Covenant
At 2nd level you commit yourself to a spiritual philosophy known as a witch's covenant: the Covenant of Blood, the Covenant of Charm, the Covenant of Ruin, the Covenant of Shadows, or the Covenant of Unity, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Additionally, you learn the find familiar spell and can cast it once without using a spell slot. You cannot do so again until you finish a long rest. As long as you have a familiar you gain access to spells regardless of the familiar's distance or occupied plane of existence.Binding Rites
At 2nd level you can bind souls to your service, taking 10 minutes of uninterrupted activity. During this time, the witch enacts the rite of binding depending on which philosophy the witch belongs to. A blood witch might utilise a bone fragment to bind the soul, while a shadow witch might bargain with the summoned soul, exchanging a secret for the soul's service. When you choose a soul to bind from the list at the end of this class description, you fill one of your available spell slots with the soul. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the soul filling it remains bound to you. The soul is said to be of a level equal to the spell slot filled to bind it. Thus, a Soul of Passion occupying a 6th level spell slot is a level 6 soul. You cannot have more than one soul with the same name bound at one time. You can have a number of souls bound equal to the number in the class table. Depending on the type of soul, you gain certain benefits while the soul remains bound and an additional effect when you release the soul, as detailed in the Binding Rites section. Releasing a soul is a bonus action, although some souls allow release as a reaction. Once a soul has been released, it no longer provides its passive effect and the spell slot it occupied is considered expended. A witch may exchange any soul they have bound by performing the ritual as described above.Soul Ward
At 3rd level, you learn a rite that offers protection against souls who wish you or your allies harm. As an action, you can create a soul ward with a radius of 30 feet, centered on your location. The ward lasts 1 minute and is stationary for the duration. While inside the ward, friendly creatures (yourself included) cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incorporeal undead sources. Additionally, if a friendly creature is reduced to 0 hit points within the ward but is not killed outright, the creature becomes stable. You can use this feature 3 times. You regain expended uses when you finish a long rest. When you reach 9th level, you regain expended uses when you finish a short or long rest.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.Soulcasting
At 7th level you may call upon the souls you have bound to help you cast your spells. You may dismiss a soul as a bonus action to recover a spell slot of a level equal to that of the soul's. The release effect of the soul you dismissed is not activated.Channel Spell
Beginning at 11th level, damage you deal with spells of 1st level or higher ignore damage resistances of undead and creatures on the Ethereal Plane. In addition, any damage immunities of these creatures become resistances to your spells of 1st level or higher.Strength of Soul
At 15th level, you learn to sap additional fortitude from the souls you bind. When you finish a long rest, you gain temporary hit points equal to 5 times the highest level soul you have bound.Familiar Soul
At 18th level, when cast find familiar or if you already have a familiar, you can awaken spiritual energy within the animal as part of an additional ritual taking 10 minutes. Once complete, you choose one soul from the list at the end of the class description. Its level is equal to your Charisma modifier. Your familiar provides you with the soul's passive effect as long as your familiar is within 100 feet of you. If the familiar dies, the soul you initially chose produces its release effect if you can see any valid targets within range of the familiar when it dies.Ghostly Step
At 20th level you gain the ability to enter the spirit realm as a bonus action by projecting part of yourself beyond the material plane. You and your belongings become invisible and incorporeal for up to 1 minute. You gain resistance to all damage from non-magical sources, and are immune to being grappled, paralyzed, petrified, poisoned, and restrained. During this time, you may move your normal speed and may pass through solid objects. If you end your turn in an object, you are dealt 1d10 force damage. You may rematerialize in your present location as a bonus action. If you choose to maintain this form until the duration expires and you are in a location occupied by a creature or solid object, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved as a result. Once you use this feature, you must finish a long rest before you can use it again.Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an athame used as an arcane focus
- (a) a priest's pack or (b) a scholar's pack
- Any simple weapon and two daggers
Spellcasting
Your contact with the spirit world and intuitive knowledge of the magic sustains it grants you the use of spells.
Cantrips
You know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.Spell Slots
The Witch table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these witch spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.Spellcasting Ability
Charisma is your spellcasting ability for your witch spells, since your magic comes from bargaining with souls. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifierRitual Casting
You can cast a witch spell as a ritual if the spell you know has the ritual tag.Spellcasting Focus
You can use an athame as a spellcasting focus for your witch spells. Alternatively, choose a focus that you feel would suit your character.Subclass Options
Covenants
The covenant that a witch swears by at 2nd level relates to the witch's personal philosophy on souls. When entering a covenant, the witch joins other likeminded witches and is granted abilities which align with these core philosophies. Though witches of different covenants may hold similar opinions of souls, it is important to think on how each covenant's teachings shape your character's attitudes towards the binding and utilization of souls. Each covenant has a list of spells that you gain at the witch levels noted in the covenant description. Once you gain a spell from the list, you always have it prepared, and it doesn't count against the number of spells know. If a covenant spell doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you. You only have access to these spells so long as you have a familiar as granted by the find familiar spell.Covenant of Blood
Witches of the Covenant of Blood believe in strong connections between the physical world and the spiritual one. Souls are connected to the physical world through objects that were important to them while they were alive. This knowledge allows a witch to bind souls to their power more easily — as long as they know a bit about the soul's life. Though not always, witches from the covenant of blood tend to dominate the souls under their control. They generally take care to leave souls intact and in a state no worse than before they were bound, but nevertheless are capable of using a soul's weaknesses against them, taking advantage of their connections to the physical world in order to gain power over them. As long as you have a familiar, you may also add the following spells to your spells known list.Covenant of Blood Familiar Spells
Witch Level | Spells |
---|---|
3rd | Hold Person, Locate Object |
5th | Remove Curse, Vampiric Touch |
7th | Locate Creature, Polymorph |
9th | Awaken, Greater Restoration |
Awaken the Blood
Beginning at 2nd level, when you release a soul, you can use the energy from the spiritual bonds to repair corporeal bodies. When you release a soul, you and a creature you can touch regain hit points equal to 3 times the level of the soul.Sympathetic Magic
At 6th level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. If you have an article (blood, hair, clothing) from a creature on the same plane of existence, your spells of 5th level or lower that target only one creature may target that creature. When you cast a spell that affects a creature this way, the article you have from the target is consumed.Blood Binding
At 10th level, if a hostile living creature dies within 30 feet of you, you may bind its soul as a reaction. You bind a soul type of your choice to an unused spell slot. This binding expires after 24 hours or whenever you use this ability again. The creature who provided the soul cannot be resurrected by any means short of a true resurrection or wish spell. Once you use this feature, you must finish a long rest before you can use it again.Call Forth the Flesh
At 14th level, you gain the ability to force ethereal and incorporeal creatures into the material plane as an action, and bind them to a corporeal form. Such a creature within 60 feet must succeed at a Constitution saving throw or lose its incorporeal movement trait and immunities to grappled, paralyzed, petrified, prone, and restrained for 1 minute. Alternatively, you can use this feature to to cast revivify once without expending a spell slot or material components. Once you use this feature, you must finish a long rest before you can use it again.Covenant of Charm
Witches of the Covenant of Charm tap deep into the emotions which govern lingering souls’ behaviours. They use these emotions as signposts and guides to manipulate the desires and shape the aspirations of the living. They believe that although lingering soulsare echoes of the past, they hold the key to individual futures. By harnessing the raw emotional energy of the beyond, one can gain absolute control over the hearts and minds of those around them. Witches of this philosophy vary in their treatment of souls. Some befriend and learn from the souls they bind, using that knowledge to further their own ends. Others take only cursory notice of the souls they enslave – an attitude that often carries over into their living interactions, manipulating and charming those they will, without any true regard for the desires of those they meet. As long as you have a familiar, you may also add the following spells to your spells known list.Covenant of Charm Familiar Spells
Witch Level | Spells |
---|---|
3rd | Detect Thoughts, Suggestion |
5th | Hypnotic Pattern, Tongues |
7th | Hallucinatory Terrain, Phantasmal Killer |
9th | Dream, Modify Memory |
In Perfect Trust
At 2nd level, you have grown attuned to the hearts and minds of those around you. While in your quickening, you may add your proficiency bonus to Charisma (Deception) and Charisma (Persuasion) checks, or twice your proficiency bonus if you are already proficient. In addition, during your quickening, you gain the ability peer into the heart of a creature within 60 feet. Much like the detect thoughts spell, you may use an action to force the target to make a Wisdom saving throw against your spell save DC. If it fails, you gain insight into its emotional state and something that is currently influencing this state such as something it worries over, desires, loves, or hates. If the target succeeds on its saving throw, nothing happens. Unlike detect thoughts , the target does not become aware of the intrusion. Constructs and creatures immune to being charmed are not affected. Once you use this feature, you must finish a long rest before you can use it again.Soul Token
At 6th level you may tie one of your souls you already have bound to a small object as an action. The soul still counts towards your maximum bonds while attached to the object. When you create a token, you also choose a recipient to whom the token bears significance. As long as the recipient is in possession of the token, the soul provides its passive effect as though the soul were bound by the recipient (even if the holder of the token is not a witch). In either case, the magic holding the soul to the object expires after 24 hours when it returns to your control. If the token is returned to you, you can break this magic sooner as a bonus action, regaining use of the soul.Of One Heart
At 10th level, foes charmed by you are also considered charmed by your allies. Additionally, whenever you trigger a soul's release effect, allies within 60 feet may damage charmed foes until the end of their next turn without breaking the charm.Crux of Desire
At 14th level, your spells and souls which can charm creatures affect those with immunity to being charmed. These creatures instead gain advantage on all saving throws to resist or break free of the effect. In addition, you are immune to being charmed.Covenant of Ruin
The Covenant of Ruin has less respect for spirits than the other covenants. Witches who bind these spirits utilize their magic to torture and pressure spirits in order to extract power from them. Their philosophy revolves around invoking ruin and causing as much damage as possible. Though good witches of this covenant are rare, they are not unknown. Good witches who share this covenant's ideology typically aim to bind evil spirits, turning these beings into weapons for good against their will (though this can hardly be considered to be completely benign). These witches often claim this is for the greater good — using evil to combat evil. As long as you have a familiar, you may also add the following spells to your spells known list.Covenant of Ruin Familiar Spells
Witch Level | Spells |
---|---|
3rd | Crown of Madness, Shatter |
5th | Bestow Curse, Call Lightning |
7th | Confusion, Ice Storm |
9th | Cloudkill, Destructive Wave |
Doom
Beginning when you choose this circle at 2nd level, hostile creatures who are the target of any of your souls’ release effects have disadvantage on the next ability check, attack roll, or saving throw they make within 10 minutes.Devastating Release
At 6th level, souls you release erupt with energy as their bonds are broken, causing harm to those around you. When you release a soul, hostile creatures within 30 feet of you are dealt 1d6 points of psychic damage per level of the soul. Those who take damage hear wails and screams as the soul is released, and feel a rush of sorrow and discomfort.Ruinous Ward
Beginning at 10th level, the Soul Wards you create are accompanied by spiritual dissonance which can strain and break the weak of soul. In addition to the described effects above, when a creature starts its turn in your Soul Ward, you can choose for the ward to deal 1d6 psychic damage to the creature (no action required by you).Rite of Exorcism
At 14th level, you can attempt to exorcise a living creature’s own soul. If a creature within 30 feet fails a Wisdom or Charisma save against your spell save DC, you can use your reaction to attempt to exorcise that creature. The target takes 5d6 psychic damage and 5d6 necrotic damage as their soul is torn from their body, and they are stunned until the end of your next turn. On a successful save the creature takes half damage and is not stunned. Once you use this feature, you must finish a short or long rest before you can use it again.Covenant of Shadows
The Covenant of Shadows subscribes to the belief that everything that exists, both physically and metaphysically, is like a shadow cast by that which came before it. Shadows are windows into worlds beyond the material plane — as one world becomes dimmer, others become brighter and easier to see by comparison. There is reason to be wary of the dark. Witches from this covenant are more cautious dealing with souls. They know that dangers lurk in the shadows, and they are careful with their dealings lest the souls they bind show their dark side. As long as you have a familiar, you may also add the following spells to your spells known list.Covenant of Shadows Familiar Spells
Witch Level | Spells |
---|---|
3rd | Darkness, Pass Without Trace |
5th | Invisibility, Nondetection |
7th | Dimension Door, Greater Invisibility |
9th | Mislead, Seeming |
The Shadows Have Eyes
You can use the souls which dwell in the darkness to see. Beginning at 2nd level, you can see in magical and nonmagical darkness up to 120 feet as long as you have at least 1 soul bound, and you have advantage on Wisdom (Perception) checks in dim light or darkness.Blinding Shackles
At 6th level, hostile targets that are affected by any of your souls’ release effects must make a Constitution saving throw or be blinded for one round per level of the spirit released. This ability cannot affect creatures who do not use light to see.Dark Mimicry
Beginning at 10th level, as long as you have at least one soul bound, you may call upon the movements of nearby shadows to replace the somatic components of your spells. Alternatively, the ghostly whispers of your bound soul may replace the verbal components of your spells. You may therefore cast spells with these components even if you yourself cannot motion or vocalize. Additionally, when you are hidden from a creature and cast a spell, casting the spell doesn't reveal your position.Haunting Shades
Beginning at 14th level, when you release a soul that targets a hostile creature, you may choose for the soul to haunt that creature for up to 1 minute, requiring your concentration as if on a spell. The passive effect of the soul continues but uses the haunted creature as the origin. The passive effect otherwise treats you as the When the minute expires or you lose concentration, the soul's release effect activates again. Once you use this feature, you must finish a long rest before you can use it again.Covenant of Unity
The Covenant of Unity subscribes to a philosophy that all spiritual entities are connected by a collective consciousness. They use this knowledge to surmount power over the spiritual realm itself. In other words, these witches gain their abilities by harnessing the secrets which govern the very basis of spiritual existence, rather than focusing on the relationships between the metaphysical and the material world. The Covenant of Unity is perhaps a little more sympathetic to the souls these witches bind. Witches of this covenant tend to see souls more as allies. They trust the souls they bind enough to allow their power to grow under their command with the purpose of sharing this power. As long as you have a familiar, you may also add the following spells to your spells known list.Covenant of Unity Familiar Spells
Witch Level | Spells |
---|---|
3rd | Augury, Blur |
5th | Feign Death, Spirit Guardians |
7th | Death Ward, Find Greater Steed |
9th | Legend Lore, Telepathic Bond |
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