Witch Class in Lidoc | World Anvil

Witch Class

Witch Class Table
Lvl Prof.
Bonus
Features Ritual
Effects
Known
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Witch’s Familiar - 3 2 2 - - - - - - - -
2 +2 Coven, Coven Magic - 3 3 3 - - - - - - - -
3 +2 Ritual Adept 2 3 4 3 2 - - - - - - -
4 +2 Ability Score Improvement 3 4 5 4 3 - - - - - - -
5 +3 Witch’s Lore 3 4 6 4 3 2 - - - - - -
6 +3 Coven Feature 3 4 7 4 3 2 - - - - - -
7 +3 - 4 4 8 4 3 2 1 - - - - -
8 +3 Ability Score Improvement 4 5 9 4 3 3 1 - - - - -
9 +4 Weird Magic (x1) 4 5 10 4 3 3 1 1 - - - -
10 +4 Coven Feature 5 5 10 4 3 3 2 1 - - - -
11 +4 Deepened Bonds 5 5 11 4 3 3 2 1 1 - - -
12 +4 Ability Score Improvement 5 5 12 4 3 3 2 2 1 - - -
13 +5 - 6 6 12 4 3 3 3 2 1 - - -
14 +5 Coven Feature 6 6 13 4 3 3 3 2 1 1 - -
15 +5 Weird Magic (x2) 6 6 14 4 3 3 3 2 1 1 - -
16 +5 Ability Score Improvement 7 6 14 4 3 3 3 2 1 1 - -
17 +6 - 7 6 15 4 3 3 3 2 1 1 1 -
18 +6 Coven Feature 7 6 16 4 3 3 3 3 1 1 1 -
19 +6 Ability Score Improvement 8 7 16 4 3 3 3 3 2 1 1 -
20 +6 Ritual Master 8 7 17 4 3 3 3 3 2 1 1 1

Class Features:

As a witch, you gain the following 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: Light armor (their connection to nature prevents them from wearing metal armor)
Weapons: Clubs, Daggers, Darts, Slings, Quarterstaffs, Short Bows
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Arcana, Deception, Insight, Medicine, Nature, Religion
 

Spellcasting

A witch calls on the primal energy of nature and blends it with their knowledge of the arcane for a unique style of casting. Witch Spell List  

Cantrips

At 1st level, you know four 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 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.   For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.  

Spells Known of 1st Level and Higher

You know two 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. 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 sorcerer 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

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  

Spellcasting Focus

You can use either an arcane focus or a druidic focus as a spellcasting focus for your witch spells.  

Witch’s Familiar

A witch learns the Find Familiar spell, it doesn’t count against their spells known. When you cast the spell you can choose any beast that is Medium or smaller and has a CR of 1/4 or less. The familiar’s intelligence is increased to 6 if it is not already 6 or higher. Additionally, whenever you summon your familiar or finish a long rest, they gain temporary hit points equal to your witch level + your spellcasting ability modifier.   Finally, a witch and their familiar get boons dependent on what type of spirit they bond with.   Celestial – Your familiar knows the light and guidance cantrips and can cast them as an action. When a witch is within 30 feet their familiar the witch has advantage on saves against fear.   Fey – Your familiar knows the Charm Person spell and can cast it once at 1st level. If someone fails their save they are charmed by both the familiar and the witch. It uses your spellcasting modifier and save DC when casting this spell. It regains the use of this ability on a short or long rest. When a witch is within 30 feet of their familiar the witch has advantages on saves against charm.   Fiend – Your familiar knows the Produce Flame cantrip and can cast it as an action. When a witch is within 30 feet of their familiar the witch has advantage on Charisma (Deception) and Charisma (Intimidation) checks.  

Coven

At 2nd level, you choose to identify with a specific type of coven of witches. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.  
  • Coven of Blood
  • Coven of Ruin
  • Coven of Shadows
  • Coven of Spirits
  • Coven Magic

    When witches have a common goal or purpose they will work together in a coven, with anywhere from 3 to 13 witches, granting them more magic and greater spellcasting abilities. While witches loosely belong to a coven of like-minded practitioners that share the same traditions and philosophies regarding their magic, when forming a coven for a specific purpose they may work together with witches from other covens.   When a coven forms with at least 3 witches, they Shared Spellcasting feature and the coven as a whole gains its own spell slots and spells known, taken from the Witch, Wizard, and Druid spell lists, dependent on the purpose for which the coven was created.   A coven is treated as either a 12th level spell caster, with spell save DCs of 12 + the witch’s Intelligence modifier and attack bonuses of 4 + the witch’s intelligence modifier.  

    Higher Level Covens

    A witch’s coven can be made at a higher level. The strongest three witches acts as the foundation of the coven with additional witches beyond supplementing their power. A coven’s level is determined by the strongest member’s witch level + ½ the average witch level of the next two strongest witches (rounded down) + 1 level for every two witches beyond the first three (max of +5 with 13 total witches).   Shared Spellcasting - While all three members of the coven are within 30 feet of another, they can each cast spells from the coven’s spell list and share the slots amongst the whole coven.  

    Ritual Adepts

      A witch is a master of ritual spell casting. They are able to cast any spell as a ritual, even if it does not have the ritual tag and are able to make changes and add additional effects to rituals they cast.  

    Ritual Circle

      A ritual circle allows a witch to cast a non-ritual spell as a ritual, or to add additional effects onto the casting of the spell. A ritual circle is somewhat complex, and dependent on not only the spell itself, but the casters involved and ritual effects added. Drawing a ritual circle requires 1 hour of work. It can be drawn with ink or paint, dug into the ground, or be made by piling something on top of the ground, such as salt.  

    Non-Ritual Spells

      To cast a non-ritual spell as a ritual requires setting up a ritual circle (1 hour of work) and takes an additional 30 minutes per spell level beyond the base casting time to actually cast the spell.  

    Ritual Effects

      At 3rd level, you gain two ritual effects of your choice. When you gain certain witch levels, you gain additional ritual effects of your choice, as shown in the Ritual Effects Known column of the Witch Table. A witch can apply up to half their known ritual effects at one time (rounded down).  

    Ritual Divination

    When Scrying or a similar divination spell is cast inside of a ritual circle, the duration becomes concentration. The witch divining cannot otherwise participate in the ritual. They cannot cast the ritual while concentrating on the divination, they cannot apply their own ritual effect, and they provide no benefit for the Coven Ritual Casting effect. They still count against the max number of members in a coven.  

    Coven Rituals

    When casting a ritual as a coven one witch is chosen to lead the spell. The one leading the ritual must know the spell. If they do not then it must either be a coven spell or they must use their Weird Magic feature to cast the spell. Only the one leading the ritual may use their Weird Magic feature. The witch leading the coven in the ritual may use ritual effects as normal, each additional witch may add 1 ritual effect each, applying all effects at once.  

    Witch’s Lore

    Witches accumulate all sorts of secrets and lore to the point that they eventually become somewhat knowledgeable about nearly all subjects and their intuition about the unknown is almost a 6th sense. Starting at 5th level, when a witch makes an Intelligence check they also add their Wisdom modifier to the result (minimum of 1).  

    Weird Magic

    A witch is able to use their esoteric knowledge of the arcane to provide a diverse range of effects. They can use it to cast spells they are familiar with, change spells they know, or create other effects.   As an action, a witch can cast a spell they don’t know. Using a spell slot they are able to cast a spell off the Witch Spell list that they don’t know. They can instead cast a spell off the Wizard or Druid spell list that is 1 level lower than the spell slot consumed, or a spell off of any casters spell list that is 2 levels lower than the spell slot consumed.   Alternatively, when casting a spell they know, a witch is able to use Weird Magic as a bonus action to alter the spell:  
  • Extend the range (double the range)
  • Extend the duration (double the duration)
  • Give one creature disadvantage on their save against the spell
  • Increase the area of effect or number of creatures affected by the spell (double the radius, width, or length as appropriate)
  • Make the spell automatically hit
  • Substitute elemental damage with another element (spell visually remains the same)
  • Finally, as an action the witch is able to produce any other effect whose power level is in line with the above effects.   Weird Magic can be used in conjunction with a witch’s ritual casting and coven magic features. A witch regains the use of Weird Magic on a long rest.   At level 15 a witch gains a second use of Weird Magic.  

    Deepened Bonds

    At 11th level, the witch’s telepathic bond with which they can communicate with their familiar and see and hear through it increases to 1 mile.   If you can already telepathically communicate with their familiar from 1 or more miles away, then you are able to use your ability to cast spells through your familiar from up to 1 mile away instead.  

    Ritual Master

    At 20th level, a witch has become a master of ritual magic. They no longer need draw a ritual circle when casting rituals on non-ritual spells. If they do use a ritual circle (for ritual or non-ritual spells) it provides an added focus and reduces the time and material costs of their additional ritual effects by half.