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The Witch Base Class

The Witch Base Class

Three women stare into a cauldron in the highest room, in the tallest tower. They mumble incantations over the cast iron pot as they each deposit various herbal, alchemical, and living ingredients into it. The eldest grasps a small charm by her side tightly as the cauldron begins to bubble, releasing a sickly-sweet smell into the air. The three women nod in acknowledgment of their alchemical concoction.


A young man passes by a tall and sturdy tree where he once hid from bullying youngsters. He remembers hiding in its branches for hours reading his mother’s enchiridion, and wishing to become as powerful a man as she was a woman. He tips the triangular hat atop his head to his past guardian, in a subtle thanks for the years of stoic protection.


A young woman, partially undead, drags herself from the shores of where she was once drowned. Her eyes narrow at the bloodthirsty orcs that tormented her before her first death. She screams a hex at them, crippling their movements and making them retch and reel in pain.


Witches are a complex and different type of spellcaster. They do not summon spells from an innate lineage nor rely solely on diligent studies. Instead, witches choose this path through a lifetime of ancient traditions being passed down from generation to generation. Some study books, others oral stories, and some connect and commune with nature herself to recall this primordial occult lore.


Dark Origins

While not every witch needs to have experienced trauma or sorrow in their past, this harsh reality is typically a cornerstone in a witch’s magical upbringing. This trauma can manifest in various forms of magic such as their charms or hexes. Witches focus much of their magic and arcana at the hindrance of those that harmed them and aiding those they call their family.


Fear of the Unknown Magics

The magic harnessed by witches is no different than the arcana of a standard mage or sorcerer. This magic is, however, far less known to the average commoner or peasant in a kingdom. To these folks, the darker nature and insidious tone that witch magic has with can lead to panic or fear. While the wizard may draw intrigue and entertainment from a crowd when they summon a familiar, a witch will draw ire and fear from onlookers who assume a devil could be coming from the incantations.


Hex Master

The true secretive magics witches harbor are hexes. These incantations can be subtle and hard to notice even by the most practiced of mages. A hex is a powerful tool in a witch’s arsenal, and as a witch grows older, their collection of hexes grows with them.


Creating a Witch

Creating a witch usually involves some form of traumatic experience related to your backstory, or a close bond you had that taught you these traditional arcane lessons. What was this terrible event? Have you suffered this fate your whole life, or has it recently arisen? Was your entire family befallen by this event, or just you? How do you handle the events that unfolded in your life?


As for your close connection, think about who could have possibly taught you. When did these teachings happen? What was your relationship with this person? Is this person still close by? Was this person related to, or responsible for, your tragic event?


Work with your GM to determine how witches are perceived in the setting you are playing in. Are they feared, burned, and persecuted or are they open and accepted within society? Does this society have Witch Hunters chasing after these people, or are you free to come and go from the cities? For example, in the League of Magics setting, witches are a common form of spellcasters on the three northern islands known as the Trislands, but are rare to find outside of this region.


Quick Build

You can make a witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the acolyte, sage, or Trisland witch background. Third, choose the fire bolt, dancing lights, prestidigitation, and shocking grasp cantrips, along with the following 1st-level spells: mage armor, inflict wounds.


Level

Proficiency Bonus

Feature

Enchiridion Entries

Cantrips Known

Spells Known










1st

2

Spellcasting, Charm

-

4

2

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

2nd

2

Enchiridion

2

4

3

2

3rd

2

Witch Coven

2

4

4

3

4th

2

Ability Score Improvement

2

4

5

4

2

5th

3

-

3

5

6

4

3

6th

3

Witch Coven Feature

3

5

7

4

3

2

7th

3

Coven Casting, Coven Restoration

3

5

8

4

3

3

8th

3

Ability Score Improvement

3

5

9

4

3

3

1

9th

4

-

4

5

10

4

3

3

2

10th

4

Witch Coven Feature

4

6

11

4

3

3

3

1

11th

4

Dark Retribution

4

6

12

4

3

3

3

2

12th

4

Ability Score Improvement

4

6

13

4

3

3

3

2

1

13th

5

-

5

6

13

4

3

3

3

2

1

14th

5

Witch Coven Feature

5

6

13

4

3

3

3

2

1

1

15th

5

-

5

6

14

4

3

3

3

2

1

1

16th

5

Ability Score Improvement

5

6

14

4

3

3

3

2

1

1

1

17th

6

-

6

6

15

4

3

3

3

2

1

1

1

18th

6

Coven Core

6

6

15

4

3

3

3

2

1

1

1

1

19th

6

Ability Score Improvement

6

6

15

4

3

3

3

3

1

1

1

1

20th

6

Perfected Witch

6

6

15

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: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, whips

Tools: Alchemist Supplies

Saving Throws: Intelligence, Charisma

Skills: Choose two from Arcana, Deception, Intimidation, Medicine, Nature, Persuasion, and Religion


Equipment

You start with the following equipment, in addition to the equipment granted by your background:


• (a) a whip or (b) a light crossbow and 20 bolts

• (a) a component pouch or (b) an arcane focus

• (a) a scholar’s pack or (b) a priest’s pack

• Any simple weapon and a dagger


Charm

You have a charm that provides a small boon to whomever holds or wears it, depending on the charm. Choose one of the following options. You can’t have two of the same charm, even if you later gain another charm.

Charms are tiny magical objects that are immune to all damage. If your charm is lost or somehow destroyed, you can summon a new one with a special 1-hour ritual which can be completed over a short or long rest.


Protection Charm

While a creature holds this charm in their hand, they gain a +1 bonus to AC.


Charmed Charm

While this charm is worn or carried on a creature, they have advantage on saving throws against being charmed.


Empowered Charm

While a creature holds this charm in their hand, the first time they roll a 1 or 2 on a damage die for    a spell they cast of 1st-level or higher, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.


Wooden Charm

While this charm is worn or carried on a creature, they can cast shillelagh from it at will, using their Intelligence modifier for the attack and damage rolls.


Sights Beyond Charm

While a creature holds this charm in their hand, they gain truesight out to a range of 10 feet.


Shield Charm

While a creature holds this charm in their hand,    they gain proficiency with shields can perform the somatic components of spells even when they    have a charm or a shield in one or both hands.


Spellblock Charm

While this charm is worn or carried on a creature, when a creature they can see hits a target, other than themselves, within 5 feet of them with a spell, they can use their reaction to reduce the damage the target takes by 1d10 + their proficiency bonus (to a minimum of 0 damage). They must be wielding a shield or a simple or    martial weapon to use this reaction.


Fortification Charm

While a creature holds this charm in their hand, they gain advantage on Constitution saving throws to maintain concentration on spells and other effects.


Spellcasting

You spent your time learning from your elders how to cast spells and harness the powers of the plane of magic. You have combined traditional learning with ancestral and ancient magics. See Spells Rules for the general rules of spellcasting and the Spells Listing for the 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 witch 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 bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane 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 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

 Intelligence is your spellcasting ability for your witch spells, since the power of your magic relies on your ability to memorize and remember your earliest teachings and learn new abilities as you age. 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 an arcane focus, druidic focus (see the    Adventuring Gear section), or your enchiridion    (see “Enchiridion” section) for your witch spells.


Enchiridion

Starting at 2nd level, you have finished constructing a sacred and powerful tome called an Enchiridion, and are ready to fill it with all forms of spells, hexes, and skills.


Your Enchiridion The various entries you inscribe into your enchiridion are a potent combination of lessons from your magical upbringing as well as new skills and abilities you have gained along your travels. When you gain a level in this class, you can choose one of your entries and replace it with a different entry. Adding Entries to Your Enchiridion. At 2nd level, you have two entries in your enchiridion. These entries can either be a spell, hex, or skill. When you gain certain witch levels, you gain additional entries into your enchiridion, as shown in the Enchiridion Entries column of the Witch table.
Spell. You learn a spell from any class’ spell list that is equal to or lower than the highest level witch spell you can cast. The spell must be from the divination, enchantment, or necromancy school of magic, equal to the highest level witch spell you can cast or lower. This spell is added to your class’ spell list and doesn't count against the total number of Witch spells that you know.| Hex. You learn one hex. Your hex options are detailed at the end of the class description. If a hex has level prerequisite, it refers to your level in this class. You can add the hex at the same time that you meet its prerequisites. If a hex requires a saving throw ,it uses your spell save DC and all hexes require either verbal or somatic components (your choice when you cast the hex). Additionally, any hex you cast can be removed by a remove curse spell or similar magic.| Skill. You can choose to gain proficiency in any skill or tool of your choice.
Replacing Your Enchiridion. If you lose your enchiridion, you can use the same ritual you use to call forth a new charm to call forth a new copy of your enchiridion. You cannot perform this ritual at the same time you perform a ritual to call forth a new charm. The Appearance of Your Enchiridion. An enchiridion is wholly unique to each witch, and it is a reflection of not only their upbringing, but their personality and soul. This can take the form of a leather journal filled with scraps of knowledge from your childhood, or a bone-lined grimoire passed down from generation to generation you have finally gained the courage to open.

Witch’s Coven

When you reach 3rd level, your collected knowledge and past teachings have culminated in your decision to join a particular coven. Choose a Witch’s Coven. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level. If your coven grants you additional enchiridion entries at any level, it doesn’t count against your total number of entries.


Coven Spells

Each coven specializes in particular forms of arcane manipulation. One of the ways this is represented is by a number of spells that you learn. The levels of these spells are noted in the coven description. These spells count as witch spells for you but don’t count against your number of spells known.


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.


Coven Casting

At 7th level, you have learned to form a smaller coven amongst those you travel with. At the end of a long rest, choose up to two creatures that have the Spellcasting or Pact Magic feature to be part of your coven. While you and the selected creatures are within 30 feet of each other and not incapacitated, they become capable of casting a spell from your Coven Spells table or Enchiridion (up to 5th-level). Any witch that is also part of your chosen Witch’s Coven can also be included in this feature without counting toward the total number of creatures chosen.


These spells are added to the chosen creature’s spell list, and these spells are always prepared or known by them. When a creature casts a spell in this way, they must use their own spell slots and concentrate on the spell as normal.

If a member of your coven attempts to cast spells of a level for which it doesn’t have spell slots, you must use your reaction to allow them to use one of your available spell slots of the proper level. If you do not use your reaction or do not have the necessary spell slots to cast the spell, the effect fails, but the creature’s action, bonus action, or reaction is not wasted.


Coven Restoration

At 7th level, you can share a wellspring of magical energy with your coven. When you finish a short rest, you can choose to tap into this wellspring and restore spell slots that have a combined level equal to or less than your proficiency bonus.


If members of your coven are within 30 feet of you at all times during this rest, you can use some or all of this wellspring to restore their spell slots as well.

Once you have used this feature, you cannot do so again until you complete a long rest.


Dark Retribution

Starting at 11th level, you have learned to empower those in your coven with a greater sense of familial connection. When you, or a creature in your coven, are reduced to 0 hit points by a creature, one of the creatures in the coven can use their reaction to cast a spell. The spell must have a casting time of one action and target only the creature that reduced the member of the coven to 0 hit points. All creatures in your coven must be within 30 feet of each other to use this feature.


Once a creature has cast a spell using this feature, it cannot be used again by that creature until the end of their next short or long rest.


Leader of the Lost

Starting at 18th level, you guide those who use your coven’s power to a greater future. When another creature in your coven casts a spell with your Coven Casting feature, you can use your reaction to cause the spell to not expend a spell slot. In addition, you and the creature both have advantage on the first attack roll, ability check, or saving throw you make until the end of the creature’s next turn.


You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses at the end of a long rest.


Perfected Witch

By 20th level, you have perfected your enchiridion and, in turn, yourself. You gain the following benefits:


• Creatures have disadvantage on any saving throw they make against a spell or hex in your enchiridion.

• You have Expertise in any skill listed in your enchiridion.


Hexes

The Hexes below are presented in alphabetical order.


Bleed

You place a magical hex upon a creature to make it bleed profusely. As an action, you force a creature you can see within 30 feet of you to make a Constitution saving throw. On a failed save, the creature takes 1d4 necrotic damage at the start of each of its turns for one minute, unless it uses an action to staunch the wound. Each time a creature fails this saving throw before staunching the wound, the damage increases by 1d4 (to a maximum of 10d4).


Calm

You place a magical hex upon a creature to calm its mind. As an action, you force a creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, until the end of your next turn, you can make a target indifferent about a creature of your choice that it is hostile toward. This calm ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.


Charm

You place a magical hex upon a creature to charm it. As an action, you force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.


Compulse

Prerequisite: 9th level

You place a magical hex upon a creature to compulse it into moving where you desire. As an action, you force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, they are placed under the effects of the compulsion spell.


You must concentrate on this hex as if it were a spell.


Cripple

You place a magical hex upon a creature to cripple it. As an action, you force a creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature falls prone. The creature is unable to stand up until the start of its next turn.


Float

Prerequisite: 12th level

You place a magical hex upon a creature to force it to float. As an action, you can cast levitate at will against unwilling creatures.


Glare

You place a magical hex upon a creature to scare and frighten them. As an action, you force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.


Impede

Prerequisite: 5th level

You place a magical hex upon a creature to impede its capabilities. As an action, you force a creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, whenever the target makes an attack roll or saving throw for the next minute, it must roll a d4 and subtract the number the roll.


You must concentrate on this hex as if it were a spell.


Infect

You place a magical hex upon a creature to infect it. As an action, you force a creature you can see within 10 feet of you to make a Constitution saving throw. On a failed save, the creature is diseased until the end of your next turn. While it is diseased, the creature is poisoned.


Intensify

Prerequisite: 12th level

You place a magical hex upon a creature to intensify your magical assault against them. As a bonus action, you choose one creature you can see within 30 feet of you. For the next minute, while the creature is under the effect of this hex, when you damage the target with a cantrip, you may immediately use your bonus action to cast a cantrip that targets only that creature.


You must concentrate on this hex as if it were a spell.


Mire

Prerequisite: 9th level

You place a magical hex upon a creature to distract it. As an action, you force a creature you can see within 90 feet of you to make a Wisdom saving throw. On a failed save, on the creature’s next turn, it must choose whether it gets an action or a bonus action (not both).


Overstep

Prerequisite: 9th level

You place a magical hex upon a creature to cause it to lose control of its motor functions when sprinting. As a bonus action, choose one creature you can see within 90 feet of you. For the next minute, if the creature uses its full movement speed or takes the Dash action on its turn, it must make a Dexterity saving throw at the end of its movement or when it takes the Dash action. On a failure, the creature falls prone.


You can have only one creature under the effects of this hex at a time. If you use this hex again, the effects of this hex end on the previous creature.


Possess

Prerequisite: 12th level

You place a magical hex upon a creature to possess it. As an action, you force a creature you can see within 10 feet of you to make a Charisma saving throw. A creature with a challenge rating or level equal to or greater than your witch level automatically succeeds on this saving throw. On a failed save, you disappear and the target becomes incapacitated and possessed; you gain control of its body but don’t deprive the target of its awareness.


While possessing the creature, you can’t be targeted by any attack, spell, or other effect. You maintain your Intelligence, Wisdom, and Charisma scores and your alignment, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, proficiencies, or any spell or spell attacks it can make.


This possession can be ended by any effect that normally ends possession, such as the dispel evil and good spell. This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a spell or other magical effect that ends possession. When this possession ends, you return to your own body, which rematerializes within 5 feet of the target.


Once you use this hex, you can’t do so again until you finish a long rest.


Provoke

Prerequisite: 5th level

You place a magical hex upon a creature to provoke it into an act of extreme violence. As an action, you force a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target takes 3d8 psychic damage, and on the start of its next turn, it must make a melee attack against one creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.


Once you have used this hex, you cannot do so again until you complete a short or long rest or you expend a third-level spell slot to do so.


Retch

Prerequisite: 7th level

You place a magical hex upon a creature to cause it to retch and reel. As an action, you force a creature you can see within 30 feet of you to make a Constitution saving throw. On a failed save, the creature can only speak falteringly, is unable to cast spells with verbal components, and has their movement speed reduced by half until the end of their next turn.


Rust

Prerequisite: 7th level

You place a magical hex upon a creature to rust and wither its armor. As an action, you force a creature you can see within 30 feet of you that is wearing metal armor to make a Dexterity saving throw. On a failure, your hex latches on to their armor for one minute, and it takes a -1 penalty to the AC it offers while the hex persists. You must concentrate on this hex as if it were a spell.


As a bonus action on each of your turns, you can force the target to repeat this save, increasing the penalty to its armor’s AC by 1 for each failure. The armor is instantly doffed if the penalty reduces its AC to 10.


Slumber

Prerequisite: 7th level

You place a magical hex upon a creature to place it into a magical slumber. As an action, you force a creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the target falls unconscious until it takes damage, a creature uses its action to rouse it, or until the end of your next turn. Undead and creatures that are immune to being charmed are immune to this hex.


Spy

Prerequisite: 15th level

You place a magical hex upon a creature to attempt to spy on them. As an action, you force a creature you can see within 60 feet of you to make a Wisdom saving throw. If you have a piece of the creature (body part, lock of hair, bit of nail, or the like) when you place this hex, it gains a -10 penalty to this saving throw. On a failed save, you can cast the scrying spell at will against the target, and the target automatically fails this saving throw for 24 hours.


Once you have used this hex, you cannot do so again until you complete a long rest.


Unalter

Prerequisite: 15th level

You place a magical hex upon a creature to radically change their form. As an action, you force a creature you can see within 60 feet of you to make a Constitution saving throw. On a failure, they suffer one or more of the following effects of your choice for one minute:

Remove Adaptation. If this creature can breathe air and underwater, it can no longer breathe underwater.

Revert Appearance. If this creature is able to change its form without changing its game statistics (other than size and action options), it reverts to its original form.

Retract Weapons. If this creature uses natural weapons such as claws, fangs, horns, or similar, you can remove one of these attack options.

You must concentrate on this hex as if it were a spell.

Unluck

Prerequisite: 5th level

You place a magical hex upon a creature to break its potential luck. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of your next turn, whenever this creature rolls a 20 on an attack roll or saving throw, the roll becomes a 1 instead.

War-Lock

You place a magical hex upon a creature to lock their weapons in place. As an action, you can choose a creature you can see within 60 feet of you. Weapons sheathed by this creature when you place this hex cannot be drawn, and weapons currently being held cannot be dropped for one minute. During this time, a creature can use its action to free a weapon from its sheath or grasp by succeeding on a Strength check against your spell save DC.

You must concentrate on this hex as if it were a spell.


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