Documente Academic
Documente Profesional
Documente Cultură
Level
Proficiency
Bonus
1st
+2
1st
2nd
+2
Incantation
1st
3rd
+2
Heritage
2nd
4th
+2
2nd
5th
+3
Improved Prophecy
3rd
6th
+3
3rd
7th
+3
4th
8th
+3
4th
9th
+4
10
5th
10th
+4
10
5th
11th
+4
11
5th
12th
+4
11
5th
13th
+5
12
5th
14th
+5
Heritage Feature
12
5th
15th
+5
13
5th
16th
+5
13
5th
17th
+6
14
5th
18th
+6
14
5th
19th
+6
15
5th
20th
+6
Permanent Prophecy
15
5th
Features
Creating a Witch
Witch is a name given but not often owned. Long associated
with malign or even infernal origin, the true witch is neither
of these things. The craft of the witch is in weaving fates, and
the practice ages back to the earliest practitioners of magic.
Rigorous practice and devotion is required to truly master its
art, but once learned, it is a power unimaginable to common
folk. This is, perhaps, the cause of the oft miscast judgement
against witchcraft of this age.
Did you learn from a potion maker who showed you how to
create elixirs which were somehow more than the sum of
their parts? Or perhaps you willfully doled out unlikely
fortune tellings that somehow became complete, if unlikely,
reality? It may even have been a brush with death itself that
caused you to realize that your fate was only your own if you
seize it.
Quick Build
Cantrips
Known
Class Features
As a witch, you gain the following class features.
Hit Points
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Animal Handling,
Insight, Medicine, Nature, Religion, Survival
Equipment
Shawl
Your devotions to the prime spirits has drawn their favor and
bestowed on you facility with spells to weave fates of those
around you. See chapter 10 for the general rules of
spellcasting and this document for the witch spell list.
Your Fate Magic counts as the Pact Magic feature from the
warlock class for any other rule referencing Pact Magic, and
your spells count as warlock spells for this purpose.
Examples include multiclassing or utilizing a Rod of the Pact
Keeper (DMG 197).
Cantrips
You know two 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. The
table also shows what the level of those slots is; all of your
spell slots are the same level.
To cast one of your witch spells of 1st level or higher, you
must expend a spell slot. You regain all expended spell slots
when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level
spell slots. To cast the 1st-level spell bane, you must spend
one of those slots, and you cast it as a 3rd-level spell.
At 1st level, 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
of 1st level and higher. A spell you choose must be of a level
no higher than whats shown in the table's Slot Level column
for your level. When you reach 6th level, for example, you
learn a new witch spell, which can be 1st, 2nd, or 3rd level.
Spellcasting Ability
Spellcasting Focus
Prophecy
As an action on your turn, you begin to cite your Prophecy
toward a friendly or hostile creature that you can see within
30'. A friendly creature gains advantage on all attack rolls
made, while a hostile creature has disadvantage. This effect
persists as long as you do not make any attack, and do not
cast any spell. The Prophecy can be broken if you take
damage as though maintaining concentration on a spell (Con
save DC = 10 or half damage taken). You may maintain
concentration on a spell at the same time as invoking
Prophecy. If you make any attack or cast a spell, the Prophecy
effect ends immediately. You may use this feature a number
of time equal to your Wisdom modifier, and uses are
replenished after a long rest.
Improved Prophecy
Lingering Prophecy
Permanent Prophecy
Incantation
When you cast a spell with a duration other than instant, you
can choose begin incanting the spell to extend its duration.
You may do this even if the spell has no valid target at the
time of casting and maintain the duration indefinitely as long
as you do not make any attack, and do not cast any other
spell. If you do attack or cast another spell, the incanted spell
ends immediately. The spell also ends immediately if you fail
a concentration check after taking damage, as though you
were concentrating on a spell (DC = 10 or half the damage
taken). Incantation does not use your concentration, even if
the spell you are incanting normally does. You are able to
concentrate on an existing spell effect and maintain another
via incantation simultaneously.
You may willfully end your Incantation on your turn with a
bonus action. If you end your incant in this way, the normal
duration, as printed, including any concentration
requirement, begins for the spell.
While incanting a spell, you may use your action on your
turn to adjust the parameters of the spell such as the target(s)
or effects. For example, if you were incanting the Enhance
Ability - Bull's Strength - spell on a fighter, you could use your
action to adjust the target to a friendly rogue and grant them
the Cat's Grace effect of the spell instead.
Offensive spells may be maintained in this way as well. On
your turn, if the spell you are incanting no longer has a valid
target, you may continue the incantation into subsequent
rounds, or even into another combat. If you alter the target of
an offensive spell that requires an attack roll, you must make
the spell attack and successfully hit. If you designate a new
enemy target that allows a saving throw, the new target rolls
to save as normal. However, if your incanted spell misses or is
saved against, you may maintain your Incantation to make
further attempts on a later turn.
You cannot verbally communicate while incanting a spell,
the spell gains a verbal component if it does not already have
one, and magical silence immediately breaks your
incantation.
You may prepare one 6th-level spell from the witch spell list
after finishing a long rest. You may change this spell after
each long rest to another spell from the list, but each day your
tapestry may only be used to cast the spell(s) which were
prepared.
You can cast the spell prepared in your tapestry once
without expending a spell slot. You must finish a long rest
before you can do so again.
At higher levels, you gain more witch spells of your choice
that can be cast in this way: one 7th-level spell at 13th level,
one 8th-level spell at 15th level, and one 9th-level spell at 17th
level. Each one of these spells prepared in this way may be
used once per long rest. You regain all uses of your Tapestry
when you finish a long rest, and may prepare different spells
from the witch spell list.
Spells cast from your Tapistry may not utilize the
Incantation class feature.
Traditionalist
Witchcraft is one of the oldest forms of magic, and well
preserved in many cultural histories. For the Traditionalist,
your craft is not just a practice, but a way of life that respects
this history and the lives of those who still live close to the
land.
Heritage
1st
2nd
3rd
4th
5th
Advanced Herbalism
Brew Potion
Enchantment of Fate
Witches Flight
Soul Token
At 18th level you learn to bond your soul to a token. This can
take the form of any trinket you desire that represents you.
The binding ritual takes 24 hours. If you die, the token can be
taken to another spellcaster who can perform an 8 hour vigil
after which you are Reincarnated, per the spell.
Blighted
In bending fate, snatching life from the maw of death; or
delivering doom to those who otherwise might have escaped
it, some witches begin to see life and death as simultaneous
states of existence. In manipulating this duality, they become
twisted themselves; mingling living death with the breath of
life.
2nd
3rd
4th
5th
Ill Fated
Lifetap
Death Ritual
Bereavement
Heresy
Clairvoyant
To many witches, the greatest compliment to weaving of fates
is in the foresight of divination. Though the most subtle of the
heritages, a gifted Clairvoyant will win the day in battle or in
court with none the wiser to her involvement.
2nd
3rd
Counterspell, Tongues
4th
5th
Communal
Deja Vu
Compelled Fate
Adaptive Divination
Destiny
Witch Spells
Cantrips
Chill Touch
Guidance
Mending
Poison Spray
Resistance
Sacred Flame
Shillelagh
Thaumaturgy
True Strike
Level 4
Banishment
Blight
Compulsion
Confusion
Death Ward
Divination
Freedom of Movement
Phantasmal Killer
Polymorph
Level 1
Bane
Bless
Cure Wounds
Detect Poison and Disease
Find Familiar
Guiding Bolt
Healing Word
Hex
Inflict Wounds
Protection From Evil & Good
Sanctuary
Sleep
Witch Bolt
--aid??
Level 5
Commune
Contagion
Geas
Greater Restoration
Hallow
Hold Monster
Mass Cure Wounds
Reincarnate
Scrying
Level 2
Augry
Charm Person
Blindness/Deafness
Darkvision
Enhance Ability
Enthrall
Hold Person
Lesser Restoration
Magic Weapon
Prayer of Healing
Ray of Enfeeblement
Suggestion
Level 3
Bestow Curse
Clairvoyance
Crown of Madness
Fear
Fly
Glyph of Warding
Mass Healing Word
Remove Curse
Revivify
Sending
Vampiric Touch
Level 6
Eyebite
Find the Path
Forbiddance
Harm
Heal
True Seeing
Level 7
Etherealness
Finger of Death
Regenerate
Resurrection
Symbol
Level 8
Antipathy/Sympathy
Control Weather
Dominate Monster
Feeblemind
Power Word Stun
Level 9
Foresight
Mass Heal
Power Word Kill
True Resurrection
Wish