The Witch A 5E Class
The Witch A 5E Class
The Witch A 5E Class
T H E W I T C H
A 5E CLASS
BY
Schalk-Christiaan Coetzee
The Witch
A 5E Class
The history of the Witch is one maligned with claims of dark pacts made with even darker spirits. Claims of its amoral
practitioners dancing round a bound sacrifice under the moonlight. These, for the greater part, are more often than not flights
of fancy - which like most whispered tales of old, retain the shades of an obfuscated truth. Yes, Witches exist. They do not
melt when doused in water, and most are not green. They are not all women, and male Witches are not called Warlocks. They
fly at night, but only seldom on brooms. They sometimes draw their power from ancient spirits, but they also draw it from
nature, from artefacts and sigils. As a collective, they don’t serve some eternal evil, and they rarely use sacrifices in rituals.
Yes, some of them fall to the old powers, hoarding magic within themselves, corrupting their forms - turning them into Hags -
but most exist to quietly explore the Wonders of the world, travelling across planes, and planets and oceans to visit the
ancient places, where lingering powers older than comprehension yet dwell.
A Witch is a naturally secretive being, curious to a fault - yet rarely interested in the goings on of politics and law. While most
travel alone, or live alone - they understand the value of the party. The power of the many over the avarice of the few. When
many congregate, they form powerful Covens - deferring towards the greatest among them, leading to a rare sense of order
and fealty developing among the group. As such, lone (also called Hedge) Witches tend towards Chaos, while Coven Witches
tend towards Law. Wherever they might be found however, one might also find sigils carved into doorways, or trees -
curiously attentive animals, and eccentric, often surprisingly wise points of view - harboring a deep affection for creation in
all its forms, and the hidden things of the world.
To Quickly make a Witch, place the highest stats into Wisdom and Constitution. The Witch may also benefit from Intelligence as
they study Magic, History and Nature as well. Choose Hermit for the Background. The class is primarily a medium damage,
debuffing, ranged build - with higher damage and mobility at later levels. Depending on which subclass (Wonder) chosen, the
class may fulfill a wide range of roles.
Hit Points
Hit Dice : 1d6 per Witch Level
Hit Points at First Level : 6 + Constitution Modifier
Hit Points at Further Levels : 1d6 (or 4) + Constitution Modifier after the 1st Level
Proficiencies
Armor : None
Weapons : Daggers, Quarterstaffs
Tools : Herbalism Kit or Poisoner's Kit
Saving Throws : Constitution, Wisdom
Skills : Choose Two From Animal Handling, Arcana, History, Insight, Nature, Survival
Starting Equipment
(a) A dagger or (b) a Quarterstaff
(a) A Herbalism Kit or (b) a Poisoner’s Kit
A Staff of Hexes
Cantrips
At 1st level, The Witch knows two cantrips of their choice from the Witch spell list. They learn additional Witch Cantrips of their
choice at higher levels, as shown in the Cantrips Known column of the Witch Table. While carrying the Staff of Hexes the
Witch may also cast extra Cantrips as indicated. The Witch does not require their Magical Focus to cast their known Witch
Cantrips.
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Spellcasting Ability
Wisdom is the Witch’s spellcasting Ability, allowing them to draw raw power from reality, and manifest magic. Their Spell Save
DC = 8 + Proficiency + Wisdom Modifier. Their Spell Attack Modifier = Proficiency + Wisdom Modifier.
Spellcasting Focus
The Witch must use their Staff of Hexes as a focus, and can’t do any Witch Magic save their Known Cantrips without it.
Proficiency Magicka Prepped Cantrips
Level Bonus Features Points Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting; Staff of Hexes -- 3 2 2 -- -- -- -- -- -- -- --
2nd +2 Familiarity, Magicka Points 1 4 2 3 -- -- -- -- -- -- -- --
3rd +2 Wonder 2 5 2 4 2 -- -- -- -- -- -- --
4th +2 Ability Score Improvement 2 6 2 4 3 -- -- -- -- -- -- --
5th +3 -- 3 8 2 4 3 2 -- -- -- -- -- --
6th +3 Hexcraft 3 9 3 4 3 3 -- -- -- -- -- --
7th +3 -- 3 10 3 4 3 3 1 -- -- -- -- --
8th +3 Ability Score Improvement 3 11 3 4 3 3 2 -- -- -- -- --
9th +4 Wonder Feature 4 13 3 4 3 3 3 1 -- -- -- --
10th +4 Guided Misfortune 4 14 3 4 3 3 3 2 -- -- -- --
11th +4 -- 4 15 3 4 3 3 3 2 1 -- -- --
12th +4 Ability Score Improvement 4 16 4 4 3 3 3 2 1 -- -- --
13th +5 -- 5 18 4 4 3 3 3 2 1 1 -- --
14th +5 Wonder Feature 5 19 4 4 3 3 3 2 1 1 -- --
15th +5 Wings of the Night 5 20 4 4 3 3 3 2 1 1 1 --
16th +5 Ability Score Improvement 5 21 4 4 3 3 3 2 1 1 1 --
17th +6 -- 6 23 4 4 3 3 3 2 1 1 1 1
18th +6 Prime Hierophant 6 24 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 25 5 4 3 3 3 3 2 1 1 1
20th +6 Wonder Feature 10 26 5 4 3 3 3 3 2 2 1 1
Witch Features
Staff of Hexes - At first level the Witch finishes the creation of their Staff of Hexes. The Witch must use a created staff,
of roughly the same height as they themselves are. This staff serves as a spell focus for any leveled spells. They retain the
ability to cast Known Witch Cantrips without any other such focus present. This staff is to be engraved with runes, sigils -
bound in twine and/or embellished with roots, leaves, feathers and any other number of tokens from which the Witch might
summon forth power. If lost, the staff can be remade at a cost of 50 GP and 8 hours of work.
While wielding the Staff of Hexes the Witch can cast the Light cantrip targeted only on the top of the staff. They can
also use the staff as a Quarterstaff to cast the Shillelagh Cantrip. These two cantrips only work while wielding this staff, and
they do not count against Cantrips known. While wielding the staff they always have the Witch Bolt and Hex spells prepared,
which do not count against prepared spells.
Magicka Points - The powers of the Witch are measured in Magicka points. These represent their attunement with
nature, the cosmos and their connection with whatever sources of power they draw. The Witch regains all spent Magicka points
after a long rest, unless specified.
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Familiarity - At level 2, The Witch learns the Find Familiar spell, and has it always prepared. The witch gains the ability
to Summon/Re-summon their familiar once per day at no material cost as a ritual, and may do so again by expending Magicka
Points for each subsequent resummoning.
When the familiar is present on the same plane of existence as the witch, they can permanently perceive through it,
using their own racial perception traits in tandem with that of their familiar. As long as their familiar remains conscious, they
too remain aware of their surroundings as perceived through the familiar - even in sleep. They may choose to awaken from
non-magical sleep as a reaction, should they become aware of danger though their familiar. When making a perception check
with the familiar closer than 10 ft, it is done with advantage, adding 5 to the Witch’s passive perception.
Wonder Archetype - A witch will, over their lifetime, learn to master magic of all sorts. Most witches however, find
that there is something special which draws them to their “Wonder”. These serve as the schools of magic open to the witch,
and require a lifetime to master. Often they will bend their entire existence around the Wonder, seeking to perfect their
understanding and use of it. The Witch gains Wonder Archetype features at levels 3, 9, 14 and 20
Ability Score Increase - The Witch may increase any skill by two points, or two skills by one point - or forgo the
aforementioned options in lieu of taking a FEAT.
Hexcraft - At level 6, when casting Witch Bolt, The Witch can choose to cast Hex at the same time - as a Bonus Action,
expending spell slots for both spells. For each level above one Hex is cast at, add 1D6, to the damage inflicted by Hex. For the
purposes of casting time, the casting of both counts as having spent both the Witch’s action and bonus action - but removes
the restraint on leveled spellcasting for this casting only. This extra damage can only be added to the first hit on the Witch’s
round. All subsequent hits within the same round revert to the standard 1d6 bonus added by Hex.
Whenever the Witch uses their Staff of Hexes to cast Shillelagh as a melee attack on a target affected by their own
Hex, they do max damage for both Shillelagh and Hex upon a successful hit.
Wings of the Night - At level 15 The Witch can mount their Staff of Hexes, allowing them a flight speed of 60ft with
hover while they are outside during night. While doing so, they can use an action to create a dark mist around them for one
minute, obscuring them from enemy sight. The Witch is not blinded or affected by the mist. If inside, or under daylight, the
speed is reduced to 30 ft, and loses the mist ability.
The Witch gains the ability to cast Witch Bolt as a first level spell, without having to expend a spell slot. If they
choose to cast Hex as well, or cast WItch Bolt above level one, they must still expend appropriate spell slots. They may also
now choose to resummon a destroyed familiar as a bonus action, by spending a Magicka Point.
Prime Hierophant - At level 18 The Witch ignores the night time restrictions of the Wings of the Night feature. When
casting Witch Bolt, The amount of d12’s used to calculate the first attack is used when calculating all subsequent damage rolls
for the same casting of the spell. Whenever casting Witch Bolt, and hitting the target, the target is automatically also cursed
with a first level Hex spell. If the Witch wishes to increase the level of the Hex above one, they must use the appropriate spell
slots required.
The Witch gains advantage on saves made against magical effects. If the Witch fails a Constitution or Wisdom Save,
they may expend a Magicka Point to succeed instead as a reaction.
The witch also gains ‘Hierophant’s Sight’ - allowing them to see into the ethereal plane, as well as the true forms of
all shapechanger beings for up to 30ft. The Witch may also expend an action and a Magicka Point to see invisible creatures,
read any language, or gain darkvision respectively - for 1 hour. They may expend more points to gain more effects at the
same time. Magicka points spent in this way are returned after one hour when the effects end, or immediately after when each
of the effects have been dispelled as an action.
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Archetypes -
● At level 3 - While the Witch has the Grimoire at hand, they may cast any ritual spell they know, without needing to
prepare it, as a ritual. They may also cast any Ritual without needing any ingredients for that Ritual unless it has a
monetary value connected to it, by expending one magicka point.
● At level 9 - The Witch may start to learn Rituals from classes beyond their own. They may enter any spell with the
ritual tag from any class into their Grimoire, if they have available spell slots of equal or greater level. This takes one
hour per spell level.
They may also choose to prepare these non-Witch ritual spells, lowering their max Magicka Points by one for
each prepared ritual, and may then cast them as Witch spells, using Witch Spell slots. They regain the use of these
Magicka Points when preparing their spells after a long rest, and unpreparing these Ritual Spells.
● At level 20 - The Witch understands the concepts of Ritual and sacrifice beyond that of mere mortals. They see the
weave of magic, it’s unwritten, undiscovered laws, and can intuit interpretations beyond any teaching in any tome.
The Witch can choose one ritual of one minute or more, and learn to cast it as an action.
Beyond that, the Witch can choose any one Evocation or Conjuration spell, of a casting time one minute or
greater, and enter it into their Grimoire as a ritual. Furthermore, any ritual cast by the Witch no longer requires any
components other than the Grimoire.
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Wonder of the Cauldron
The Witch starts to develop their understanding of the magical properties from the everyday garden plant, to the rarest scales
stolen from the nests of fledgling dragons. They gain proficiency in Alchemical Tools. They also acquire a cauldron costing
150gp, cast in iron, and engraved with sigils of power. It’s size it just enough for a singular potion’s contents, and does not
impede on the movement of the Witch at all. Many hang their Cauldrons from hooks near the top of their staves.
● At level 3 - During a long or Short rest, the Witch may brew Potions of Healing, Holy Water, Alchemist’s Fire or
Poison, expending Magicka points and first level spell slots, both of which are not regained until the potion is used
and a Long rest has passed. If the Witch drinks their own Healing Potion, they heal the base amount plus their Witch
Level.
At the discretion of the DM they may make poultices, and other mundane potions with minor effects,
expending the appropriate ingredients, and making an Alchemical check of Wisdom + Proficiency that exceeds at least
10, but might be increased by the DM depending on the situation. These potions may not have any lasting
buffing/debuffing effects, or cause damage in any way.
● At level 9 - The Witch may expend a third level or higher spell slot, and a Magicka Point to create a Potion of
Elemental Resistance(element chosen by the witch), Potions of Flying or Gaseous Form following the same crafting
rules as before.
● At level 14 - The Witch Masters the art of Brewing magic, allowing them to use fifth level slots to create potions of
Speed, Fire Giant Strength, Greater Invisibility and Heroism. Healing potions made by the Witch are now Superior
Healing Potions. If the potions created by the Witch were drunk, the Magicka points are restored at the start of the
first short rest thereafter.
They can now use three Magicka points to create a potion with great skill and haste, taking only a single
action to do so. They still need to pay the appropriate spell slot, which is returned after the potion is consumed and a
long rest has passed. They may also drink this potion as a Bonus Action.
They can also create any of the potions they know over a period of hours ten times that of the spell level
needed to create it otherwise, costing a hundred times the spell slot level in gold. Potions made in this manner are
not subject to the cost of Magicka points, or Spell slots, and can be sold or used at any time, by anyone - not
affecting the Witch at all.
Healing potions made by the Witch are now considered Supreme Healing potions. Making a Healing potion
without Magicka points at level 20 counts as 10 hours/100gp for Healing potion, 30 hours/300gp for Greater Healing
Potion, 50 hours/500gp for Superior Healing Potion, and 100/1000gp for a Supreme Healing Potion.
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Wonder of Voodoo
The Witch embraces Voodoo. The influx of Shadow Magic taints much of their personality, nudging them towards the chaotic.
To them, spirit becomes currency, and the art of the sacrifice and the deal becomes general passtime. The Voodoo Witch
spends much of their time communing with nature, spirits and the beyond - often making much of their coin by extolling the
hidden truths of the world to those who prove themselves curious. They find kinship in this curiosity, and would often not
hesitate to offer their services to those seeking truth… regardless of whether these services would hinder or help.
● At level 3 - The Witch loses the ability to choose the form of their familiar. Instead, the magic animates and enervates
their own shadow, giving it sentience and agency.
○ The Witch’s Familiar takes the form of a Shadow. It no longer has the ability to attack.
○ The shadow may not move more than 40 ft away from the Witch, as it extends from them across surfaces in a
thin tendril of shadow.
○ While it can move around independently, it can also be called back as a bonus action to seemingly become
nothing more than a normal shadow, becoming immune to all damage.
○ The shadow may, as a Bonus Action, latch onto another being, which may attempt to resist by making a
Charisma Save against the Witch Spell Save DC. If failed, the shadow becomes one with the target, becoming
immune to damage, giving the Witch advantage on all melee/spell attacks against the target. The Shadow
may on its turn take the Help action to distract the target, but may take no other actions.
○ While connected in this way, any time the witch does damage against the target, they do extra damage
equal to their Witch level. If the Witch takes any damage, the target may remake their Charisma Save.
● At level 9 - whenever the Witch casts a spell, or invokes a spell effect while their shadow is connected to another,
they may choose to inflict on them damage equal to half their Witch Level.
The Witch’s familiar may also stealthily connect to another, making a stealth check against their passive
perception. If it successfully makes contact with the target without being noticed, the target must make the Charisma
save with disadvantage, and if failed, remains unaware that their shadow had been replaced. In doing this, the Witch
loses their own shadow until they either call it back while being within 40 ft, or resummon it, dispelling the original
shadow. While connected in this way, all aspects of the familiar remain functional.
● At level 14 - The Witch masters the art of the shadow. They may now keep their familiar alive by paying in blood,
losing 10 HP in order to choose to keep it alive if it should ever die. The range of the Shadow is now 80ft. Whenever
the Witch chooses to inflict damage via their shadow equal to their level, they then heal for half that amount rounded
up.
If the Witch kills anything while their shadow is connected to it, they can have the shadow take control of
the body, and control it as though it were alive and functioning. For the purposes of stats the corpse counts as a
Simulacrum, created out of flesh and shadow. While the shadow is bound to this form, it can still extend from this
form into others, not losing control of the form. Once the simulacrum is destroyed, it can not be reformed using this
ability.
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Curse of the Hag
Some Witches hoard magic in themselves. The temptation of becoming that power, rather than channeling it - remains one of
the most challenging aspects of the the Witch. Some fail, and fall to corruption. Chaos and rage mix with madness - flesh
spoils to betray the darkness within - and so the Hag is born. Over time their teeth will decay, their faces will misform, their
eyes will turn yellow and their skin will become shades of gray, green or purple. This change is slow, and only becomes
noticeable around level 9. Some remain good, and realize their fall, and knowing that there is no turning back, embrace the
horror of their new forms, and cling to actions of good… even if they must now do so from the shadows.
● At level 3 - The Hag is far more resilient than their uncorrupted kin. They gain extra health each time they gain a
Witch level, equal to their proficiency bonus. At level 3 they gain an extra 10 HP.
The Hag may use a magicka point to Cackle as an action - forcing all creatures of their choosing within 30
ft. to make a wisdom save against their Witch Spell Save DC, or be frightened for one minute. They may take an
action on their turns to try and save against the fear effect, and may do so with advantage on taking damage.
● At level 9 - The Hag gains the ability to cast Disguise Self at will. They also gain Expertise with Deception, or
Proficiency if not already proficient. They may use their Cackle once per short rest without expending a Magicka
point.
When casting Bestow Curse, the curse counts as though having cast it one level higher than the expended
slot. They may also cast Bestow Curse as a ritual over the course of 4 Hours, expending four Magicka Points, and may
sacrifice sentient, living beings to increase the level of the curse, as part of the ritual. Evil souls equal half a level.
Neutral souls equal 1 level. Good souls equal 3 levels.
● At level 14 - The Hag gains the ability to cast Plane Shift once per day without expending a spell slot.
The Witch can no longer die of age, but their body still ages and deforms - maintaining full movement and
ability through pure magical force.
When casting Bestow Curse, the curse counts as though cast at three levels higher than than the expended slot.
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Witch Spell List
THE WITCH KNOWS ALL SPELLS INHERENTLY, AND CAN PREPARE THE APPROPRIATE NUMBER OF SPELLS AGAINST THE APPROPRIATE
LEVELS AS NEEDED
While the Witch has their Staff of Hexes equipped they can cast the Cantrips Light, and Shillelagh, as well as have the spells
Witch Bolt and Hex Prepared, which do not count against cantrips or spells known or prepared.
At level 2 The Witch learns the Find Familiar Spell, and has it always prepared.
Cantrips 3rd Level Spells ● DISPEL EVIL AND GOOD
● CREATE BONFIRE ● BESTOW CURSE ● GREATER RESTORATION
● DRUIDCRAFT ● CALL LIGHTNING ● INSECT PLAGUE
● FIREBOLT ● CLAIRVOYANCE ● PLANAR BINDING
● THAUMATURGY ● CREATE FOOD AND WATER ● RAISE DEAD
● MENDING ● DISPEL MAGIC ● SCRYING
● THORN WHIP ● FEAR ● TELEPORTATION CIRCLE
● TOLL THE DEAD ● FLY
● GLYPH OF WARDING 6th Level Spells
1st Level Spells ● LEOMUND’S TINY HUT ● CONJURE FEY
● ALARM (R) ● LIFE TRANSFERENCE ● DRUID GROVE
● ANIMAL FRIENDSHIP (R) ● MELD INTO STONE (R) ● FIND THE PATH
● BANE ● REMOVE CURSE ● GUARDS AND WARDS
● CAUSE FEAR ● REVIVIFY ● PRIMORDIAL WARD
● COMPREHEND LANGUAGES (R) ● SPEAK WITH DEAD ● TRANSPORT VIA PLANTS
● DETECT MAGIC (R) ● SPEAK WITH PLANTS
● FALSE LIFE ● SUMMON LESSER DEMONS 7th Level Spells
● FOG CLOUD ● WATER BREATHING (R) ● CONJURE CELESTIAL
● SANCTUARY ● FINGER OF DEATH
● SLEEP 4th Level Spells ● PLANE SHIFT
● SPEAK WITH ANIMALS (R) ● ARCANE EYE ● SEQUESTER
● BLIGHT ● SYMBOL
2nd Level spells ● CONJURE MINOR ELEMENTALS
● ANIMAL MESSENGER (R) ● CONJURE WOODLAND BEINGS 8th Level Spells
● AUGURY (R) ● DEATH WARD ● ANIMALS SHAPES
● BARKSKIN ● DIVINATION ● CONTROL WEATHER
● BEAST SENSE (R) ● GREATER INVISIBILITY ● FEEBLEMIND
● BLINDNESS/DEAFNESS ● POLYMORPH ● MADDENING DARKNESS
● DARKNESS ● STONESKIN
● DETECT THOUGHTS ● SUMMON GREATER DEMON 9th Level Spells
● INVISIBILITY ● ASTRAL PROJECTION
● LESSER RESTORATION 5th Level Spells ● MASS POLYMORPH
● LEVITATE ● ANTILIFE SHELL ● SHAPECHANGE
● LOCATE ANIM AND PLANTS (R) ● COMMUNE (R) ● TRUE POLYMORPH
● MISTY STEP ● COMMUNE WITH NATURE (R)
● PASS WITHOUT A TRACE ● CONTACT OTHER PLANE (R)
● SILENCE (R) ● CONTAGION
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