Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

The Witch

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

 

Witch
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
halfling hermits gather among candles and incense, chanting
words of power to bait spirits from the shadows. The
bejeweled human, 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.
Unlike shamans who pray to the spirits of nature, witches
trap the tormented souls of intelligent beings lost betwixt the
realm of the living and the beyond. 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
usefulness and power of these bonds in different ways.
The Power of Spirit
Witches may or may not have a level of respect for the spirits
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 spiritual
energies (both living and dead) and protections against the
beings with 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 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 kind of mass,
shared fate. They see other witches as brothers and sisters,
and other classes as close cousins. As a consequence, witches
are often fond of forming alliances. One kind of alliance is the
circle that a witch belongs to.
The circle that a witch joins is the manifestation of a
philosophy regarding the nature of spirits. Some, like the
circle of power, 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
circle 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.

Part 1 | The Class


1
Creating A Witch Spell Slots
When deciding on the witch class, think about what led your The Witch table shows how many spell slots you have to cast
character to tap into the spirit world. Maybe witchcraft is a your spells of 1st level and above. To cast one of these witch
tradition in the area, or your character comes from an area spells, you must expend a spell slot of the spell's level or
rife with a ghostly past. Superstition is also a good trigger for higher. You regain all expended spell slots when you finish a
a fascination with spirits. What is your relationship with long rest.
spirits? Is there a measure of mutual respect? Perhaps your For example, if you know the 1st-level spell cure wounds
character feels more like a servant to the spirit than the other and you have a 1st-level and a 2nd-level spell slot available,
way around, or maybe they possess the entitlement to you can cast cure wounds using either slot.
dominate and extort spiritual beings. Spells Known of 1st Level and Highier
How did your character come to be an adventurer? It could You know two 1st-level spells of your choice from the witch
be that he or she was a pariah in their community due to spell list.
contact with the other side, cast out and forced to fend for him The Spells Known column of the Witch table shows when
or herself. Perhaps your character is even haunted by a you learn more witch spells of your choice. Each of these
particular spirit, and seeks away to control or be rid of it. spells must be of a level for which you have spell slots, as
Quick Build shown on the table. For instance, when you reach 3rd level in
You can make a witch quickly by following these suggestions. this class, you can learn once new spell of 1st or 2nd level.
First, Charisma should be your highest ability score, followed Additionally, when you gain a level in this class, you can
by Constitution. Second, select the Hermit background. Third, choose on of the witch spells you know and replace it with
select the chill touch, guidance, and light cantrips. another spell from the witch spell list, which also must be of a
level for which you have spell slots.
Class Features Spellcasting Ability
As a witch, you gain the following class features Charisma is your spellcasting ability for your witch spells,
since your magic comes from bargaining with spirits. You use
Hit Points your Charisma whenever a spell refers to your spellcasting
Hit Dice: 1d6 per witch level ability. In addition, you use your Charisma modifier when
Hit Points at 1st Level: 6 + your Constitution modifier setting the saving throw DC for a witch spell you cast and
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion when making an attack roll with one.
modifier per witch level after 1st Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Proficiencies Spell attack modifier = your proficiency bonus + your
Armor: Light armor Charisma modifier
Weapons: Simple weapons
Tools: Herbalism kit Ritual Casting
Saving Throws: Wisdom, Charisma You can cast a witch spell as a ritual if that spell has the ritual
Skills: Choose two from Arcana, Animal Handling, History, tag and you have the spell prepared.
Insight, Medicine, Nature, and Religion Spellcasting Focus
Equipment You can use an athame as a spellcasting focus for your witch
You start with the following equipment, in addition to the spells. Alternatively, choose a focus that you feel would suit
equipment granted by your background: your character.
(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.
 

Part 1 | The Class


2
The Witch
Level Prof. Bonus Bonds Features Cantrips Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 0 Quickening, Spellcasting 3 2 2 — — — — — — — —
2nd +2 1 Witch Covenant, Binding Rites 3 3 3 — — — — — — — —
3rd +2 1 Spirit Ward 3 4 4 2 — — — — — — —
4th +2 1 Ability Score Improvement 4 5 4 3 — — — — — — —
5th +3 1 — 4 6 4 3 2 — — — — — —
6th +3 2 Covenant Feature 4 7 4 3 3 — — — — — —
7th +3 2 Spiritual Spellcasting 4 8 4 3 3 1 — — — — —
8th +3 2 Ability Score Improvement 4 9 4 3 3 2 — — — — —
9th +4 2 — 4 10 4 3 3 3 1 — — — —
10th +4 3 Covenant Feature 5 11 4 3 3 3 2 — — — —
11th +4 3 Channel Spell 5 12 4 3 3 3 2 1 — — —
12th +4 3 Ability Score Improvement 5 12 4 3 3 3 2 1 — — —
13th +5 3 — 5 13 4 3 3 3 2 1 1 — —
14th +5 4 Covenant feature 5 13 4 3 3 3 2 1 1 — —
15th +5 4 Strength of Spirit 5 14 4 3 3 3 2 1 1 1 —
16th +5 4 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 —
17th +6 4 — 5 15 4 3 3 3 2 1 1 1 1
18th +6 5 Familiar Spirit 5 15 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 5 16 4 3 3 3 3 2 1 1 1
20th +6 5 Ghostly Step 5 16 4 3 3 3 3 2 2 1 1

Quickening Binding Rites


At 1st level, you gain the ability to enter a trance known as the At 2nd level you can bind spirits to your service. Binding a
witch’s quickening, letting you see beyond the borders of the spirit is much like casting a ritual spell and takes 10 minutes
material world. Entering the trance is an action and allows of uninterrupted meditation. During this time, the witch
you to see into the Ethereal Plane up to 60 feet. You also gain speaks the invocations required to summon the spirit forth
insight into the emotional energy surrounding you, letting you and enacts the rite of binding depending on which philosophy
know if and what spirits are bound within 60 feet, as well as the witch belongs to. A blood witch might utilize a bone
granting you advantage to Wisdom (Insight) checks. Finally, fragment to bind the spirit, while a shadow witch might
any spells you cast which deal necrotic damage may deal bargain with the summoned spirit, exchanging a secret for the
psychic damage instead if you choose while in your spirit’s service.
quickening. The quickening requires concentration up to a When you choose a spirit to bind from the list at the end of
minute as if it were a spell. You may use this ability 3 times. this class description, you fill one of your available spell slots
You regain any expended uses when you finish a long rest. with the spirit. The spell slot used is no longer available for
casting spells, and it remains unavailable for as long as the
Witch Covenant spirit filling it remains bound to you. The spirit is said to be of
a level equal to the spell slot filled to bind it. Thus, a Spirit of
At 2nd level you commit yourself to a spiritual philosophy Passion occupying a 6th level spell slot is a level 6 spirit. You
known as a witch's covenant: the Covenant of Blood, the cannot have more than one spirit with the same name bound
Covenant of Charm, the Covenant of Ruin, the Covenant of at one time. You can have a number of spirits bound equal to
Shadows, or the Covenant of Unity, detailed at the end of the the number in the class table.
class description. Your choice grants you features at 2nd level
and again at 6th, 10th, and 14th level. Additionally, you gain
the ability to cast find familiar once per long rest without
using a spell slot.

Part 1 | The Class


3
Depending on the type of spirit, you gain certain benefits Familiar Spirit
while the spirit remains bound and an additional effect when
you release the spirit, as detailed in the Binding Rites section. At 18th level, when cast find familiar or if you already have a
Releasing a spirit is a bonus action, although some spirits familiar, you can awaken spiritual energy within the animal as
allow release as a reaction. Once a spirit has been released, it part of an additional ritual taking 10 minutes. Once complete,
no longer provides its passive effect and the spell slot it you choose one spirit from the list at the end of the class
occupied is considered expended. description. Its level is equal to your Charisma modifier.
A witch may exchange any spirit she has bound by Your familiar provides you with the spirit’s passive effect as
performing the ritual as described above. long as your familiar is within 100 feet of you. If the familiar
dies, the spirit you initially chose produces its release effect if
Spirit Ward you can see any valid targets within range of the familiar.
At 3rd level, you learn a rite that offers protection against Ghostly Step
spirits who wish you or your allies harm. As an action, you can
create a spirit ward with a radius of 30 feet, centered on your At 20th level you gain the ability to enter the spirit realm as a
location. The ward lasts 1 minute and is stationary for the bonus action by projecting part of yourself beyond the
duration. While inside the ward, friendly creatures (yourself material plane. You and your belongings become invisible and
included) cannot be charmed, frightened, or possessed by incorporeal for up 1 minute. You gain resistance to all damage
undead and have resistance to all damage from incorporeal from non-magical sources, and are immune to being grappled,
undead sources. Additionally, if a friendly creature is reduced paralyzed, petrified, poisoned, and restrained.
to 0 hit points within the ward but is not killed outright, the During this time, you may move your normal speed and may
creature becomes stable. pass through solid objects. If you end your turn in an object,
You can use this feature three times. You regain expended you are dealt 1d10 force damage. You may rematerialize in
uses when you finish a long rest. When you reach 9th level, your present location as a bonus action. If you choose to
you regain expended uses when you finish a short or long rest. maintain this form until the duration expires and you are in a
location occupied by a creature or solid object, you are
Ability Score Improvement shunted to the near occupied space and take force damage
When you reach 4th level, and again at 8th, 12th, 16th, and equal to twice the number of feat you are moved as a result.
19th level, you can increase one ability score of your choice by You may use this ability once, after which you must complete a
2, or you can increase two ability scores of your choice by 1. As long rest to use it again.
normal, you can't increase an ability score above 20 using this
feature.
Spiritual Spellcasting
At 7th level you may call upon the spirits you have bound to
help you cast your spells. You may dismiss a spirit as a bonus
action to recover a spell slot of a level equal to that of the
spirit’s. The release effect of the spirit you dismissed is not
activated.
Channel Spell
Beginning at 11th level, your spells overcome the damage
resistances of undead and enemies on different plane of
existence from yourself (the border ethereal plane for
instance) which you can perceive through means such as your
quickening feature.
Strength of Spirit
At 15th level, you learn to sap additional fortitude from the
spirits you bind. You gain temporary hit points equal to your
witch level times the number of spirits you currently have
bound. These temporary hit points are recovered after a long
rest.
 

Part 1 | The Class


4
Blood Binding
Covenants At 10th level, if a living creature dies within 30 feet of you, you
The covenant that a witch swears by at 2nd level has to do may bind its soul as a reaction. You bind a spirit type of your
with the witch's personal philosophy on spirits. When entering choice to a spell slot of your choice. This binding expires after
a covenant, the witch joins other likeminded witches and is 24 hours or whenever you use this ability again. The creature
granted abilities which align with these core philosophies. who provided the soul cannot be resurrected during the time
Though witches of different covenants may hold similar that its spirit remains bound. You may use this ability once,
opinions of spirits, it is important to think on how each after which you must complete a long rest to use it again.
covenant's teachings shape your character's attitudes towards
the binding and utilization of spirits. Call Forth the Flesh
Each covenant has a list of spells that you gain at the witch At 14th level, you gain the ability to force ethereal and
levels noted in the covenant description. Once you gain a spell incorporeal creatures into the material plane as an action, and
from the list, you always have it prepared, and it doesn't count bind them to a corporeal form. The creature must succeed at
against the number of spells know. If a covenant spell doesn't a Constitution saving throw or lose its incorporeal traits and
appear on the witch spell list, the spell is nonetheless a witch immunities to grappled, paralyzed, petrified, prone, and
spell for you. You only have access to these spells so long as restrained for 1 minute. You may use this ability once, after
you have a familiar. which you must complete a long rest to use it again.
Covenant of Blood
Witches of the Covenant of Blood believe in strong
connections between the physical world and the spiritual one.
Spirits are connected to the physical world through objects
that were important to them while they were alive. This
knowledge allows a witch to bind spirits to her power more
easily — as long as she knows a bit about the spirit's life.
Though not always, witches from the covenant of blood
tend to dominate the spirits under their control. They
generally take care to leave spirits intact and in a state no
worse than before they were bound, but nevertheless are
capable of using a spirit'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 spirit from your
power, you can use the energy from those broken spiritual
bonds to repair corporeal bodies. You can heal yourself or a
creature adjacent to you for hit points equal to five times the
level of the spirit when you trigger a release effect.
Sympathetic Magic
At 6th level, you gain the power to cast spells on targets over
vast distances beyond what the spell may ordinarily allow.
Provided you have an article (blood, hair, clothing) from the
target, your spells of 5th level or lower which have a single
target may affect the creature in question up to one mile away
per witch level. When you cast a spell that affects a creature
this way, the article you have from the target is consumed.
 

Part 1 | The Class


5
Covenant of Charm Of One Heart
Witches of the Covenant of Charm tap deep into the emotions At 10th level, foes charmed by you are also considered
which govern lingering spirits’ behaviours. They use these charmed by your allies. Additionally, whenever you trigger a
emotions as signposts and guides to manipulate the desires spirit's release effect, allies within 60 feet may damage
and shape the aspirations of the living. They believe that charmed foes on their next turn without breaking the charm.
although lingering spirits are echoes of the past, they hold the Crux of Desire
key to individual futures. By harnessing the raw emotional At 14th level, your spells and spirits which can charm
energy of the beyond, one can gain absolute control over the creatures affect those with immunity to being charmed. These
hearts and minds of those around him or her. creatures gain advantage on all saving throws to resist or
Witches of this philosophy vary in their treatment of spirits. break free of the effect. In addition, you are immune to being
Some befriend and learn from the spirits they bind, using that charmed.
knowledge to further their own ends. Others take only cursory
notice of the spirits they enslave – an attitude that often Covenant of Ruin
carries over into their living interactions, manipulating and
charming those they will, without any true regard for the The Covenant of Ruin has less respect for spirits than the
desires of those they meet. other covenants. Witches who bind these spirits utilize their
As long as you have a familiar, you may also add the magic to torture and pressure spirits in order to extract power
following spells to your spells known list. from them. Their philosophy revolves around invoking ruin
and causing as much damage as possible.
Covenant of Charm Familiar Spells Though good witches of this covenant are rare, they are not
Witch Level Spells unknown. Good witches who share this covenant's ideology
typically aim to bind evil spirits, turning these beings into
3rd Detect Thoughts, Suggestion weapons for good against their will (though this can hardly be
5th Hypnotic Pattern, Tongues considered to be completely benign). These witches often
7th Hallucinatory Terrain, Phantasmal Killer
claim this is for the greater good — using evil to combat evil.
As long as you have a familiar, you may also add the
9th Dream, Modify Memory following spells to your spells known list.
In Perfect Trust Covenant of Ruin Familiar Spells
At 2nd level, you have grown attuned to the hearts and minds Witch Level Spells
of those around you. While in your quickening, you may add 3rd Crown of Madness, Shatter
your proficiency bonus to Charisma (Deception) and
Charisma (Persuasion) checks, or double it if you already do. 5th Bestow Curse, Call Lightning
In addition, during your quickening, you gain the ability peer 7th Confusion, Ice Strom
into the heart of a creature within 60 feet. Much like the 9th Cloudkill, Destructive Wave
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 Doom
that is currently influencing this state such as something it Beginning when you choose this circle at 2nd level, hostile
worries over, desires, loves, or hates. If the target succeeds on creatures who are the target of any of your spirits’ release
its saving throw, nothing happens. Unlike detect thoughts , the effects are given disadvantage on their next ability check,
target does not become aware of the intrusion. attack roll, or saving throw.
You may attempt to peer into the heart of a creature once
per long rest. Devastating Release
At 6th level, spirits you release erupt with energy as their
Spirit Token bonds are broken, causing harm to those around you. When
At 6th level you gain the ability to share the emotional energy you release a spirit, enemies within 30 feet of you are dealt
of the spirits you bind. You may tie one of your spirits you 1d6 points of psychic damage per level of the spirit. Those
already have bound to a small object as an action. The spirit who take damage hear wails and screams as the spirit is
still counts towards your maximum bonds while attached to released, and feel a rush of sorrow and discomfort.
the object. When you create a token, you also choose a
recipient. As long as the recipient is in possession of the Ruinous Ward
token, the spirit provides its passive effect as though the spirit Beginning at 10th level, the Spirit Wards you create are
were bound by the recipient (even if the holder of the token is accompanied by spiritual dissonance which can strain and
not a witch). In either case, the magic holding the spirit to the break the weak of soul. In addition to the described effects
object expires after 24 hours where it returns to your control. above, your Spirit Ward ability deals 1d6 psychic damage
If the token is returned to you, you can break this magic each round to hostile creatures within its radius at the
sooner as a bonus action. beginning of their turn.
 

Part 1 | The Class


6
Rite of Exorcism The Shadows Have Eyes
At 14th level, you can attempt to exorcise a living creature’s You can use the spirits which dwell in the darkness to see.
own soul. If a creature within 30 feet fails a Charisma save Beginning at 2nd level, you can see in magical and
against your spell save DC, they are dealt 5d6 psychic damage nonmagical darkness up to 120 feet as long as you have at
and 5d6 necrotic damage as their soul is torn from their body. least 1 spirit bound, and you have advantage on Wisdom
The creature is also stunned until your next turn. A successful (Perception) checks in dim light or darkness.
save means the creature takes half damage and is not
stunned. You may use this ability once. Expended uses recover Blinding Shackles
after a short or long rest. At 6th level, hostile targets that have been affected by any of
your spirits’ release effects must make a Constitution saving
Covenant of Shadows throw or be blinded for one round per spirit level. This ability
The Covenant of Shadows subscribes to the belief that cannot affect creatures who do not use light to see.
everything that exists, both physically and metaphysically, is Dark Mimicry
like a shadow cast by that which came before it. Shadows are Beginning at 10th level, as long as you have at least one spirit
windows into worlds beyond the material plane — as one bound, you may call upon nearby shadows to replace the
world becomes dimmer, others become brighter and easier to somatic components of your spells. Alternatively, the ghostly
see by comparison. whispers of your bound spirit may replace the verbal
There is reason to be wary of the dark. Witches from this components of your spells. You may therefore cast spells with
covenant are more cautious dealing with spirits. They know these components even if you yourself cannot motion or
that dangers lurk in the shadows, and they are careful with vocalize.
their dealings lest the spirits they bind show their dark side.
As long as you have a familiar, you may also add the Haunting Shades
following spells to your spells known list. Beginning at 14th level, when you release a spirit that targets
Covenant of Shadows Familiar Spells
a hostile creature, you may choose for the spirit to haunt that
creature for up to 1 minute, requiring your concentration as if
Witch Level Spells on a spell. The passive effect continues but uses the haunted
3rd Darkness, Pass Without Trace creature as the origin. The passive effect otherwise treats you
as the owner. When the minute expires or you cease
5th Fear, Invisibility concentration, the spirit’s release effect activates again. You
7th Dimension Door, Greater Invisibility may use this ability once, after which you must complete a
9th Mislead, Seeming
long rest to use it again.

Part 1 | The Class


7
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 spirits these witches bind. Witches of this covenant tend
to see spirits more as allies. They trust the spirits 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 Blur, Calm Emotions
5th Feign Death, Spirit Guardians
7th Death Ward, Freedom of Movement
9th Commune, Legend Lore

Spirit Link
You can link yourself to the souls of others, gaining knowledge
of them. Beginning at 2nd level, while in your quickening you
can use your action to know whether a creature you can see
has greater or fewer hit points than yourself and all conditions
it currently suffers from.
Forceful Presence
When you reach 6th level, you can retain control over a spirit
after it produces its release effect so that it remains bound
and ready to be released again.
You may use this ability a number of times equal to your
Charisma modifier, minimum 1. After these uses are
expended, you must complete a long rest to recover them.
Powerful Bonds
At 10th level, your body and soul develop the ability to contain
more powerful spirits. The level of spirits you bind are
considered 1 higher than the spell slot you use to bind them.
Simulacrum
At 14th level, should you be reduced to 0 hit points but not
killed outright, your body becomes possessed by a spirit you
control and you may continue to act for 1 round per level of
the highest level spirit you have in your power. You cannot use
this ability if you do not have any spirits bound. During this
time, your hit points remain at 0 and you continue to make
death saving throws (though a prepared witch may move to
her spirit ward to become stable).
Onlookers notice a strangeness in your movements, eyes,
and voice while you remain possessed. While possessed, you
can use your action on your turn to activate the release power
of one of the spirits you have bound and have it remain bound.
This does not count against the uses of the Forceful Presence
ability.
Should you be healed under the possession (including by
yourself), you awaken from the possession, conscious.
Otherwise, when the duration expires, your body collapses.
Part 1 | The Class
8
Envy
Binding Rites Spirits of Envy take from others what they covet for
Following is a list of different spirits a witch may bind. themselves – life. Whenever you deal damage with an spell or
spirit effect to a hostile creature while Envy is bound, you
Agony regain the spirit’s level in hit points. You may only gain hit
In the presence of a spirit of Agony, foes’ wounds continue to points this way once per turn.4
bleed and fires continue to burn. While Agony is bound, for Release. You may release Envy as a bonus action to grant
every damage die you roll that shows a 1, you may treat the yourself or an ally within 30 feet temporary hit points equal to
roll as the maximum possible number for that die for a 5 times the spirit level. As long as these temporary hit points
number of dice up to the level of the spirit. remain, enemies have disadvantage on attack rolls against
Release. You may release Agony as part of any attack or creatures other than the affected creature.
spell which deals damage. In addition to the damage, you may Fear
roll an extra number of equivalent dice equal to the level of the Spirits of Fear bring nightmares to life. While Fear is bound,
spirit. If the attack or spell uses more than one type of die, you may add your proficiency bonus to Charisma
choose the largest. This extra damage is psychic damage. (Intimidation) checks, or double it if you already do. In
Additionally, all 1s are treated as the maximum value for each addition, attacks against you are at disadvantage. Once a foe
die. has rolled against you with disadvantage and hits, it can no
Desire longer be affective by this passive ability for 24 hours.
Spirits of Desire impress your will onto others and enhance Release. When Fear is released from its bonds as a bonus
existing desires. Friendly and charmed creatures within 30 action, a number of creatures equal to the spirit level within
feet have disadvantage on Wisdom saving throws against your 30 feet make a Wisdom save or be frightened for 1 minute.
spells. Once an affected creature succeeds on a Wisdom Each creature affected is allowed a Wisdom saving throw to
saving throw against one of your spells, that creature is end the effect at the beginning of each turn.
immune to this spirit’s passive effect for 24 hours.
Release. When you release this spirit as a bonus action, a Generosity
number of target creatures within 30 feet up to the spirit level Spirits of Generosity are always willing to make sacrifices for
become charmed if they fail a Wisdom saving throw against those who bind them with good intentions. Your spells that
one of your spells. This effect lasts one minute. The effect heal restore an additional 1d4 hit points per level of the spirit.
ends prematurely if you or your allies damage the creature. If the spell heals more than one creature each creature is
The spirit's level also determines what kind of creature can be instead healed an extra number of hit points equal to the spirit
charmed. At 3rd level and below, only humanoids and animals level.
can be affected. At 4th level and above, all creatures can be Release. You may release Generosity as a bonus action and
affected. gift the spirit to an ally within 30 feet. The spirit protects the
ally, granting them temporary hit points equal to 5 times the
Empathy spirit level. These temporary hit points last 10 minutes.
Spirits of Empathy force your enemies to share your pain. Guilt
While Empathy is bound, whenever you are dealt damage
from a living or undead creature, you may use your reaction to Spirits of Guilt cause your enemies hesitation in acts that
deal the creature psychic damage equal to two times the level would wrong you and your allies. While Guilt is bound, you
of this spirit. may use your reaction to raise the AC of yourself or an ally
Release. You can release Empathy as a reaction when you within 30 feet by the level of the spirit against one attack.
or an ally within 30 feet takes damage from a creature. The Release. When you release Guilt from your power as a
creature is dealt psychic damage equal to half the damage bonus action, a single target within 30 feet has disadvantage
taken plus three times the spirit’s level. on attack rolls against you or an ally for 1 round per spirit
level.

Part 2 | Binding Rites


9
Hate Sorrow
Spirits of Hate inspire a ferocity in you. When you are The failures of your enemies continue to haunt them in the
damaged by a creature, you gain advantage on attack rolls presence of a spirit of Sorrow. While Sorrow is bound to you,
against that creature on your next turn. enemies within 30 ft. who fail a save against a spell 1st level
Release. When you are hit by an attack or spell, you can use or higher cast by you or an ally are dealt psychic damage
your reaction to make an attack or cast a spell with an attack equal to the spirit’s level.
roll against the creature who struck you. The creature is dealt Release. When Sorrow is released as a bonus action,
additional necrotic damage equal to 1d6 per spirit level choose a target creature within 30 feet. That creature has
regardless of whether you hit. disadvantage on its next saving throw, ability check, or attack
roll. Should this roll fail, they are dealt 1d6 psychic damage
Hunger and this spirit's release effect triggers again on the same
Spirits of Hunger both sustain their friends and deprive their creature. Once this damage has been dealt a number of
enemies of energy. While Hunger is bound to you, you require instances equal to the spirit level, it is no longer renewed.
no food or water to survive.
Release. You may release Hunger as a bonus action to Trust
impart one level of exhaustion on a number of creatures While emboldened by a spirit of trust, you can help your allies
within 30 feet equal to the spirit’s level. The creature cannot through cooperative spellcasting, or protect them from
be affected by a Spirit of Hunger again for 24 hours. harmful spellcasting effects from other allies. While Trust is
bound, you can use the Help action to aid an ally within 30
Passion feet to cast a spell, giving them advantage on an attack roll or
Spirits of Passion give those who bind them the power to ability check made with that spell. Alternatively, if that spell
push themselves and others further in order to accomplish a deals damage in some way, the caster may reroll a number of
task. When this spirit is bound you gain a number of bonus damage dice equal to the level of this spirit. Finally, you can
dice equal to the spirit level. These dice are d6s. You may also use the Help action to render a single ally within 30 feet
choose to roll one of these dice and add the result to any immune to the harmful effects of any ally's spells until your
attack roll, ability check or saving throw you make, or to any next turn.
such roll an ally within 30 feet of you makes. You lose all Release. When trust is released as part of your Help action,
remaining dice when you release Passion. you impart a bonus to the spell save DC of a single ally within
Release. You may release Passion as part of an attack roll, 30 feet for the next spell they cast before your next turn. This
ability check, or saving throw. You make this roll with bonus is equal to the level of this spirit. If the spell forces
advantage. In addition you can roll a d6 as a reaction and add more than one creature to make a saving throw, only one
the number rolled to any attack roll, ability check, or saving creature is affected by the increased DC.
throw made by any creature within 30 feet for a number of
rounds equal to the spirit's level. Valor
Spirits of Valor give those who bind them the power to pull
Serenity through with confidence against poor odds. While Valor is
Spirits of Serenity bring peace and clarity of thought to those bound, you and allies adjacent to you have advantage on saves
who bind them. You require only half the time worth of sleep against being frightened. Additionally when you have line of
or rest as long as Serenity remains bound. You still require 8 sight to a hostile creature, you may use an action to inspire an
hours to gain the full benefits of a long rest. Additionally you ally within 30 feet granting them temporary hit points equal to
may add the spirit's level to a hit die spent and rolled during a the spirit's level.
short rest to recover hit points for you and up to five allies. Release. When you release this spirit as a bonus action,
Release. When you release Serenity from your power as a one creature per spirit level within 30 feet is no longer
bonus action, you may remove one of the following conditions frightened and may immediately make a saving throw to end
from yourself: Blinded, Deafened, Frightened, Paralyzed, any other effect or condition on them which would normally
Poisoned, and Stunned. allow saving throws.
Sloth Wonder
Spirits of Sloth inspire sluggishness and laziness of thought You radiate an aura of awe when a spirit of Wonder is bound
and action around you. While Sloth is bound, spaces within 10 to you. While Wonder is bound, you can use your reaction to
feet of you count as difficult terrain for enemies. Additionally, impose disadvantage on Insight checks against one creature
creatures provoke opportunity attacks from you even if they within 30 feet for the round. You can also use your action to
disengage. impose disadvantage on Perception checks made by creatures
Release. When Sloth is released as a bonus action, foes within 30 feet make to notice anything other than yourself for
within 30 feet lose their reaction for a number of rounds equal the round.
to the spirit level. Release. You may release Wonder from your power as a
reaction when you hit a target with a an attack or spell or they
  fail a save against one of your spells. For a number of rounds
equal to the spirit level, that creature may choose to take an
action or a move up to their speed, but not both, on each of
their turns.

Part 2 | Binding Rites


10
Spell List
Blade Ward Dancing Lights Guidance
Cantrips (0 Level) Chill Touch Friends InfestationXGtE

Light Hold Person Divination Heal


Mage Hand Lesser Restoration Dominate Beast Mass Suggestion
Mending Locate Animals or Plants Freedom of Movement Mental PrisonXGtE
Minor Illusion Locate Object Guardian of NatureXGtE Primordial WardXGtE
Poison Spray Mind SpikeXGtE Hallucinatory Terrain Soul CageXGtE
Ray of Frost Misty Step Locate Creature Sunbeam
Resistance Moonbeam Polymorph True Seeing
Thaumaturgy Nystul's Magic Aura Shadow of MoilXGtE
Toll the DeadXGtE Phantasmal Force Summon Greater DemonXGtE 7th Level
True Strike Protection from Poison Vitriolic SphereXGtE Crown of StarsXGtE
Ray of Enfeeblement Wall of Fire Etherealness
1st Level See Invisibility Finger of Death
Animal Friendship Shadow BladeXGtE 5th Level Mirage Arcane
Cause FearXGtE Suggestion Animate Objects Mordenkainen's Magnificent
CeremonyXGtE Antilife Shell Mansion
Chaos BoltXGtE 3rd Level Awaken Plane Shift
Charm Person Bestow Curse Commune Power Word PainXGtE
Cure Wounds Clairvoyance Contact Other Plane Regenerate
Detect Magic Conjure Animals Contagion Sequester
Detect Poison and Disease Daylight Danse MacabreXGtE Symbol
Disguise Self Dispel Magic Dominate Person
Faerie Fire Enemies AboundXGtE Dream 8th Level
Find Familiar Fear EnervationXGtE Abi-Dalzim's Horrid
Healing Word Fly Geas WiltingXGtE
Hex Life TransferenceXGtE Greater Restoration Animal Shapes
Ice KnifeXGtE Magic Circle Hold Monster Antipathy/Sympathy
Longstrider Major Image Insect Plague Dominate Monster
Protection from Evil and Protection from Energy Legend Lore Feeblemind
Good Remove Curse Mass Cure Wounds Maddening DarknessXGtE
Purify Food and Drink Speak With Dead Modify Memory Mind Blank
Speak with Animals Spirit Guardians Negative Energy FloodXGtE Power Word Stun
Witch Bolt Summon Lesser DemonsXGtE Planar Binding Sunburst
Tiny ServantXGtE Reincarnate
2nd Level 9th Level
Tongues Scrying
Aganazzar's Scorcher XGtE Astral Projection
Vampiric Touch Synaptic StaticXGtE
Alter Self Foresight
Water Breathing Wrath of NatureXGtE
Augury InvulnerabilityXGtE
Water Walk
Calm Emotions 6th Level Mass PolymorphXGtE
Crown of Madness 4th Level Circle of Death Psychic ScreamXGtE
Darkness Banishment Conjure Fey Shapechange
Darkvision Blight Contingency True Polymorph
Enhance Ability Charm MonsterXGtE Eyebite True Resurrection
Enthrall Confusion Find the Path
Healing SpiritXGtE Death Ward Forbiddance

Part 3 | Spell List


11
Summary of Major Changes in 1.1
Spells Known and Spirits Envy
Changed release effect to a "You want me? Come and get me!"
The Witch has become a spells known caster as opposed to Gives you or an ally temp HP and creatures must target their
functioning like the druid. I don't know how you all feel about attacks on them or be at disadvantage. Ends when temp HP
this yet but I'll explain my reasoning. The major focus of the are gone.
witch has always been its spirits. They offer a ton of flexibility
in terms of what the witch can do in the moment, and what Fear
role they can play in the party. The flexibility of having access Added to passive: attacks against you are at disadvantage until
to all of a quite sizable spell list seemed a bit much. you are struck by a particular creature.
However, what this inevitably allowed me to do was turn
back to the spirits and make them more useful and more Generosity
powerful. Since binding spirits cuts down on the witch's spell Added phrasing to limit passive healing with spells that heal
slots, having to prepare a lot of spells you might not use more than one instance.
seemed sill. And with spirit release effects having a kind of
spell quality to them to begin with, now we start to see some Guilt
real flavour and uniqueness develop in regards to the witch's Changed functionality so the passive scales and works like a
core feature. shield spell. Can help allies.
You can build the witch from your favourite work of fantasy Hate
fiction with spells known, easy enough, but then comes the
strategy of preparing or switching out just the right spirits that Added a retaliation attack or spell to the release effect.
will help you and/or your party in a specific situation, be it Passion
roleplaying, exploration, or combat.
Added a bless-like effect after release, essentially giving you
back your passion dice one last time (it's a metaphor...).
Class Features
While in the Quickening, the witch now has the option to have Serenity
spells that deal necrotic damage deal psychic damage instead, Added scaling bonus to HP regained resting.
in keeping with the "emotional" theme of the class, as well as Sloth
buffing the class against creatures that the witch is supposed
to be good and countering but who are immune to necrotic Added to passive: creatures provoke opportunity attacks from
damage. you even if they disengage. Changed release to scale duration.
Sorrow
Covenants Buffed passive damage, release effect is now perpetual as long
To partially compensate for the massive decrease in spells as the creature continues to fail up to spirit level times.
available to cast, the witch's familiar plays a more important Trust
role, granting extra spells known based on the covenant. As NEW - Use your help action to help other spellcasters in your
the familiar becomes a necessary component, the witch party cast spells.
gained the ability to cast find familiar once per long rest
without knowing it or spending a spell slot. Valor
Added to passive: Action to grant allies spirit-level temp HP.
Binding Rites Release now gives immediate saving throws to effects and
Many passive and release effects were buffed and some conditions affecting your party.
changed completely. As a general rule, if a passive is
underwhelming, it's release will be more powerful as to be What You Can Do To Help
worth the slot. The goal is for all spirits to be desirable and Does the witch know enough spells to keep it balanced
balanced, but not balanced equally. against the spirit mechanic? How can this be fixed?
Agony How do the spirits stack up against each other? Are some a
Changed functionality so passive scales. Damage rolls of "1" "must have" always, or superior to another in every way? What
add the spirit's level. can be changed to make every spirit unique and useful within
its own circumstances, chosen covenant (archetype) and build
Desire (feat/spell selection). Is anything potentially broken with
Changed functionality so release scales, but now relies on a regard to spirit/spell combinations?
spell to be cast which also affects the scaled number of
creatures.
Empathy
Tripled passive damage. Buffed release damage.
Part 4 | Change History
12
Credits and Thanks
Credits
Thank you all who have contributed their feedback,
ideas, and questions through the other
r/UnearthedArcana threads as well as through
conversation and private messaging.
u/AeoSC
u/alphrel
u/freshprinceoftelfyr
u/jahfury
u/KingofWhales
u/lygerzero0zero
u/MothProphet
u/PM_ME_YOUR_EMOTIONS
u/Proteus92
u/starbridge
u/StriderT
u/Three-flower
u/EinarTheBlack
u/Oson_the_Unsound
u/FinnAhern
u/haserson
u/adventuring_guild
u/TheMortonator
and more

Special thanks to those above who offered substantial


feedback on the class as a whole, those above who offered
playtesting feedback.
And many thanks to the Adventuring Guild team who have
done a playtest podcast including the witch class (albeit the
previous beta version). Check out their stuff at
www.theadventuringguild.com.
Finally, thank you to all you playtesters who didn't
necessarily have a lot to put in, but who contacted me to say
how interesting the class was or how much fun you or your
dm/player or spouse/SO was having with my class. Having the
class played and bring the vast joy it has is what it's all about
and has really motivated me to make those tough gritty fixes
that gives any class a more refined and balanced quality.

Art Credits
"Initiation Ritual" by Trishkell - deviantart
"Haunted Forest" by Rene Aigner
"The Crow's Dagger" by Elsa Kroese
unknown title by Mingzhu Yang
"Ritual Preparations" by Wilthierna - deviantart
"Undead" by Arash Radkia
unknown wallpaper image
"Ghosts of Ascalon" from Guild Wars 2
"Ghost Quarter" by Pete Mohrbacher

Part 5 | Credits and Thanks


13

You might also like