(5e) The Witch - GM Binder
(5e) The Witch - GM Binder
(5e) The Witch - GM Binder
The Witch
B
ending low over an iron
cauldron, a Human dressed
in dark robes mutters an incantation.
As the final act, she draws a cruel black-iron
dagger across her own palm, and lets fall the
blood into the steaming maw of the cauldron.
She draws in her breath sharply as a spirit
billows forth from the depths, and envelopes the witch,
granting her powers beyond reckoning.
Withered and gaunt, an old Halfling peeks out of his hut
deep in the woods. He extends his hand, and a familiar raven
with intelligent, fiendish yellow eyes alights on his arm,
cawing quietly. He understands, and smiles.
A young Half-Orc woman strides into the midst of a battle,
drawing forth from her soul the tendrils of spiritual magic.
She whispers a forgotten name, and releases a spirit from its Signs of
enslavement, sending its wrath to haunt her enemies on the a Covenant
field. She smiles as she hears a soldier's terrified screams. Oftentimes, the covenant
Witches understand the power inherent in a creature's also works slight physical changes
spirit, and draw their magic from the enchantment, or in a witch, and the discerning eye may catch
entrapment, of powerful spirits. Some witches tend toward a witch by subtle signs: a strangely shaded eye,
goodness, forming an affectionate bond with the spirits they a curious tattoo, a vivid lock of hair, or perhaps
bind, but many witches tend toward chaos, and sometimes even feathers growing like hair, as if it were always that way...
evil, forcing souls to do their bidding, and drawing strength
from the spirit's bond. Signs of a Covenant
d6 Sign
The Commune The iris of one or both of your eyes is a strange color,
1
The common thought that all witches are female is not in the like violet or ochre
least bit true, though many women do seek the comfort of a You have a small tattoo of an animal or fey creature,
witch's coven to abandon the world, so often dominated by 2
and in firelight it seems to move
cruel and selfish men. You have a lock of stark white hair, and nothing you do
As opposed to wizardry, in which the student often finds 3
can change it or disguise it, even illusory spells
him- or herself alone with a book in the study of magic,
witchcraft is by its very nature communal --- rituals are 4
The feather of a bird of prey is entangled in your hair,
passed down from generation to generation, often only by or perhaps it grows from your scalp
word-of-mouth, and each coven tends to adopt its own 5 You have nine fingers
traditions of plucking at the weave, the magic words of one
coven often being alien to another. 6
An ancient rune is set in your skin, made either by a
knife or a brand
The Covenant
The power of a witch is drawn from their coven, and from the Creating a Witch
covenant that each witch undergoes to join. Though some As you make your witch character, spend some time thinking
covens are drawn together solely for their thirst for power, about the coven to which you belong. Did you actively seek
other covens are bonded by a genuine love for one another, a out a coven, or were you born in the coven and brought up in
magic that may equal their eldritch pursuits. its rituals and traditions? Do you feel conflict regarding your
A witch has made a pact, a covenant, with the other coven's binding rituals, or do you revel in the promises of the
members of the coven, and it is from this pact that their knowledge and power that your coven seeks?
magic flows. A witch's covenant ritual often involves fire, Perhaps most importantly: why have you left the safety of
blood, and sacrifices, and fundamentally changes the witch's your coven? Do you seek further power that your coven could
soul, binding it to their coven and its members. not promise? Do you adventure on behalf of your coven, or
have you been exiled?
Reflect on the relationship that you may have with your
coven, and work with your DM to determine to what degree
witchcraft will play in your adventure.
THE WITCH | HOMEBREW CLASS
1
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The Witch — Spell Slots per Spell Level —
Proficiency Bound Cantrips Spells
Level Bonus Spirits Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Coven, Spellcasting 3 3 2 — — — — — — — —
2nd +2 1 Binding Rites 3 4 3 — — — — — — — —
3rd +2 1 Witch's Familiar 3 5 4 2 — — — — — — —
4th +2 1 Ability Score Improvement 4 6 4 3 — — — — — — —
5th +3 2 — 4 7 4 3 2 — — — — — —
6th +3 2 Coven feature 4 8 4 3 3 — — — — — —
7th +3 3 — 4 9 4 3 3 1 — — — — —
8th +3 3 Ability Score Improvement 4 10 4 3 3 2 — — — — —
9th +4 4 — 4 11 4 3 3 3 1 — — — —
10th +4 4 Spiritual Spellcasting, Familiar Magic 5 11 4 3 3 3 2 — — — —
11th +4 5 — 5 12 4 3 3 3 2 1 — — —
12th +4 5 Ability Score Improvement 5 12 4 3 3 3 2 1 — — —
13th +5 5 — 5 13 4 3 3 3 2 1 1 — —
14th +5 5 Coven feature 5 13 4 3 3 3 2 1 1 — —
15th +5 6 — 5 14 4 3 3 3 2 1 1 1 —
16th +5 6 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 —
17th +6 6 Familiar Spirit 5 15 4 3 3 3 2 1 1 1 1
18th +6 7 Coven feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 7 Ability Score Improvement 5 16 4 3 3 3 3 2 1 1 1
20th +6 7 Spirit Step 5 16 4 3 3 3 3 2 2 1 1
Quick Build
You can make a witch quickly by following these
suggestions. First, choose your spellcasting ability
determined by your chosen Coven , followed by Constitution.
Second, choose the hermit background. Third, choose the
chill touch, infestation, and thaumaturgy cantrips, along with
the 1st-level spells false life, hex, and witch bolt.
Tools: Herbalism kit
Class Features Saving Throws: Intelligence or Charisma, Wisdom
Skills: Choose two from Animal Handling, Arcana,
As a witch, you have the following class features. Deception, Insight, Intimidation, Medicine, Nature,
Hit Points Perception, Persuasion, and Survival
Hit Dice: 1d6 Equipment
Hit Points at 1st Level: 6 + your Constitution modifier You start with the following equipment, in addition to the
Hit Points at Higher Levels: 1d6 (or 4) + your equipment granted by your background:
Constitution modifier per witch level after 1st
a component pouch, herbalism kit, and a dagger
Proficiencies (a) a sling or (b) a short bow and 20 arrows
Armor: none (a) a priest's pack or (b) a dungeoneer's pack
Weapons: Clubs, daggers, javelins, quarterstaffs, sickles, (a) an arcane focus or (b) a druidic focus
spears, darts, slings, short bows
THE WITCH | HOMEBREW CLASS
2
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Coven Spellcasting Focus
You can use an arcane focus or a druidic focus (chapter 5 of
At 1st level, you have joined one of the Covens of Blood, Pain, the PHB) as a spellcasting focus for your witch spells.
Peace, Secrets, or Shadows, each of which is detailed at the
end of the class description. Your choice determines your Binding Rites
spellcasting ability modifier, and grants you features at 1st
level, and again at 6th, 14th, and 18th level. At 2nd level, you can bind spirits to your service. You can bind
a spirit in one of two ways, and both methods require the use
Spellcasting of a small, special dagger, called an athame, and you add this
Your contact with the spirit world, and your other eldritch dagger to your inventory at 2nd level. You are considered
rituals within your coven have granted you the ability to cast proficient with this weapon, and attack and damage rolls
made with this weapon use your spellcasting ability modifier.
spells. See chapter 10 of the PHB for the general rules of Furthermore, you can use your athame as an spellcasting
spellcasting, and p.11 of this document for the witch spell list. focus for your witch spells.
Cantrips When you bind a spirit to your service, choose a spell slot
You know three cantrips of your choice from the witch spell which the spirit fills. That spell slot is no longer avilable for
list. You learn additional witch cantrips of your choice at casting spells, and it remains unavailable for as long as that
higher levels, as shown in the Cantrips Known column of the spirit remains bound to you. If you later release the spirit, the
Witch table. spell slot is expended, and can be recovered at the end of a
long rest. The spirit's power equals the level of the spell slot
Spell Slots filled. For example, a spirit of Hate occupying a 3rd level spell
The Witch table shows how many spell slots you have to cast slot is a 3rd level spirit.
your spells of 1st level and higher. To cast one of these witch You can't have more than one spirit with the same
spells, you must expend a slot of the spell’s level or higher. disposition bound at one time, and you can have a number of
You regain all spell slots when you finish a long rest. spirits bound equal to the number in the Bound Spirits
For example, if you know the 1st-level spell witch bolt and column of the Witch table.
have a 1st-level and a 2nd-level spell slot available, you can Ritual. Binding a spirit using a ritual takes 1 hour, can be
cast witch bolt using either slot. completed during a short rest or at the end of a long rest, and
requires a component pouch and a source of flame, like a
Spells Known of 1st Level and Higher brazier or a bonfire. As the final act of the ritual, you must use
You know three 1st-level spells of your choice from the witch the athame on yourself — you lose current hit points equal to
spell list. the athame's damage roll, and your Max Hit Points are
The Spells Known column of the Witch table shows when reduced by the same amount. Your Max Hit Points recover
you learn more witch spells of your choice. Each of these after you take a long rest. When you finish the ritual, you bind
spells must be of a level for which you have spell slots. For to any Spirit for which you meet the prerequisite.
instance, when you reach 3rd level in this class, you can learn Violence. You can make an attack against a single creature
one new spell of 1st or 2nd level. Additionally, when you gain with an Intelligence score of at least 6 with your athame. If
a level in this class, you can choose one of the witch spells the creature dies within 1 minute, you entrap the creature's
you know and replace it with another spell from the witch spirit. Roll a d8, and consult the table below. The result of the
spell list, which also must be of a level for which you have roll determines the type of spirit that you bind to your service,
spell slots. even if you do not meet its prerequisite. If the type of spirit is
the same as a type that you already have, the binding fails.
Spellcasting Ability
Your spellcasting ability for your witch spells is determined Violent Binding
by the Coven that you belong to, since you draw your magic d8 Bound Spirit d8 Bound Spirit
from your coven's traditions and binding rites. You use this 1 Desire 5 Hate
ability whenever a spell refers to your spellcasting ability. In
addition, you use this ability's modifier when setting the 2 Envy 6 Hunger
saving throw DC for a witch spell you cast and when making 3 Fear 7 Serenity
an attack roll with one.
4 Generosity 8 Wonder
Spell save DC = 8 + your proficiency bonus +
your spellcasting ability modifier
Witch's Familiar
Spell attack modifier = your proficiency bonus +
your spellcasting ability modifier At 3rd level, you learn how to cast the spell find familiar as a
ritual without expending material components, and you can
Ritual Casting cast it as a ritual even if it is not one of your known spells.
You can cast any witch spell you know as a ritual if that spell When you cast find familiar for the first time, you must
has the ritual tag. choose whether the creature is a celestial, fey, or fiend. This
choice is permanent, and whenever you cast this spell in the
future, you conjure the same spirit. In addition, the familiar
gains an Intelligence score of 6 if it is not already 6 or higher.
THE WITCH | HOMEBREW CLASS
3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You and your familiar benefit from a special bond. Your Familiar Spirit
abilities to telepathically communicate with your familiar, as
well as your ability to see and hear through it, are unaffected At 17th level, you have learned how to extend your binding
by distance, so long as you both are on the same plane. In powers to your familiar. You can use your Binding Rites
addition, when you conjure your familiar, and whenever you feature to bind a single spirit to your familiar, and the level of
finish a long rest, your familiar gains temporary hit points the spirit is equal to your spellcasting modifier. This spirit
equal to your witch level + your spellcasting ability modifier. does not count against your total number of Bound Spirits.
Finally, your bond grants you both a boon: Your familiar benefits from the spirit’s passive effect, and
Celestial. Your familiar knows the light cantrip. It also you do as well as long as your familiar is within 100 feet of
knows either the guidance or resistance cantrip (you choose, you, and on the same plane of existence. If you permanently
and this choice can't be changed). dismiss your familiar or cast find familiar again to change the
In addition, you have advantage on saving throws against creature's form, the bound spirit is dismissed without produc-
being frightened while you are within 30 feet of your familiar. ing its release effect. If the familiar dies, the spirit that was
Fey. Your familiar knows the cause fear spell, and can cast bound to your familiar produces its release effect instantly.
it once at 1st level. It uses your spellcasting ability modifier. It
regains the use of this ability when you finish a rest. Spirit Step
In addition, you have advantage on saving throws against At 20th level, you gain the ability to project part of yourself
being charmed, and you can't be put to sleep by magical into the Ethereal Plane. You and your belongings become
means, while you are within 30 feet of your familiar. invisible and incorporeal for up 1 minute. You gain immunity
Fiend. Your familiar knows the produce flame cantrip, and to all non-magical damage, resistance to magical damage,
can cast it as an action. It uses your spellcasting ability and are immune to being grappled, paralyzed, petrified,
modifier for attack rolls. The cantrip increases in damage by poisoned, and restrained. You can't attack or cast spells while
1d8 at 5th level, and again at 11th level and 17th level. in this state. You maintain concentration on this effect as if it
In addition, you have advantage on Charisma (Deception) were a spell.
and Charisma (Intimidation) checks while you are within 30 During this time, you may move your normal speed and
feet of your familiar. may pass through solid objects. As a bonus action, you can
rematerialize and end the effect. If you are in a location
Abiliy Score Improvement occupied by a creature or solid object when this effect ends,
When you reach 4th level, and again at 8th, 12th, 16th, and you are shunted to the nearest occupied space and take force
19th level, you can increase one ability score of your choice damage equal to twice the number of feet you are moved as a
by 2, or you can increase two ability scores of your choice by result. You may use this ability once, after which you must
1. As normal, you can't increase an ability score above 20 complete a long rest to use it again.
using this feature. If you are already on the Ethereal Plane when you use this
ability, nothing happens and the action is wasted.
Spiritual Spellcasting
At 10th level, 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
Covens
release effect of the spirit you dismissed is not activated. Almost all witches belong to a coven, a loosely bound
In addition, as an action, you can move a spirit from one gathering of like-minded practitioners that share traditions
spell slot to another. Moving a spirit expends the former spell and philosophies regarding their magic and binding rites.
slot, and fills the new one. Each coven grants its adherents unique magic, and as a
witch delves deeper into its coven's traditions, they gain even
Familiar Magic more powerful abilities. Your choice grants you features at
1st level, and again at 6th, 14th, and 18th levels. The coven a
At 10th level, the bond you have formed with your familiar witch belongs to also determines their spellcasting ability.
grows stronger. If your familiar is subject to an effect that
allows it to make a Dexterity saving throw to take only half Coven of Blood
damage, it instead takes no damage if it succeeds, and only
half damage if it fails. Witches of the Coven of Blood, known as red witches or
Finally, your familiar gains the following feature. blood witches, use sacrificial offerings in their rituals to bind
Celestial. As an action, the familiar can heal a willing spirits to serve the realm they formerly inhabited. These
creature it touches. This power restores 1d4 hit points witches know the power of a soul's past, and of the tokens
multiplied by your spellcasting ability modifier. It regains the they left behind. The spellcasting ability for a witch of the
use of this ability when you finish a short or long rest. Coven of Blood is Wisdom.
Fey. The familiar adds your spellcasting ability modifier to
its AC and bonus to initiative rolls. Expanded Spell List
Fiend. The familiar adds your spellcasting ability modifier The Coven of Blood lets you choose from an expanded list of
to the damage rolls of its produce flame cantrip, and casts spells when you learn a witch spell. The following spells are
this cantrip as a bonus action. added to the witch spell list for you.
Spellcasting
Spell Slots. You determine your available spell slots by
adding all of your witch levels to the levels of your other
classes (PHB p.164). Use this total to determine your spell
slots by consulting the Multiclass Spellcaster table
(PHB p.165).
Alternate Starting
Equipment
When you create a witch, you receive equipment based on a
combination of your class and background. Alternatively, you
can start with a number of gold pieces and spend them on
items (Chapter 5 of the PHB).
Starting Wealth for Witches
Funds
4d4 x 10 gp
Changelog
Version 1.2
Added Signs of a Covenant quirks table
Added weapon proficiencies
Familiar Magic : added Evasion rules, removed Attack
Coven of Shadows : 1st-lvl ability change
Changes to several Spirits
General rule clarifications, proofreading
Version 1.1
Witch's Familiar : familiar gains temp HP, celestial and fey
abilities simplified
Familiar Magic : change to celestial healing ability