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Revised Witch

A
tattooed elf, veiled and cloaked, draws his Creating A Witch
obsidian dagger across the sand, calling forth
from the lines a ghostly apparition to help him When deciding on the witch class, think about what led your
and his allies find their way. character to tap into the spirit world. Maybe witchcraft is a
A trio of halfling hermits gather among tradition in the area, or your character comes from an area
candles and incense, chanting words of power rife with a ghostly past. Superstition is also a good trigger for
to bait spirits from the shadows. The bejeweled a fascination with spirits. What is your relationship with
human, dressed in exotic garb and golden chains bellows a spirits? Is there a measure of mutual respect? Perhaps your
spell which echoes with the voices of an army of lost souls, a character feels more like a servant to the spirit than the other
fiendish glint in his eyes as blood drips from his palm. way around, or maybe they possess the entitlement to
Unlike shamans who pray to the spirits of nature, witches dominate and extort spiritual beings.
trap the tormented souls of intelligent beings lost betwixt the How did your character come to be an adventurer? It could
realm of the living and the beyond. As a witch, you learn to be that he or she was a pariah in their community due to
summon these souls and bind them to your will, gaining contact with the other side, cast out and forced to fend for
protection from them as well as the power to debilitate your him or herself. Perhaps your character is even haunted by a
enemies. As you attain higher levels, the coven you choose to particular spirit, and seeks away to control or be rid of it.
live by grants you further abilities which extend the
usefulness and power of these bonds in different ways. Quick Build
You can make a witch quickly by following these suggestions.
The Power of Spirit First, Charisma should be your highest ability score, followed
Witches may or may not have a level of respect for the spirits by Constitution. Second, select the Hermit background. Third,
they bind, though one could say they should. Some witches select the chill touch, guidance, and light cantrips.
tap into the residual energies of long-departed souls, while
others use extant spiritual beings as conduits for their Class Features
spellcasting. Either way and whether or not they wish,
witches bind part of their own soul to those that surround As a witch, you gain the following class features
them.
Witch spells mostly deal with manipulation of spiritual Hit Points
energies (both living and dead) and protections against the Hit Dice: 1d8 per witch level

beings with supply those energies. As part of their connection Hit Points at 1st Level: 8 + your Constitution modifier

to the spiritual world, they are also privy to information and Hit Points at Higher Levels: 1d8 (or 5) + your Constituion
secrets normally not meant for mortal minds. As such, modifier per witch level after 1st
witches are powerful enchanters, abjurers, and diviners.
Proficiencies
Bonds of the Soul Armor: Light armor

Witches acknowledge that there is a spiritual connection Weapons: Simple weapons

between all things – forces that inexplicably and randomly Tools: Herbalism kit

bind beings and happenings together in a kind of mass, Saving Throws: Wisdom, Charisma

shared fate. They see other witches as brothers and sisters, Skills: Choose two from Arcana, Animal Handling, Insight,
and other classes as close cousins. As a consequence, Medicine, Nature, Religion, and Survival
witches are often fond of forming alliances. One kind of Equipment
alliance is the coven that a witch belongs to. You start with the following equipment, in addition to the
The coven that a witch joins is the manifestation of a equipment granted by your background:
philosophy regarding the nature of spirits. Some, like the
coven of power, believe in a supreme energy that extends (a) a light crossbow and 20 bolts or (b) any simple weapon
beyond the physical world, weaving together magic and the (a) a component pouch or (b) an athame used as an arcane
collective conscience of all living things. Others, from the focus
coven of blood for example, believe in a more intimate (a) a priest's pack or (b) a scholar's pack
connection between the physical world and the other side. In Any simple weapon and two daggers
this philosophy, each soul is tied to something close to it in
the physical world – a body, an object, or location that was Or
important to it when it was alive. You start with 2d4 x 10 gp
Spellcasting
Your contact with the spirit world and intuitive knowledge of
the magic which allows it to persist grants you the use of
spells.

1
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 Coven, Binding Rites 3 3 3 — — — — — — — —
3rd +2 1 — 3 4 4 2 — — — — — — —
4th +2 1 Ability Score Improvement 4 5 4 3 — — — — — — —
5th +3 1 Apothecary 4 6 4 3 2 — — — — — —
6th +3 2 Coven 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 Coven Feature, Broom Etiquette 5 11 4 3 3 3 2 — — — —
11th +4 3 — 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 Coven feature 5 13 4 3 3 3 2 1 1 — —
15th +5 4 — 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 15 4 3 3 3 3 2 1 1 1
20th +6 5 Ghostly Step 5 15 4 3 3 3 3 2 2 1 1

Cantrips Additionally, when you gain a level in this class, you can If
You know three cantrips of your choice from the witch spell choose one of the witch spells you know and replace it with so
list. You learn additional witch cantrips of your choice at another spell from the witch spell list, which also must be of
higher levels, as shown in the Cantrips Known column of the a level for which you have spell slots.
Witch table.
Spellcasting Ability
Spell Slots Charisma is your spellcasting ability for your witch spells,
The Witch table shows how many spell slots you have to cast since your magic comes from bargaining with spirits. You use
your spells of 1st level and above. To cast one of these witch your Charisma whenever a spell refers to your spellcasting
spells, you must expend a spell slot of the spell's level or ability. In addition, you use your Charisma modifier when
higher. You regain all expended spell slots when you finish a setting the saving throw DC for a witch spell you cast and
long rest. when making an attack roll with one.
For example, if you know the 1st-level spell cure wounds
and you have a 1st-level and a 2nd-level spell slot available, Spellsave DC = 8 + your proficiency bonus + your
you can cast cure wounds using either slot. Charisma modifier
Spells Known of 1st Level and Higher Spell attack modifier = your proficiency bonus + your
You know two 1st-level spells of your choice from the witch Charisma modifier
spell list. Ritual Casting
The Spells Known column of the Witch table shows when You can cast a witch spell as a ritual if that spell has the ritual
you learn more witch spells of your choice. Each of these tag and you have the spell prepared.
spells must be of a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can learn Bonded Casting
one new spell of 1st or 2nd level. Witches are adept at casting spells in groups, and as such,
can use the Help action to aid another spell caster. You may
choose one of the following affects:

2
If the caster's spell requires a DC saving throw, the Binding Rites
targeted enemy receives a penalty equal to half your
proficiency modifer (rounded down, minimum of 1) to At 2nd level you can bind spirits to your service. Binding a
their save. spirit is much like casting a ritual spell and takes 10 minutes
of uninterrupted meditation. During this time, the witch
If the caster's spell causes damage in some way, then they speaks the invocations required to summon the spirit forth
may maximize a number of dice equal to half your and enacts the rite of binding depending on which philosophy
proficiency modifer (rounded down, minimum of 1). the witch belongs to. A blood witch might utilize a bone
If there is a maximum range to cast a spell, it may be fragment to bind the spirit, while a shadow witch might
increased by an additional 20 feet. bargain with the summoned spirit, exchanging a secret for
If the caster is concentrating you may give them advantage the spirit’s service. You have one spirit bond. You gain
to maintain the concentration if they take damage before additional bonds as you reach higher levels, as shown in the
the beginning of your next turn. Bonds column of the Witch table.
When you choose a spirit to bind from the list at the end of
Spellcasting Focus this class description, you fill one of your available spell slots
You can use an athame as a spellcasting focus for your witch with the spirit. The spell slot used is no longer available for
spells. Alternatively, choose a focus that you feel would suit casting spells, and it remains unavailable for as long as the
your character. 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
Quickening Passion occupying a 6th level spell slot is a level 6 spirit. You
cannot have more than one spirit with the same name bound
At 1st level, you gain the ability to enter a trance known as the at one time.
witch’s quickening, letting you see beyond the borders of the Depending on the type of spirit, you gain certain benefits
material world. Entering the trance is an action and allows while the spirit remains bound and an additional effect when
you to see into the Ethereal Plane up to 60 feet. You also gain you release the spirit, as detailed in the Binding Rites section.
insight into the emotional energy surrounding you, letting you Releasing a spirit is a bonus action, although some spirits
know if and what spirits are bound within 60 feet, as well as allow release as a reaction. Once a spirit has been released, it
granting you advantage to Wisdom (Insight) checks. Finally, no longer provides its passive effect and the spell slot it
any spells you cast which deal necrotic damage may deal occupied is considered expended.
psychic damage instead if you choose while in your A witch may exchange any spirit she has bound by
quickening. The quickening requires concentration for the performing the ritual as described above.
duration and may be maintained for up to a minute. You can
use this ability 3 times. You regain any expended uses when Ability Score Improvement
you finish a long rest.
When you reach 4th level, and again at 8th, 12th, 16th, and
Witch Coven 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
At 2nd level you commit yourself to a spiritual philosophy 1. As normal, you can't increase an ability score above 20
known as a witch's coven: the Coven of Blood, the Coven of using this feature.
Charms, the Coven of Creation, the Coven of Fates, the
Coven of Ruin, the Coven of Shadows, or the Coven of Unity, Apothecary
detailed at the end of the class description. Your choice
grants you features at 2nd level and again at 6th, 10th, and Upon reaching 5th level, you have become proficient with
14th level. Alchemy Supplies. Additionally, you can still brew potions
Additionally you gain the ability to cast find familiar once even without Alchemy Supplies, so long as you have a
per long rest without using a spell slot. cauldron.
Also, should you have three objects belonging to a person,
Coven Familiar Spells such as hair, blood, a beloved sword, or an important religious
Each coven has a list of spells-its coven spells-that you gain at symbol, you can brew them in a cauldron for a day and at the
the witch levels noted in the coven description. Once you gain end, you cast the spell scry with that person as the target of
a coven spell, you always have it prepared, and it doesn't the spell.
count against the number of Spells you can know. If you have
a coven spell that doesn't appear on the witch spell list, the Spiritual Spellcasting
spell is nonetheless a witch spell for you. You only have At 7th level you may call upon the spirits you have bound to
access to these spells so long as you have a familiar. 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.
Broom Etiquette
Upon reaching the 10th level, you have learned to properly fly
upon a Broom of Flying. You have advantage on any Dexterity
(Acrobatics) check to keep yourself on the broom.

3
Familiar Spirit Coven of Blood Familiar Spells
Witch Level Spells
At 18th level, when cast find familiar or if you already have a
familiar, you can awaken spiritual energy within the animal 3rd Hold Person, locate Object
as part of an additional ritual taking 10 minutes. Once 5th Remove Curse, Vampiric Touch
complete, you choose one spirit from the list at the end of the 7th Locate Creature, Polymorph
class description. Its level is equal to your Charisma modifier.
Your familiar provides you with the spirit’s passive effect as 9th Awaken, Greater Restoration
long as your familiar is within 100 feet of you. If the familiar
dies, the spirit you initially chose produces its release effect if Awaken the Blood
you can see any valid targets within range of the familiar. Beginning at 2nd level, when you release a spirit from your
power, you can use the energy from those broken spiritual
Ghostly Step bonds to repair corporeal bodies. You can heal yourself or a
At 20th level you gain the ability to enter the spirit realm as a creature adjacent to you for hit points equal to five times the
bonus action by projecting part of yourself beyond the level of the spirit when you trigger a release effect.
material plane. You and your belongings become invisible and Sympathetic Magic
incorporeal for up 1 minute. You gain resistance to all At 6th level, you gain the power to cast spells on targets over
damage from non-magical sources, and are immune to being longer distances beyond what the spell may ordinarily allow.
grappled, paralyzed, petrified, poisoned, and restrained. Provided you have an article (blood, hair, clothing) belonging
During this time, you may move your normal speed and to the creature, you gain double the range to a spell. When
may pass through solid objects. If you end your turn in an you cast a spell that affects a creature this way, the article you
object, you are dealt 1d10 force damage. You may have from the target is consumed.
rematerialize in your present location as a bonus action. If
you choose to maintain this form until the duration expires Blood Binding
and you are in a location occupied by a creature or solid At 10th level, if a living creature dies within 30 feet of you,
object, you are shunted to the near occupied space and take you may bind its soul as a reaction. You bind a spirit type of
damage equal to twice the number of feet you are moved as a your choice to a spell slot of your choice. This binding expires
result.You may use this ability once, after which you must after 24 hours or whenever you use this ability again. The
complete a long rest to use it again. creature who provided the soul cannot be resurrected during
the time that its spirit remains bound. You may use this ability
Covens once, after which you must complete a long rest to use it
again.
The coven that a witch swears by at 2nd level has to do with
the witch's personal philosophy on spirits. When entering a Call Forth the Flesh
coven, the witch joins other likeminded witches and is At 14th level, you gain the ability to force ethereal and
granted abilities which align with these core philosophies. incorporeal creatures into the material plane as an action,
Though witches of different covens may hold similar opinions and bind them to a corporeal form. The creature must
of spirits, it is important to think on how each coven's succeed on a Constitution saving throw or lose its
teachings shape your character's attitudes towards the incorporeal traits and immunities to grappled, paralyzed,
binding and utilization of spirits. petrified, prone, and restrained for 1 minute. You may use
this ability once, after which you must complete a long rest to
Coven of Blood use it again.
Witches of the Coven of Blood believe in strong connections
between the physical world and the spiritual one. Spirits are Coven of Charms
connected to the physical world through objects that were Witches of the Coven of Charm tap deep into the emotions
important to them while they were alive. This knowledge which govern lingering spirits’ behaviours. They use these
allows a witch to bind spirits to her power more easily — as emotions as signposts and guides to manipulate the desires
long as she knows a bit about the spirit's life. and shape the aspirations of the living. They believe that
Though not always, witches from the Coven of Blood tend although lingering spirits are echoes of the past, they hold the
to dominate the spirits under their control. They generally key to individual futures. By harnessing the raw emotional
take care to leave spirits intact and in a state no worse than energy of the beyond, one can gain absolute control over the
before they were bound, but nevertheless are capable of using hearts and minds of those around him or her.
a spirit's weaknesses against them, taking advantage of their Witches of this philosophy vary in their treatment of spirits.
connections to the physical world in order to gain power over Some befriend and learn from the spirits they bind, using that
them. knowledge to further their own ends. Others take only
cursory notice of the spirits they enslave – an attitude that
often carries over into their living interactions, manipulating
and charming those they will, without any true regard for the
desires of those they meet.

4
Coven of Charm Familiar Spells Crux of Desire
Witch Level Spells At 14th level, your spells and spirits which can charm
3rd Detect Thoughts, Suggestion creatures affect those with immunity to being charmed.
These creatures gain advantage on all saving throws to resist
5th Hypnotic Pattern, Tongues or break free of the effect. A creature who is not immune to
7th Hallucinatory Terrain, Phantasmal Killer being charmed now has disadvantage against being charmed
9th Dream, Modify Memory by you. In addition, you are immune to being charmed.

In Perfect Trust Coven of Creation


At 2nd level, you have grown attuned to the hearts and minds Witches of the Coven of Creation are generally recluses,
of those around you. While in your quickening, you may add hiding away from society to perform their rituals and study
your proficiency bonus to Charisma (Deception) and their magic. To protect these wild abodes that are far from
Charisma (Persuasion) checks, or double it if you already do. the sanctuary of cities, these witches are adept at creating
In addition, during your quickening, you gain the ability guardian creatures to protect them through the pervertion of
peer into the heart of a creature within 60 feet. Much like the nature.
detect thoughts spell, you may use an action to force the Often witches of this coven befriend the spirits the bind, as
target to make a Wisdom saving throw against your spell save most often these spirits will become the protectors of the
DC. If it fails, you gain insight into its emotional state and witch and guardians of their homes.
something that is currently influencing this state such as
something it worries over, desires, loves, or hates. If the Coven of Creation Familiar Spells
target succeeds on its saving throw, nothing happens. Unlike Witch Level Spells
detect thoughts , the target does not become aware of the 3rd Spike Growth, Earthbind
intrusion.
You may attempt to peer into the heart of a creature once 5th Erupting Earth, Conjure Animals
per long rest. 7th Giant Insect, Guardian of Nature
9th Insect Plaguen, Tree Striden
Spirit Token
At 6th level you gain the ability to share the emotional energy
of the spirits you bind. You may tie one of your spirits you Wicker Creation
already have bound to a small object as an action. The spirit Beginning when you choose this coven at 2nd level, you can
still counts towards your maximum bonds while attached to bind your spirits into physical creations of wood and stone.
the object. When you create a token, you also choose a When you finish a long rest, you may expend one of your
recipient. As long as the recipient is in possession of the spirits and create wicker helpers. These helpers type and
token, the spirit provides its passive effect as though the spirit numbers depend on the level of the spell slot used to store
were bound by the recipient (even if the holder of the token is the spirit.
not a witch). In either case, the magic holding the spirit to the Use the following table to determine what you can
object expires after 24 hours where it returns to your control. summon. Choose a creature matching the CR rating of the
If the token is returned to you, you can break this magic Wicker Creation to determine it's stats, AC, Hitpoints, and
sooner as a bonus action. speed. They have the save vision as you, and know and
understand languages you know, but cannot speak. The
Of One Heart Wicker Creation's type is Plant. When entering combat, roll
At 10th level, foes charmed by you are also considered for the Wicker Creation's initiative and they act on their own
charmed by your allies. Additionally, whenever you trigger a turn. If they receive no orders from you they will do their best
spirit's release effect, allies within 60 feet may damage to protect you and themselves. Only one spirit may be used in
charmed foes on their next turn without breaking the charm. this matter. Your Wicker Creation falls apart when you have
Additionally when you use your quickening, you gain finished a long rest.
further insight into a creature. You can study an enemy for 1
minute in or out of combat. Doing so gives you information
about their abilities. The DM can tell you if the following
enemy abilities are equal to, stronger, or weaker than your
own:
Intelligence ability score
Wisdom ability score
Charisma ability score
AC
Current HP

5
Wicker Creations Coven of Fates
Spell Slot Max CR Max Number
Creature Level Rating Summonable The Coven of Fates have only one true belief: That everything
Wicker 1st 1 CR 1 Summons
is fated to happen. That should an enemy fail to hit, it was
Hound because they were fated to fail. That if a spirit was to come
under the witch's service, it was their destiny. Should the
Wicker 3rd 1 CR 2 Summons witch of this coven do something that causes an ally to
Hound succeed, or an enemy to fail, it was merely their destiny and
Wicker 5th 1 CR 4 Summons the witch a tool to see that destiny come true.
Hound
Coven of Fates Familiar Spells
Wickerman 3rd 2 CR 1 Summons
Witch Level Spells
Wickerman 5th 2 CR 2 Summons
3rd Blindness/Deafness, Enhance Ability
Wickerman 9th 2 CR 4 Summons
5th Bestow Curse, Catnap
Wicker 5th 5 CR 1 Summons
Golem 7th Confusion, Freedom of Movement
Wicker 7th 7 CR 1 Summons 9th Mislead, Skill EMpowerment
Serpent
Jinx
Deliverance Beginning when you choose this coven at 2nd level, you learn
Upon reaching the 6th level, you may spend a short rest how to cast your spirit into an enemy and give the enemy bad
foraging for wood and stone to repair your Wicker Creation. luck. The spirit decides randomly from the following table,
On top of spending it's hit dice, you may make a Wisdom setting up a trap of sorts for when the enemy acts on their
(Survival) check, and heal the Wicker Creation for that turn. Roll on the table below, when an enemy takes the action
amount + the spell level used to create the Wicker Creation listed, the corresponding event triggers, and the effect
(minimum of 1). happens, usually making the enemy's action more difficult.
Additionally, you retain the passive effect from the spirit Once the spirit has set this trap up, it uses it's release
you used to create the Wicker creature. effect, centered at the enemy's location.
Jinxes
Damnation
Beginning at the 10th level, you can violently destroy your Enemy
d8 Action Event Effect
Wicker Creations to damage enemies around them. As an
action, you can cause all the Wicker Creations to move up to 1 Enemy Poisonous gas Enemy must make a
half their movement instantly, before detonating. Any stands spews from the Constitution Save vs 2d6
creature caught in a 5ft radius of the Wicher Creation must still ground poison damage and
poisoned condition
make a Dexterity saving throw. On a failed save, they take
1d8 piercing damage per spell slot level used to bind the 2 Enemy A hole in the Enemy must make a
spirit for the Creations. This damage is split across each of moves ground forms, a Dexterity Save vs 2d6
the creations, with each one receiving any number of damage tree falls, or a
rock falls
bludgeoning damage and
be knocked prone
dice up to the spell level. If a creatuion receives 0 damage
dice, it crumbles instead of detonating. They take half as 3 Enemy A little meteor or Enemy must make a
much damage on a successful save. This also causes the stands a stalagtite falls Dexterity Save vs 4d6
spirit's release effect to trigger at the location of one of the still from the sky piercing damage
Wicker Creations of your choosing. 4 Enemy Enemy suddenly They make the saving
makes a feels dizzy throw at disadvantage
Unstable Creation saving
Starting at the 14th level, you have learned how create a throw
Wicker Creation in an instant, but it is falling apart quickly. 5 Enemy They stub their Enemy takes 1
As an action, you may form an form a Wicker Creation. This moves toe bludgeoning damage
Wicker Creation does not count against your normal limit of 6 Enemy An old, burried Enemy is grappled must
one spirit, but it takes 15 damage at the start of each of its moves hidden trap make a Strength Check to
turns, and collapses after 1 minute regardless of its springs grabbing break free from the trap.
remaining health. Upon it's death, the spirit used to form the the enemy
Unstable Creation uses it's release effect. This Wicker 7 Enemy Distracting Enemy must make a
Creation can still be the subject of your Damnation feature. casts a noises sound off Concentration check or
You can use this feature once and regain uses after a long spell all around the lose their spell.
rest. enemy.
8 Enemy Enemy stumbles The attack is made at
makes as if pushed disadvantage.
an attack

6
Boon Cut the Cord of Fate - Requires Witch level 17. The target
Starting at the 6th level, you have discovered that you also must make a Constitution saving throw vs your spell save DC.
play a role that keeps your allies alive. You can now send a On a failed save, the enemy's hitpoints drop to 0. On a
spirit to an ally and give them a random benefit of the spirit's success, nothing happens. They may repeat this save at the
choice. Roll on the table below, for the next minute, the ally end of their turn.
gains the cooresponding effect. You may use this feature once. You regain expended uses
Once the spirit has effected an ally in this way, it uses it's upon completing a long rest. Upon reaching 17th level, you
release effect, centered at the ally's location. gain an additional use with this ability.
Boons Charity
d8 Event Effect Upon reaching 14th level, you have realized your own destiny
1 They feel a force drive The ally maximizes 1 damage
to empower your allies. As an action you may draw upon your
their attack into a die on their ttack destiny to strengthen a spell and cast it at will. Choose from
weak point on the one of the following effects:
enemy Death Bastion - All allies within 30ft, including yourself,
2 They feel a force direct The ally gains advantage on
gain the effects of the spell death ward.
their attack to an their next attack Sanctum - All allies within 60ft, including yourself, gain the
exposed point on the effects of the spell sanctuary. You are maintaing
enemy concentration on this spell. If you were maintaining
3 They feel a presence They ally gains temporary
concentration on another spell, that spell is lost.
protecting them hitpoints eqaul to your Innervate - All allies within 30ft of you, including yourself,
Charisma modifier + your gain spell slot levels equal to your Charisma modifier. They
proficiency modifier may spend these spell slot levels to gain spell slots back, and
4 They feel their wounds The ally gains hitpoints equal to
may split it however they like. For example if the witch has a
knit together your Charisma modifier + your Charisma modifier of 3, then their allies can gain a level 3
proficiency modifier spell slot back, or a level 1 and a level 2 spell slot back.
Rapitity - All allies within 30ft of you, including yourself,
5 They feel a surge of
luck and discover a
You roll two more times on the
table
gain the effects of the spell haste. You are maintaing
four leaf clover on the concentration on this spell. If you were maintaining
gorund concentration on another spell, that spell is lost.
You may use thus feature once. You regain expended uses
6 They suddenly feel
inspired
The ally gains a 1d8 inspiration
die
upon completing a long rest.
7 They find a small The ally finds a bag containing Coven of Ruin
amount of money 1d8 gold in it
The Coven of Ruin has less respect for spirits than the other
8 You feel a bolstering The ally gains resistance to the
of your mind and body next attack they receive
covens. Witches who bind these spirits utilize their magic to
torture and pressure spirits in order to extract power from
them. Their philosophy revolves around invoking ruin and
Evil Eye causing as much damage as possible.
At 10th level, you have learned to make a more direct Though good witches of this coven are rare, they are not
approach to fulfilling destiny. As an action you may gaze at an unknown. Good witches who share this coven's ideology
enemy and attempt to curse them. Choose from one of the typically aim to bind evil spirits, turning these beings into
following effects: weapons for good against their will (though this can hardly be
Deformity - The target must make a Constitution saving considered to be completely benign). These witches often
throw vs your spell save DC. On a failed save, their body claim this is for the greater good — using evil to combat evil.
begins to deform. Their movement speed is halved and have
disadvantage on all melee attacks. On a success, nothing Coven of Ruin Familiar Spells
happens. They may repeat this save at the end of their turn. Witch Level Spells
Mind Wrack - The target must make a Wisdom saving 3rd Crown of Madness, Shatter
throw vs your spell save DC. On a failed save, the enemy
takes 5d10 psychic damage and have disadvantage on 5th Bestow Curse, Call Lightning
concentration checks to maintain spells. On a success, 7th Confusion, Ice Storm
nothing happens. They may repeat this save at the end of
their turn. 9th Cloudkill, Destructive Wave
Interfearance - The target must make a Constitution
saving throw vs your spell save DC. On a failed save, the Doom
enemy has disadvantage on saving throws. On a success, Beginning when you choose this coven at 2nd level, hostile
nothing happens. They may repeat this save at the end of creatures who are the target of any of your spirits’ release
their turn. effects are given disadvantage on their next ability check or
attack roll, your choice.

7
Devastating Release Spirits in the Shadows
At 6th level, spirits you release erupt with energy as their Beginning at 10th level, as long as you have at least 2 spirits
bonds are broken, causing harm to those around you. When bound, you may call upon nearby shadows to replace the
you release a spirit, enemies within 30 feet of you are dealt somatic components of your spells. Alternatively, the ghostly
1d6 points of psychic damage per level of the spirit. Those whispers of those spirits may replace the verbal components
who take damage hear wails and screams as the spirit is of your spells. You may only have one of these two effects
released, and feel a rush of sorrow and discomfort. active at a time, but may switch the effect during a short rest.
You may, therefore, cast spells with these components even if
Absolute Ruin you yourself cannot motion or vocalise.
Beginning at 10th level, you can now choose to give enemies Additionally you may now command the shadowy spirits to
disadvantage on their next saving throws with your Doom shroud you as a bonus action. You meld with nearby shadows
feature. and cast invisibility. You may use this feature three times. You
can use this feature again after you complete a long rest.
Rite of Exorcism
At 14th level, you can attempt to exorcize a living creature’s Haunting Shades
own soul as an action. If a creature within 30 feet fails a Beginning at 14th level, when you release a spirit that targets
Charisma save against your spell save DC, they are dealt 5d6 a hostile creature, you may choose for the spirit to haunt that
psychic damage and 5d6 necrotic damage as their soul is creature for up to 1 minute, requiring your concentration.
torn from their body. The creature is also stunned until your The passive effect continues but uses the haunted creature as
next turn. A successful save means the creature takes half the origin. The passive effect otherwise treats you as the
damage and is not stunned. You may use this ability 3 times. owner. When the minute expires or you cease concentration,
Expended uses recover after a long rest. the spirit’s release effect activates again. You may use this
ability once, after which you must complete a long rest to use
Coven of Shadows it again.
The Coven of Shadows subscribes to the belief that Coven of Symbiosis
everything that exists, both physically and metaphysically, is
like a shadow cast by that which came before it. Shadows are The Coven of Symbiosis believes that everything has a
windows into worlds beyond the material plane — as one purpose to fulfill, living or dead. A spirit can be used to for
world becomes dimmer, others become brighter and easier to power because it was meant to be used for power, just as the
see by comparison. witch themselves is meant to be used.
There is reason to be wary of the dark. Witches from this
coven are more cautious dealing with spirits. They know that Coven of Blood Familiar Spells
dangers lurk in the shadows, and they are careful with their Witch Level Spells
dealings lest the spirits they bind show their dark side. 3rd Hold Person, Barkskin
Coven of Shadow Familiar Spells 5th Haste, Thunder Step
Witch Level Spells 7th Stoneskin, Shadow of Moil
3rd Darkness, Pass Without Trace 9th Synaptic Static, Steel Wind Strike
5th Fear, Nondetection
7th Dimension Door, Greater Invisibility Witchblade
Starting when you choose this coven at the 2nd level, you
9th Mislead, Seeming gain a powerful bladed gauntlet. The gauntlet has the finesse
and light properties. As an action, you can make an unarmed
The Shadows Have Eyes melee attack, dealing 1d8 slashing damage. Additionally, you
You can use the spirits which dwell in the darkness to see. gain 1 hitpoint per Witch level. Whenever you gain a Witch
Beginning at 2nd level, you can see in magical and level thereafter, your hit point maximum increases by an
nonmagical darkness up to 120 feet as long as you have at additional 1 hit point.
least 1 bound, and you have advantage on Wisdom Additionally, when you attack with this weapon, you can
(Perception) checks in dim light or darkness as long as you use your Charisma modifier, instead of Strength or Dexterity,
have 2 spirits bound. for the attack and damage rolls.
Blinding Shackles Spirit Touched Blades
At 6th level, hostile targets that have been affected by any of At 6th level, so long as you have atleast one spirit bound, your
your spirits’ release effects must make a Constitution saving melee attacks count as magical for the purpose of
throw or be blinded for 1 spirit per spirit's bound. This ability overcoming resistance and immunity to nonmagical attacks
cannot affect creatures who do not use light to see. and damage. Additionally, when you release a spirit, you have
advantage on your next melee attack.

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Rending Claws Powerful Bonds
Upon reaching the 10th level, you have learned to harness At 10th level, your body and soul develop the ability to contain
spirits to empower your melee attacks. When you release a more powerful spirits. The level of spirits you bind are
spirit, you may enhance your next melee attack in one of the considered 1 higher than the spell slot you use to bind them,
following ways. to a maximum of 9th level.
Reaching Claw. You may make an attack roll at each
enemy in a straight line from you, in the direction of the Simulacrum
initial target of your attack. The length of this line is equal to At 14th level, should you be reduced to 0 hit points but not
5ft per level of the spirit that was released. killed outright, your body becomes possessed by a spirit you
Cleaving Claw. You may make an attack roll at a number control and you may continue to act for 1 round per level of
of enemies equal to the level of the spirit that was released the highest level spirit you have in your power. You cannot
within 5ft of you. use this ability if you do not have any spirits bound. During
Reaping Claw. Your melee attack now deals an additional this time, your hit points remain at 0 and you continue to
1d4 necrotic damage per level of the spirit that was released. make death saving throws.
Onlookers notice a strangeness in your movements, eyes,
Spirit Bound Warrior and voice while you remain possessed. While possessed, you
Starting at the 14th level, Whenever you a spirit as an action, can use your action on your turn to activate the release power
bonus action, or reaction, you may also cast a spell that has of one of the spirits you have bound and have it remain
the same casting time as the released spirit. For example if bound. This does not count against the uses of the Forceful
you were to use your action to release a spirit, you may also Presence ability.
cast a spell that has the casting time of one action. Should you be healed under the possession (including by
yourself), you awaken from the possession, conscious.
Coven of Unity Otherwise, when the duration expires, your body collapses.
The Coven 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.
Coven 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

The Coven of Unity is perhaps a little more sympathetic to


the spirits these witches bind. Witches of this coven 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.
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. You regain all expended uses
after you have finished a long rest.

9
Spirits of Fear bring nightmares to life. While Fear is bound,
Binding Rites you may add your proficiency bonus to Charisma
Following is a list of different spirits a witch may bind. (Intimidation) checks, or double it if you already do.
Release. When Fear is released from its bonds as a bonus
Agony action, a number of creatures equal to the spirit level within
In the presence of a spirit of Agony, foes’ wounds continue to 30 feet make a Wisdom save or be frightened for 1 minute.
bleed and fires continue to burn. While Agony is bound, any Each creature affected is allowed a Wisdom saving throw to
damage die that shows a 1 is instead increased by a number end the effect at the beginning of each turn.
equal to the spirit's level, to a maximum of the attack's
damage die. For instance, a 5th-level spirit can only raise a Generosity
dagger's minimum damage to 4, as a dagger uses a d4. If the Spirits of Generosity are always willing to make sacrifices for
weapon were a handaxe, the minimum damage would be 6, those who bind them with good intentions. Your spells that
as the handaxe uses a d6. heal restore an additional 1 + the spirit's level to each
Release. You may release Agony as a reaction when you creature they affect.
roll a critical hit. In addition to the critical damage, you may Release. You may release Generosity as a bonus action
roll an extra number of dice equal to the level of the spirit. and gift the spirit to an ally within 30 feet. The spirit protects
This extra damage is psychic damage. This spirit’s passive the ally, granting them temporary hit points equal to 1d6 per
ability applies to the normal and additional dice for this spirit level. These temporary hit points last 10 minutes
attack.
Guilt
Desire Spirits of Guilt cause your enemies hesitation in acts that
Spirits of Desire impress your desires onto others and would wrong you. While Guilt is bound, you may use your
enhance their own. Friendly and charmed creatures within reaction to impose disadvantage on an attack roll against you.
30 feet have disadvantage on Wisdom saving throws against A creature targeted by Guilt cannot be affected again for 1
your spells. Once an affected creature succeeds on a Wisdom minute.
saving throw against one of your spells, that creature is Release. When you release Guilt from your power as a
immune to this spirit’s effect for 24 hours. bonus action, a single target within 30 feet has disadvantage
Release. When you release this spirit as a bonus action, a on attack rolls against you for 1 round per spirit level.
number of target creatures up to the spirit level within 30ft Hate
become charmed if they fail a Wisdom saving throw against Spirits of Hate inspire a ferocity in you. When you are
one of your spells. This effect lasts one minute. The effect damaged by a creature, you gain advantage on attack rolls
ends prematurely if you or your allies damage the creature. against that creature on your next turn. You may use this
The spirit's level also determines what kind of creature can ability a number of times per long rest equal to your
be charmed. At 3rd level and below, only humanoids and Charisma modifier + the spirit level.
animals can be affected. At 4th level and above, all creatures Release. When you hit a creature with a spell or attack you
can be affected. may release Hate as a reaction and deal necrotic damage
Empathy equal to 1d6 per spirit level.
Spirits of Empathy force your enemies to share your pain. Hunger
While Empathy is bound, whenever you are dealt damage Spirits of Hunger both sustain their friends and deprive their
from a living or undead source, you may use your reaction to enemies of energy. While Hunger is bound to you, you require
deal that source psychic damage equal to the level of this no food or water to survive. Also, once per long rest as a one-
spirit. minute ritual you may redistribute fatigue between yourself
Release. You can release Empathy as a reaction when you and other creatures within 30 feet, transferring up to one
take damage from a creature. The creature is dealt psychic level of exhaustion per spirit level between the participants.
damage equal to the damage you took + the spirit’s level. The Hunger spirit's effort tires you though, and you must be
Envy the recipient of at least one transferred level of exhaustion.
Spirits of Envy take from others what they covet for Unwilling creatures are allowed a Charisma saving throw to
themselves – life. Whenever you deal damage with an spell or resist the effect.
spirit effect to a hostile creature while Envy is bound, you Release. You may release Hunger as a bonus action to
regain the spirit’s level in hit points. Once this has effected a impart one level of exhaustion on a number of creatures
creature it cannot do so again until the next dawn. within 30 feet equal to the spirit’s level. The creatures
Release. You may release Envy as a bonus action to grant selected cannot be affected by a Spirit of Hunger release
yourself or an ally within 30 feet temporary hit points equal again for 24 hours
to 5 times the spirit level. Additionally select one hostile
creature within 30 feet of the spirit's target. It must make a
Wisdom saving throw or become envious of the spirit's target.
As long as these temporary hit points remain, that enemy has
disadvantage on attack rolls against creatures other than the
spirit's target.
Fear

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Passion elease.*** When Sorrow is released as a bonus action,
Spirits of Passion give those who bind them the power to choose a target creature within 30 feet. That creature has
push themselves and others further in order to accomplish a disadvantage on its next saving throw, ability check, or attack
task. When this spirit is bound you gain a number of bonus roll. Should this roll fail, they are dealt 1d6 psychic damage
dice equal to the spirit level. These dice are d4s. You may per spirit level.
choose to roll one of these dice and add the result to any
attack roll, ability check or saving throw you make, or to any Trust
such roll an ally within 30 feet of you makes. You lose all The bonds of Trust make for a foundation of power. While
remaining dice when you release Passion. Trust is bound, the range with which you can take the Help
Release. You may release Passion as part of an attack roll, action is increased by 10 feet.
ability check, or saving throw. You make this roll with Release. When Trust is released from its bonds as an
advantage. In addition you can roll a d4 as a reaction and add bonus action, one creature per spirit level receives one of the
the number rolled to any attack roll, ability check, or saving benefits from the bonded casting feature of the Witch's
throw made by any creature within 30 feet for a number of spellcasting feature.
rounds equal to the spirit's level.
Valor
Protection Spirits of Valor give those who bind them the power to pull
Spirits of Protection shield you from harm. While Protection through with confidence against poor odds. While Valor is
is bound to you, you gain resistance to your choice of either bound, you have advantage on saves against being charmed
bludgeioning, piercing, or slashing damage, which you decide or frightened. Additionally, as an action, you may use Valor to
upon binding the spirit. inspire an ally within 30 feet granting them temporary hit
Release. When you release Protection from your power as points equal to the spirit's level.
a bonus action, you may create a spirit ward with a radius of Release. When you release Valor as a bonus action, one
30 feet, centered on your location. The ward lasts 1 minute creature per spirit level within 30 feet is no longer frightened
and is stationary for the duration. While inside the ward, a and may immediately make a saving throw to end any other
number of friendly creatures equal to the spell level cannot effect or condition on them which would normally allow
be charmed, frightened, or possessed and have resistance to saving throws.
all damage from undead sources. Should a friendly creature
already be under one of these effects and within the Spirit of Wonder
Protections radius, they may immediately make a save You radiate an aura of awe when a spirit of Wonder is bound
against this effect at advantage. Additionally, if a friendly to you. While Wonder is bound, you can use your reaction to
creature is reduced to 0 hit points within the ward but is not impose disadvantage on Insight checks against one creature
killed outright, the creature becomes stable. per spirit level other than yourself within 60 feet for the
round. You can also use your action to impose disadvantage
Serenity on Perception checks made by one creature per spirit level
Spirits of Serenity bring peace and clarity of thought to those within 60 feet to notice anything other than yourself for the
who bind them. You require only half the time worth of sleep round.
or rest as long as Serenity remains bound, and reduce the Release. You may release Wonder from your power as a
amount of hours required to gain the full benefits of a long reaction when you hit a target with a spell or they fail a save
rest by the spirit level (minimum of 1 hour must be spent to against one of your spells. That target must make a Wisdom
get a long rest). saving throw or be stunned until your next turn.
Release. When you release Serenity from your power as a
bonus action, you may remove one of the following conditions
from yourself: Blinded, Deafened, Frightened, Paralysed,
Poisoned, and Stunned.
Sloth
Spirits of Sloth inspire sluggishness and laziness of thought
and action around you. While Sloth is bound, spaces within
10 feet of you count as difficult terrain for enemies.
Release. When Sloth is released as a bonus action, one foe
per spirit level within 30 feet loses their reaction until your
next turn.
Sorrow
The failures of your enemies continue to haunt them in the
presence of a spirit of Sorrow. While Sorrow is bound to you,
enemies within 30 ft. who fail a save against one of your
spells 1st level or higher are dealt psychic damage equal to
twice the spirit’s level.

11
Witch Spell List
Cantrips (0 Level) Mage Armor 3rd Level Ice Storm
Acid Splash Magic Missile Bestow Curse Locate Creature
Blade Ward Protection from Evil and Catnap XgtE Mordenkainen’s Private
Chill Touch Good Clairvoyance Sanctum
Dancing Lights Purify Food and Drink Counterspell Phantasmal Killer
Friends Sanctuary Conjure Animals Polymorph
Guidance Silent Image Daylight Sickening Radiance XgtE
Gust XgtE Speak with Animals Dispel Magic Summon Greater Demon
Witch Bolt XgtE
Green-Flame Blade Fear
Infestation XgtE Fly Vitriolic Sphere XgtE
Light 2nd Level Haste Wall of Fire
Mage Hand Alter Self Magic Circle
Mending Augury Major Image 5th Level
Minor Illusion Barkskin Phantom Steed Animate Objects
Mold Earth XgtE Blindness/Deafness Protection from Energy Antilife Shell
Poison Spray Blur Remove Curse Awaken
Ray of Frost Crown of Madness Revivify Commune
Resistance Darkness Sleet Storm Cone of Cold
Thaumaturgy Darkvision Slow Conjure Elemental
Thunderclap XgtE Detect Thoughts Speak With Dead Contact Other Plane
Toll the Dead XgtE Enhance Ability Spirit Guardians Contagion
True Strike Enlarge/Reduce Summon Lesser Demons Danse Macabre XgtE
Enthrall XgtE Dominate Person
1st Level Fear Tongues Dream
Absorb Elements XgtE Feign Death Vampiric Touch Enervation XgtE
Animal Friendship Gentle Repose Water Walk Geas
Charm Person Hold Person Greater Restoration
Chromatic Orb Invisibility 4th Level Hallow
Cure Wounds Lesser Restoration Arcane Eye Hold Monster
Detect Magic Levitate Banishment Infernal Calling XgtE
Disguise Self Locate Animals or Plants Blight Insect Plague
Detect Poison and Disease Locate Object Charm Monster XgtE Legend Lore
Entangle Mirror Image Confusion Mass Cure Wounds
False Life Misty Step Death Ward Mislead
Faerie Fire Moonbeam Dimension Door Modify Memory
Feather Fall Pass Without Trace Divination Negative Energy Flood XgtE
Find Familiar Protection from Poison Dominate Beast Planar Binding
Fog Cloud Ray of Enfeeblement Evard's Black Tentacles Reincarnate
Healing Word Shadow Blade XgtE Freedom of Movement Scrying
Hex Spike Growth Giant Insect Teleportation Circle
Identify Suggestion Grasping Vine Tree Stride
Illusory Script Warding Bond Greater Invisibility
Longstrider Web Hallucinatory Terrain

12
6th Level Mass Suggestion Prismatic Spray Mind Blank
Arcane Gate Mental Prison XgtE Project Image Power Word Stun
Circle of Death Otiluke’s Freezing Sphere Regenerate Sunburst
Conjure Fey Otto’s Irresistible Dance Sequester Trap the Soul
Contingency Soul Cage XgtE Simulacrum
Create Homunculus XgtE Sunbeam Symbol 9th Level
Create Undead Tenser’s Transformation XgtE Astral Projection
Drawmij’s Instant Summons Transport via Plants 8th Level Foresight
Druid Grove True Seeing Animal Shapes Gate
Eyebite Wall of Ice Antimagic Field Invulnerability XgtE
Find the Path Antipathy/Sympathy Mass Polymorph XgtE
Globe of Invulnerability 7th Level Clone Power Word Kill
Heal Etherealness Demiplane Prismatic Wall
Investiture of Flame XgtE Finger of Death Dominate Monster Shapechange
Investiture of Ice XgtE Mirage Arcane Feeblemind True Polymorph
Investiture of Stone XgtE Mordenkainen's Magnificent Illusory Dragon XgtE True Resurrection
Investiture of Wind XgtE Mansion Maddening Darkness XgtE Weird
Magic Jar Plane Shift Maze Wish
Power Word Pain XgtE Mighty Fortress XgtE

13
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All credit goes to Zarieth and his original design.
https://www.gmbinder.com/share/-L7fK9yKzbw1PUOM3iJi

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