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T
he half-elf woman rides through the thick
Witches learn to understand and allow the weave to pass Player's Handbook, here's what you need to know if you
through their bodies naturally. As the magic flows through choose the Witch as one of your classes.
them, they can cast spells as physical expressions. Spells for Ability Score Minimum. In order to multiclass, you must
a Witch are forms of individual expression and each casts in have at least a 13 in Wisdom to take a level in this class, or to
ways unique to themselves. take a level in another class if you are already a Witch.
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You start with the following equipment, in addition to the
Armor: Light armour
Herbalist's kit
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manipulate it to you will. You have trained your natural talent can cast it as a ritual. The spell doesn’t count against your
and bend and manipulate with amazing precision. number of Spells known.
When you cast the spell, you can choose one of the normal
Cantrips
forms for your familiar or one of the following Special forms:
At 1st Level, you know four Cantrips of your choice from the Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant
Witch spell list. You learn an additional Witch cantrip of your Lizard, Giant Owl, Panther, or a Boggle.
languages that you know and when you take the Attack
Spell Slots
action, you can forgo one of your own attacks to allow your
The Witch table shows how many Spell Slots you have to
familiar to make one Attack of its own with its Reaction.
cast your Spells of 1st Level and higher. To cast one of these
Witch Spells, you must expend a slot of the spell's level or
higher. You regain all expended Spell Slots when you finish a
At 2nd level, your magic wields finite control over the fates of
Long Rest.
others. You have a pool of d4's equal to half your Witch level
For example, if you know the 1st-level spell witch bolt and
(rounded up). You know a number of Jinxes equal to your
have a 1st-level and a 2nd-level spell slot available, you can
Wisdom modifier (minimum of 1). You can use Jinxes as long
cast witch bolt using either slot.
as you have the required number of Jinx dice to use the
feature. You can choose one of the jinxes you know and
Spells Known of 1st Level and Higher
replace it with another Jinx when you level up. You regain all
You know two 1st-level spells of your choice from the Witch
uses of this feature after finishing a short or long rest. The
spell list.
size of your Jinx die increases when you reach 5th level (d6),
The Spells Known column of the Witch table shows when
9th level (d8), 13th level (d10), and 17th level (d12).
you learn more Witch spells of your choice. Each of these
shown on the table. For instance, when you reach 3rd level in
this class, you can learn one new spell of 1st or 2nd level.
choose one of the Witch spells you know and replace it with
another spell from the witch spell list, which also must be of a
Spellcasting Ability
your will into the world. You use your Wisdom whenever a
a Witch spell you cast and when Making an Attack roll with
one.
Ritual Casting
You can cast a Witch spell as a ritual if that spell has the
ritual tag.
Spellcasting Focus
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Witch. Your choice grants you features at 3rd level and then
At 4th level and again at 8th, 12th, 16th, and 19th level, you
At 10th level, your connection to the weave has adapted your
Additionally, you age 1 year for every five years that pass, and
At 20th level, magic from all sources are within your domain
and you can pull upon them to aid you. When you roll for
initiative and have no Jinx dice left, you regain 1 Jinx die.
5
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Witches under this coven favor freedom above all else. To be jinx feature. As a bonus action, can expend up to your
bound to the earth is the greatest pain of all. When you remaining jinx die and touch an equal amount of creatures.
become a part of this coven, the earth slowly loses its grasp Each creature you touch has its weight reduced by half, and
over you, while your body and soul begins to soar. their jump height and distance is doubled for the duration.
doesn't count against the number of Witch spells you know. a thought alone. As a reaction, when a creature atempts to
Open Sky Spells powerful updraft of winds. The triggering attack, plus any
Witch Level Spell attack made within 15ft has a disadvantage with their attack
rolls until the start of your next turn. Once you use this
3rd feather fall feature, you must finish a short or long rest before using it
bonds. After finishing a long rest, you may touch one object
11th control winds that has a size no greater than 10 feet in any dimension and
13th investiture of wind grant it the power of flight. An object imbued this way
you. Your magical item has a fly speed of 60 feet, and flies
At 3rd level, you learn the gust cantrip, it counts as a Witch
completely silently. It can carry up to 1,500 pounds, but can
spell for you and does not count against the number of spells
only fit up to 2 medium sized creatures, or one large creature.
known. Additionally, you gain proficiency in the Acrobatics
If your magical object is destroyed, you can repeat the
skill, if you already have this skill you may choose a different
process after finishing a long rest. Additionally, as a bonus
skill instead.
action, you can expend one use of jinx, increasing its speed to
casting the spell. For every spell level above the 1st, you fly an
opportunity attacks.
bonus action and touch one willing creature. It may use its
feature.
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attack roll you can change the target to your wagon as long as
Witches of this coven, at heart, are vagabonds. No single
it is within 15ft of you. The attack roll must exceed the AC of
place is home, instead home is where friends are made and
your wagon to hit. You can use this feature once per long rest.
company is good. It's not a surprise that often witches of this
Additionally, your wagon gains resistance non-magical
coven takes to life seeking adventure and thrills.
slashing, bludgeoning and piercing damage and you can use
Caravan Spells
At 3rd level, you learn the guidance cantrip, it counts as a
Witch spell for you and does not count against the number of
Additionally, at 3rd level, as an action, you can command your
skill checks using land vehicles. You can touch the Wagon
cottage.
of your choice from wood or stone, and has hit points equal to
10 times your witch level When you transform the home into
deposited into the Wagon and vice versa. Otherwise all items
At 6th level, as a bonus action, you can spend up to 5 Jinx
spell attack with a range of 30ft, you must make each attack
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from the hags of the fey courts this coven has secluded itself
Starting at 3rd level, you learn an additional spells when you
you know.
Starting from 3rd level, you know the light or dancing lights
with a weapon attack you can misdirect a foe into attacking
At 6th level, you learn the following jinx. As a bonus action, If a creature misses an attack roll against you can can
you can as many jinx die as you wish to transport yourself force that creature to make a Charisma saving throw. On a
plus a number of willing creatures within 15ft. of you equal to failed save, the creature is charmed by you for the
the number of jinx dice expend. These creatures are remaining duration of this feature.
sequestered into the feywild until the start of your next turn You are immune to being charmed and frightened
transported from. If this place is occupied they are returned You can use this feature once per long rest.
8
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magic using ice and cold. The home of this coven is easy to
Starting at 3rd level, you learn an additional spells when you
Spells table. The spell counts as a Witch spell for you, but it
Winter Spells
At 6th level, as a reaction, you can spend any number of Jinx
Witch Level Spell Die to entomb yourself or any willing creature within 30ft in
3rd ice knife ice, which melts away at the end of your next turn. The target
7th sleet storm speed is reduced to 0, and they are incapacitated while
entombed.
9th ice storm
11th cone of cold
At 14th level, as an action, you physically freeze the weave in
13th wall of ice a 20ft radius around you for 1 minute, all hostile creatures
Starting from 3rd level, you learn the frostbite cantrip if you movement speed are reduced to 0 and take cold damage
don’t already have it known. If you do, choose another cantrip equal to your Wisdom modifier at the start of their turn for 1
from the Witch Spell List. It counts as a Witch spell for you minute. Each creature may remake this save at the end of
and does not count against the number of spells known. their turn. You can use this feature once per long rest.
Upon reaching 18th level, as an action, you can summon a
At 3rd level, your attunement to the harsh cold has granted fortress of ice in a 30ft diameter around you and to a
you its boon. When you hit a creature with a weapon attack maximum height of 20ft or as tall as the space it is
you can force that creature to make a Constitution saving summoned in will allow for 1 minute. The ice shifts and
throw against your Spell Save DC. On a failed save that allows passage for creature friendly to you, providing them
creatures movement speed is halved until the start of your with half cover while within the fortresses area, or 3/4 cover
next turn. You can use this feature a number of times equal to while prone. Allies within the fortresses area also gain
your Wisdom modifier and regain all uses after finishing a resistance to cold damage. The freezing winds and shifting
long rest. Additionally, if you hit a creature with a Witch spell ice of the fortress attempts to slow enemy movement, hostile
that deals cold damage that creatures movement speed is creatures treat the fortresses area as difficult terrain. you can
9
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people but with the battles drawing closer and closer to their most legendary knights and members of your coven, truly
homes, they have now turned to a feared and respected becoming an awesome presence in battle. You gain
Starting at 3rd level, you learn an additional spells when you
Spells table. The spell counts as a Witch spell for you, but it
Jinxblade Spells
At 3rd level, you learn the green-flame blade cantrip if you
Additionally, at 3rd level, your coven has lent you the secrets
of honing the fate altering power of the Jinx into your weapon.
When you use a Jinx you can add additional force damage to
your next weapon attack you make before the end of your
At 6th level, you can turn fate in your favor in the heat of
battle. As a bonus action, you can expend and roll 1 Jinx Die
grant you the fates protection. You add the result of the roll to
your AC for the next attack you take and can attack an
your turn. The extra attack granted by this feature gains the
At 14th level, magic ebb and flows through you and your
10
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into the coven of Twin Spirits and are taught from a very
young age how to both befriend and tame the spirits around
them.
Starting at 3rd level, you learn an additional spells when you
Spells table. The spell counts as a Witch spell for you, but it
from the Witch Spell List. Additionally, you can use your once
At 14th level, your familiars benefit from your Enchanted
Additionally, at 3rd level, while you have 2 active familiars you Body feature. Additionally, when you cast your Ferocious
can channel your magic through your familiars. This grants Familiar Jinx your other familiar gains resistance to all
you the following benefits; damage types and immunity to all conditions.
Die.
11
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you. that creatures mouth is forced shut on their tongue, As a bonus action, you can attempt to daze a creatures
disrupting their concentration. Expend and roll 1 Jinx die, senses. Expend 2 Jinx die to force 1 creature within 30ft of
target 1 creature, that creature must make a Wisdom saving you to make an Intelligence saving throw against your spell
throw against your Spell Save DC. On a failed save, that save DC. On a failed save, the creature has disadvantage on
creature takes bludgeoning damage equal to the Jinx die attack rolls until the end of its next turn.
spell.
Prerequisite: 5th level Witch
As a bonus action, you can cause your foes feet to become pounds to jut out violently towards your target. Expend and
sticky and cling to the floor. Expend and roll 1 Jinx die to roll up to 4 Jinx die, target 1 object that fits within a 5ft cube
force 1 creature within 30ft of you to make a Strength saving that you can see that isn't rooted to the ground or connected
throw against your spell save DC. On a failed save, the to a larger object. Make a ranged spell attack roll against a
creatures movement speed is reduced by a number of feet creature with 30ft of you that you can see, on a hit that
equal to 5 times the amount rolled until the end of their next creature takes bludgeoning damage equal to the dice results
As a bonus action, you attempt to cause a creature to drop an Prerequisite: 11th level Witch
item they are holding by temporarily making the object As a reaction, you can cause yourself to disappear. When a
slippery. Expend one of your Jinx die to force a creature creature hits you with a melee weapon or spell attack you can
within 30 ft to make a Dexterity saving throw against your expend 2 Jinx dice and disappear in a puff of dense smoke
spell save DC. On a failed save, it drops the object you into the fey wild. At the end of that creature's turn you
choose. The object lands 5 feet away from the creature in a reappear in an unoccupied space of your choice within 15
random direction. feet of the space you vanished from. If no unoccupied space is
As a bonus action, you can positively influence the fate of an
action. Expend and roll 1 Jinx die and record the result, you Prerequisite: 11th level Witch
can use your reaction to add the number rolled to your next As an action, you can attempt to cause a creature to lose
attack roll or saving throw of your choice within the next complete control of their tongue. You can expend 1 Jinx die to
minute. You can roll the die before or after making the attack force 1 creature within 30ft of you to make a Wisdom saving
roll or saving throw. throw against your spell save DC. On a failed save, for the
next minute any time that creature attempts to speak all that
comes out is incoherent babbling. Creatures under this Jinx
30ft of you, expend and roll one of your Jinx die, the creature
bludgeoning damage equal to the number rolled on your Jinx As a bonus action, you can overcharge the magical power of
die. your spell. Expend and roll up to 3 Jinx die, The next time you
cast a Witch spell before the end of your next turn that deals
damage you can add the result of the die to the damage of
attack against you, you can expend and roll 1 Jinx die and
subtract the result from the creatures attack roll. If you roll an
8 or higher on your die you can instead cause the attack to hit
12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
https://twitter.com/huangdanlan/status/1419281188049489923?
s=20
https://www.artstation.com/artwork/ybOEQn | Andreas
RochaPRO - https://www.artstation.com/artwork/v2akkv
Page 3 - Lyn S -
https://www.artstation.com/artwork/N5xPNg
https://kr.noxinfluencer.com/youtube/channel/UCeZsdcN25H3YmjXAKARorQA?
tab=videos
https://www.reddit.com/r/ImaginaryDwellings/comments/i169fb/gateway_mobile_wizard_tower_by_sean_andrew_murray/?
utm_source=ifttt
https://www.zcool.com.cn/work/ZMzM2ODAyODg=.html
https://www.reddit.com/r/characterdrawing/comments/dd941y/rf_ice_conjuration_wizard_moon_elf_gardener/?
utm_medium=android_app&utm_source=share
https://www.reddit.com/r/DnD/comments/hyoczi/art_alea_the_elf_adventurer/
https://www.artstation.com/artwork/GXJlaz
https://www.artstation.com/artwork/LwKQv
@Lingcod_dayu -
https://twitter.com/lingcod_dayu/status/1240550554570375169
https://www.artstation.com/gliulian | @MON_2501 -
https://twitter.com/mon_2501/status/1379015636764872707?
s=12
A very special thanks to RedWitch for all his help with with
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
using GM Binder.