You are on page 1of 15

The Witch



T
he half-elf woman rides through the thick

forest on familiar and comes across a sick



child abandoned by his kin. She takes out a

small pouch from her coat pocket and
You can make a Witch quickly by following these suggestions.
whispers a poem to the boy as his symptoms
First, put your highest ability score in Wisdom, followed by
begin to fade. She does not speak yet her
Constitution. Second, choose the Sage background from the
emerald eyes beckon the boy follow as she
Player's Handbook.
continues her journey through the woods.

Optional Rule: Multiclassing


 If your group uses the optional rule on multiclassing in the

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.

Proficiencies Gained. If Witch isn't your initial class, you


 gain two skill proficiencies from the Witch list when you take

your first level in this class.


Witches are perhaps best know for their curses and magical

trickery. Tales of those who cross a Witch only to find

themselves without good fortune exist in all cultures. The

Witches unique connection to the weave allow them to

manipulate it in subtle and purposeful ways.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Witch

Proficiency Jinx Cantrips Spells


Level Bonus Features dice Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spellcasting, Witch's
1st +2 — 4 2 2 — — — — — — — —
Familiar
2nd +2 Jinx (1d4) 1 4 3 3 — — — — — — — —
3rd +2 Witches Coven 2 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 5 5 4 3 — — — — — — —
Jinx die Improvement
5th +3 3 5 6 4 3 2 — — — — — —
(1d6)
6th +3 Coven Feature 3 5 7 4 3 3 — — — — — —
7th +3 ฀ 4 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 5 9 4 3 3 2 — — — — —
Jinx die Improvement
9th +4 5 5 10 4 3 3 3 1 — — — —
(1d8)
10th +4 Enchanted Body 5 6 11 4 3 3 3 2 — — — —
11th +4 ฀ 6 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 6 13 4 3 3 3 2 1 — — —
Jinx die Improvement
13th +5 7 6 14 4 3 3 3 2 1 1 — —
(1d10)
14th +5 Coven Feature 7 6 15 4 3 3 3 2 1 1 — —
15th +5 ฀ 8 6 16 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 8 6 17 4 3 3 3 2 1 1 1 —
Jinx die Improvement
17th +6 9 6 18 4 3 3 3 2 1 1 1 1
(1d12)
18th +6 Coven Feature 9 6 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 10 6 20 4 3 3 3 3 2 1 1 1
20th +6 Cailleach 10 6 21 4 3 3 3 3 2 2 1 1


 You start with the following equipment, in addition to the

equipment granted by your background:


As a Witch, you gain the following class features

(a) a Light Crossbow and 20 bolts or (b) any simple


 weapon
Hit Dice: 1d8 per Witch level
(a) a Component pouch or (b) a hex focus
Hit Points at 1st Level: 8 + your Constitution modifier
(a) a Scholar's Pack or (b) a Priest's Pack
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Two daggers
modifier per Witch level after 1st


Armor: Light armour

Weapons: Simple weapons

Tools: Your choice of either Alchemist’s supplies or

Herbalist's kit

Saving Throws: Wisdom, Charisma

Skills: Choose two from Arcana, Animal Handling, Insight,

Medicine, Nature, Persuasion, and Survival

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
At 1st level, you are a natural conduit for the weave and can Additionally, at 1st level, You learn the Find Familiar spell and

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.

choice at 4th Level and another at 10th level.


Additionally, your familiar can speak and read all the

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

spells must be of a level for which you have spell slots, as

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.

Additionally, when you gain a level in this class, you can

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

level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting Ability for your Witch Spells,

since the power of your magic relies on your ability to project

your will into the world. You use your Wisdom whenever a

spell refers to your Spellcasting Ability. In addition, you use

your Wisdom modifier when setting the saving throw DC for

a Witch spell you cast and when Making an Attack roll with

one.

Spell Save DC = 8 + your proficiency bonus +


your Wisdom modifier

Spell attack modifier = your proficiency bonus +


your Wisdom modifier

Ritual Casting

You can cast a Witch spell as a ritual if that spell has the

ritual tag.

Spellcasting Focus

You can use an Hex focus as a Spellcasting focus for your

Witch Spells. This can be a crystal ball, a straw doll with a

drop of your blood, a wand carved from a burned tree, or a

lock of hair dipped in enchanted wax.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



At 3rd level, you join a witch coven of your choice: Coven of

the Open Sky, Coven of the Caravan, Coven of the Fairy

Garden, Coven of Winter, Coven of the Jinxblade, or Coven of

Twin Spirits all detailed at the end of the class description.

This choice is reflective of the community and beliefs of the

Witch. Your choice grants you features at 3rd level and then

again at 6th, 14th, and 18th level.


At 4th level and again at 8th, 12th, 16th, and 19th level, you

can increase one ability score of your choice by 2, or you can

increase two Ability Scores of your choice by 1. As normal,

you can’t increase an ability score above 20 using this feature.


At 10th level, your connection to the weave has adapted your

body to magical energies allowing you to shrug off certain

area Effects, such as a Blight spell or a Fireball spell. When

you are subjected to a spell or magical effect that allows you

to make a saving throw to take only half damage, you instead

take no damage if you succeed on the saving throw.

Additionally, you age 1 year for every five years that pass, and

you can't be magically aged. You may also appear to be any

age of your choosing.


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.

Additionally, you have a newly found deep understanding of

all things. Your Wisdom score increases by 4. Your maximum

for your Wisdom score is now 24.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 
At 6th level, you gain an additional option to use with your

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.

Additionally, an affected creature takes no falling damage.

 This jinx lasts for 10 minutes, requiring your concentration.

Starting at 3rd level, you learn an additional spells when you

reach certain levels in this class, as shown in the Open Sky



Spells table. The spell counts as a Witch spell for you, but it At 14th level, you can command the winds to protect you with

doesn't count against the number of Witch spells you know. a thought alone. As a reaction, when a creature atempts to

make a weapon attack against you, you can command a

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

5th gust of wind again

7th wind wall 


9th freedom of movement Upon reaching 18th level, you shed any remnants of earthly

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

becomes magical, and acts on your turn, obeying your mental

 commands while it is within the same plane of existence as

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

 120 feet for 8 hours, or until a creature riding it makes an

attack, casts a spell that affects an enemy, or deals damage to


Additionally, at 3rd level, whenever you cast a spell of 1st level
another creature.
or higher, you can fly 10 feet immediately before or after

casting the spell. For every spell level above the 1st, you fly an

additional 5 feet. This movement does not provoke

opportunity attacks.

Alternatively, instead of flying yourself, you may use your

bonus action and touch one willing creature. It may use its

reaction to immediately fly the distance granted by this

feature.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




 At 14th level, as a reaction, when you are targeted by an

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

 your wagon as a spell casting focus.

Starting at 3rd level, you learn an additional spells when you



reach certain levels in this class, as shown in the Caravan
At 18th level, the inside of your wagon is always under the
Spells table. The spell counts as a Witch spell for you, but it
effect of the magnificent mansion spell.
doesn't count against the number of Witch spells you know.

Caravan Spells

Witch Level Spell


3rd expeditious retreat
5th arcane lock
7th Leomund's tiny hut
9th dimension door
11th hallow
13th guards and wards


At 3rd level, you learn the guidance cantrip, it counts as a

Witch spell for you and does not count against the number of

spells known. Additionally, you gain proficiency with Tinker’s

tools if you do not already have so, if you do you gain

proficiency with 1 artisans tools of your choice.


Additionally, at 3rd level, as an action, you can command your

familiar to take on the form of a Wagon. You gain proficiency

in land vehicles and your proficiency is doubled when making

skill checks using land vehicles. You can touch the Wagon

and transform it into a home of your choosing, such as a

cottage.

Your home only occupies a 20 foot square, but has 60 square

feet of space inside. The outside is constructed from material

of your choice from wood or stone, and has hit points equal to

10 times your witch level When you transform the home into

a Wagon, any creature and magical item inside is safely

deposited into the Wagon and vice versa. Otherwise all items

remain as is. The home can be furnished as you wish, and

can only be entered by creatures who speak the passphrase

that you set when you transform the Wagon.


At 6th level, as a bonus action, you can spend up to 5 Jinx

Dice to summon a number of cannons equal to the number of

Jinx Dice spent on your wagon or from an unoccupied space

on the ground or a wall within 10ft of you for 1 minute. You

can fire the cannons an action, the cannons count as a ranged

spell attack with a range of 30ft, you must make each attack

separately and each cannon deals force damage using 1 die

the same size as your Jinx Die.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




Tucked deep within the glade, under the old oak and past the

creek - a tiny village situated in the stump of a tree long felled

be home to these fey aligned witches. Having learned magic

from the hags of the fey courts this coven has secluded itself

within nature having particular affinity with insects. A

interesting note is that these witches are well known by

forest gnome communities as they often trade.


Starting at 3rd level, you learn an additional spells when you

reach certain levels in this class, as shown in the Fairy

Garden Spells table. The spell counts as a Witch spell for

you, but it doesn't count against the number of Witch spells

you know.

Fairy Garden Spells

Witch Level Spell


3rd goodberry
5th aid
7th plant growth
9th giant insect
11th insect plague
13th conjure fey


Starting from 3rd level, you know the light or dancing lights

cantrip (your choice) if you don’t already have it known. If you

do, choose another cantrip from the Witch Spell List. It



counts as a Witch spell for you and does not count against the
At 14th level, your bond with the fey has gifted you with the
number of spells known. Additionally, you gain proficiency
skills of moving within the fey courts. Your movement speed
with potter’s tools.
increases by 10 feet and as a reaction, when you are targeted

 with a weapon attack you can misdirect a foe into attacking

another creature within 10 feet of you.


At 3rd level, when you summon your familiar, you may choose
Additionally, while your are concentrating on a Witch spell
its creature type to instead be fey.
you can channel the excess magical energy to warp your
Your choice of coven has given you the secret to cause plants
shape. As a bonus action, you can become tiny in size or
and insects to be attracted to you. You have a natural growth
revert back to your original size.
of vines, plants, or insects of your choice to protect you,

covering your body. Your AC is equal to 10 + your Dexterity



modifier + your Wisdom modifier. You must be unarmored,
At 18th level, as an action you adopt the form of an archfey for
not wielding a shield, and have your familiar active to benefit
1 minute. You gain the following benefits;
from this.

Large butterfly wings grow from your body granting you a


 flight speed of 60ft.

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

after which creatures are returned to the place they were

transported from. If this place is occupied they are returned You can use this feature once per long rest.

to the closest avalible space to that spot.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




High up in the mountains, or deep within the heart of the

tundra. Witches of this coven focus the practice of their

magic using ice and cold. The home of this coven is easy to

find - a grand fortress marks their location, identified by

powerful and impenetrable walls that scrapes along the sky.

When a witch of this coven leaves the comfort of their home,

it is often to seek knowledge they don't understand, or

perhaps they have grown tired of their solitude.


Starting at 3rd level, you learn an additional spells when you

reach certain levels in this class, as shown in the Winter

Spells table. The spell counts as a Witch spell for you, but it

doesn't count against the number of Witch spells you know.


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

creature gains temporary hit points equal to the combined


5th Snilloc's snowball swarm number of the Jinx Dice rolled plus your Witch level, their

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

within this area is forced to make a Constitution saving throw

 against your Spell Save DC. On a failed save, 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.

Additionally, you gain resistance to cold damage.


 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

reduced by 10ft. use this feature once per long rest.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




War, the never changing fact of life is that conflicts will occur 
when people disagree. These witches were once a peaceful At 18th level, you have attained the power and skill of the

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

warrior people. resistance to bludgeoning, piercing, and slashing damage

from nonmagical weapons.


Starting at 3rd level, you learn an additional spells when you

reach certain levels in this class, as shown in the Jinxblade

Spells table. The spell counts as a Witch spell for you, but it

doesn't count against the number of Witch spells you know.

Jinxblade Spells

Witch Level Spell


3rd wrathful smite
5th cloud of daggers
7th crusader's mantle
9th freedom of movement
11th banishing smite
13th blade barrier


At 3rd level, you learn the green-flame blade cantrip if you

don’t already have it known. If you do, choose another cantrip

from the Witch Spell List. Additionally, you gain proficiency

with medium armour and martial weapons.


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

next turn equal to a roll on your Jinx Die.


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

to enchant a trinket or piece of jewelery on your person to

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

additional time when you make your next attack action on

your turn. The extra attack granted by this feature gains the

extra damage from your Jinxblade feature.


At 14th level, magic ebb and flows through you and your

blade. While you are concentrating on a witch spell you gain a

bonus to strength, dexterity, and constitution saving throws

equal to the level of the spell.

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




On very rare instances a witch can be born beloved by the

spirits. These witches are quickly sought out and adopted

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

reach certain levels in this class, as shown in the Twin Spirits

Spells table. The spell counts as a Witch spell for you, but it

doesn't count against the number of Witch spells you know.

Twin Spirits Spells

Witch Level Spell


3rd animal friendship
5th warding bond
7th tiny servant
9th charm monster
11th hold monster
13th mass suggestion

 Your familiar gains temporary hit points equal to three

your witch level plus your Wisdom modifier.


Starting from 3rd level, you learn the friends cantrip if you
don’t already have it known. If you do, choose another cantrip You can only have 1 familiar under the effect of this jinx at

from the Witch Spell List. Additionally, you can use your once

Witches Familiar feature to conjure 2 familiars at 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.

You can have one of your familiars concentrate on a spell



for you. You can only concentrate on 1 spell at a time.
At 18th level, your Ferocious Familiar Jinx improves. You can
When you cast a Witch spell you can have one of your
expend 2 Jinx Dice to cause your two familiars to fuse and
familiars cast it instead.
become a powerful Chimera. The Chimera is provided with
When you are attempting to cast a spell as a ritual the
the boons with the following boons for 1 minute;
casting time is halved

The Chimera gains temporary hit points equal to five


 times your witch level plus your Wisdom modifier.
At 6th level, as a bonus action, you can expend 1 Jinx Die to Its size becomes Huge.
alter your one of familiars form. It retains all of its original The Chimera can attack using your action and uses your
abilities and is provided with the following boons for 1 Wisdom modifier for its attack modifier and damage
minute; bonus.

Your familiars attacks damage increases to 1d10.


Its size becomes large.
Additionally, the first attack your familiar makes each turn
Your familiar can attack using your bonus action and uses
deals additional force damage equal to two rolls on your
your Wisdom modifier for its attack modifier and damage
Jinx Die.
bonus.
You are considered to be under the effects of the Warding
Your familiars attacks damage increases to 1d8.
Bond spell as if the Chimera was the caster.
Additionally, the first attack your familiar makes each turn

deals additional force damage equal to a roll on your Jinx

Die.

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 
As a bonus action, you can choose a creature within 30ft of Prerequisite: 5th level Witch

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.

result and lose concentration if they were concentrating on a

spell. 
 Prerequisite: 5th level Witch

As a bonus action, you can jinx an object weighing 1 to 5

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

turn. plus your Wisdom modifier.

 
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

available, you appear in the nearest unoccupied space.


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

cannot cast spells that require verbal components for the


Prerequisite: 5th level Witch
duration of this Jinx. Each creature may remake this save at
As a reaction, you may attempt to cause a creature to trip
the end of each of their turns.
over its own feet. When a creature attempts to move within

30ft of you, expend and roll one of your Jinx die, the creature

must make a Dexterity saving throw against your spell save



DC. On a failed save the creature falls prone and takes Prerequisite: 11th level Witch

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

that spell. The damage is of the same type as the spells


Prerequisite: 5th level Witch
damage type, if the spell deals more than one type of damage
As a reaction, you may attempt to cause an attack to be sent
you may choose one of the damage types.
off course. When a creature attempts to make a weapon

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

a creature within 10ft of you if the original attack roll was

higher than the AC of the new target.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Cantrips (0 Level) 3rd Level 6th Level 9th Level

Blade Ward Bestow Curse Conjure Fey Astral Projection


Control flames Conjure Animals Contingency Mass Heal
Create bonfire Create Food and Water Create Homunculus Mass Polymorph
Dancing Lights Dispel Magic Drawmij's Instant True Polymorph
Gust Enemies Abound Summons(R) Wish
Infestation Feign Death (R) Forbiddance (R)
Message Fly Globe of Invulnerability
Minor Illusion Gaseous Form Heal
Mold earth Leomund's Tiny Hut (R) Summon Fiend
Produce flame Meld into Stone (R) True Seeing
Sapping sting Phantom Steed (R)
7th Level
Shape water Revivify
Spare the dying Slow Conjure Celestial
Speak with Plants Create Magen
1st Level
Water Breathing (R) Dream of the Blue Veil
Absorb Elements Water Walk (R) Etherealness
Animal Friendship (R) Forcecage
Bane 4th Level Plane Shift
Beast bond Banishment Resurrection
Bless Compulsion
8th Level
Ceremony (R) Conjure Minor Elementals
Charm Person Conjure Woodland Beings Animal Shapes
Command Death Ward Antipathy/Sympathy
Create or destroy water Dimension Door Control Weather
Detect Magic (R) Divination (R) Demiplane
Goodberry Grasping Vines Glibness
Healing Word Polymorph Maze
Hex Summon Aberration Telepathy
Identify (R) Summon Construct
Speak with Animals (R) Summon Elemental
Tenser's Floating Disk (R) Summon Greater Demon
Unseen Servant (R)
5th Level
Witch Bolt
Awaken
2nd Level Commune (R)
Alter Self Commune with Nature (R)
Augury (R) Conjure Elemental
Beast Sense (R) Contact Other Plane (R)
Darkvision Dawn
Knock Dream
Lesser Restoration Geas
Locate Animals or Plants (R) Greater Restoration
Locate Object Legend Lore
Magic Mouth (R) Modify Memory
Protection from Poison Planar Binding
See Invisibility Rary's Telepathic Bond (R)
Silence (R) Scrying
Skywrite (R) Teleportation Circle
Warding Bond
Warding Wind
Web
Wristpocket (R)

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




Title - @huangdanlan -

https://twitter.com/huangdanlan/status/1419281188049489923?

s=20

Page 1 - Jooyoung Park -

https://www.artstation.com/artwork/ybOEQn | Andreas

RochaPRO - https://www.artstation.com/artwork/v2akkv

Page 2 - Mathias Zam ęcki -


https://www.artstation.com/mathiaszamecki

Page 3 - Lyn S -

https://www.artstation.com/artwork/N5xPNg

Page 4 - @srro_yo - https://twitter.com/srro_yo

Coven of the Open Sky yueko -

https://kr.noxinfluencer.com/youtube/channel/UCeZsdcN25H3YmjXAKARorQA?

tab=videos

Coven of the Caravan Sean Andrew Murray -

https://www.reddit.com/r/ImaginaryDwellings/comments/i169fb/gateway_mobile_wizard_tower_by_sean_andrew_murray/?

utm_source=ifttt

Coven of the Fairy Garden - donglongdong -

https://www.zcool.com.cn/work/ZMzM2ODAyODg=.html

Coven of Winter u/quardri -

https://www.reddit.com/r/characterdrawing/comments/dd941y/rf_ice_conjuration_wizard_moon_elf_gardener/?

utm_medium=android_app&utm_source=share

Alyn Spiller - https://www.artstation.com/alynspiller

Coven of the Jinxblade u/mangamie -

https://www.reddit.com/r/DnD/comments/hyoczi/art_alea_the_elf_adventurer/

Coven of Twin Spirits Andrea Rosaline -

https://www.artstation.com/artwork/GXJlaz

Coven of Night Artem Chebokha -

https://www.artstation.com/artwork/LwKQv

@Lingcod_dayu -

https://twitter.com/lingcod_dayu/status/1240550554570375169

Coven of Cinders gliulian -

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

fine tuning this class and his contributions to the Coven of

the Open Sky and and feedback for all my classes.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 

This document was lovingly created

using GM Binder.

If you would like to support the GM Binder developers,

WWW.GMBINDER.COM consider joining our Patreon community.

You might also like