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Design Notes

Notes:
• Many elements of this class were inspired by Mark
Lawrence and his Book of Ancestors trilogy.
• Spell Points costs based on Sterling Vermin’s Revised
Sorcerer class.
• Conduit Subclass heavily inspired by The Locked
Tomb Trilogy by Tamsyn Muir.
• Wanderers Sidebar adapted by Carl Sagan
• Spells. Spells in bold can be found in /u/
Jonoman3000’s Dark Arts Player Companion. Spells
in Red can be found in Ghostfire Gaming’s Grim
Hollow Player’s Guide. Spells in Orange were created
by GamingBrew Homebrew. Spells in Purple are
presented here, and were developed by
u/DeathIVIonkey (Me).
• Manifestations of the Path were inspired by Stances in
Tome of Battle: the Book of Nine Swords from 3.5E.
Some manifestations have been converted from there,
and some are in development.

Introduction

T
his is the first full class that I've put out
there in the public's eye. I've done
some subclasses and monsters and such
but the idea of a whole class seemed
daunting. The Witch Blade is going to
be a ton of work to "finish," but I'm
excited about how it all came togehter.
I wanted the Witch Blade to be a
caster, and I wanted them to be able to
hold their own on the front line.
Depending on the coven you choose, you can se those
powers to be a martial striker, a support player, roguish,
edgelord, pretty much whatever... The Swiss Army knife of
casters. How you decide your character uses their ability
to bend the weave is entirely up to you.
Witch Blades see the Weave. They can trace a thread
that links one person to another, and bend it slightly to an
outcome that they wish. I wanted to give them a more
open casting style and that's where the Homebrew
community's revised sorcerers came in. You can use this
pool of essence to cast spells without spell slots, so if you
need to lay down all your highest level spells to prove a
point - Go ahead. You just won't have spells until the next
day.
This is Homebrew, and it will be constantly evolving. If
you like something, please let me know on reddit what you
like. If you think something is awful and needs changing,
let me know. I'm playtesting it, and I know the subclasses
that I've posted the feedback I got made them stronger.
Having said that, and based on the feedback I got for V2 of
this class, I feel like I should also explain a bit of my
homebrew philosophy. I don’t play D&D or homebrew to
make the most powerful combo ever. I rarely multiclass,
because I always try to tie multi classing into the narrative
rather than just having your run of the mill sorlockadin
bouncing around with no narrative reason why.
I try to make something with a cool theme that isn’t
egregiously overpowered. While I try to take constructive
feedback and to make all of my homebrew better, there are
a few things that I want to emphasize that I do not
consider constructive:
Critique: This feature combined with this feature from X
class would be so broken.
Comment: If you scour homebrew for the sole purpose of
finding the most powerful multi class combos,
Congratulations - you win D&D.
Critique: I am the self-proclaimed expert of X, I can’t wait
to compare your home-brew to mine.
Comment: Congratulations, You win D&D.
Critique: If I made this, I would have done it differently.
Comment: Well you didn’t make it, I did. I have my reason
to do it the way I did.
Thanks for taking the time.
-DeathIVIonkey

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Credits
Class Design:
u/DeathIVIonkey

Graphic Design
• Layout and Design created by DeathIVIonkey Homebrew
using the following stock images and photoshop
manipulation:
• DeathIVIonkey Logo: Dark Monkey by Beatus Vir
(deviantart.com/beatus-vir/ art/dark-monkey-151824394)

Page Background:
• Handwriting by Sister Maria Crocifissa della Concezione,
11 Aug 1676.
• Film texture by lostandtaken.com
• Page Border: Designed by rawpixel.com / Freepik
-DeathIVIonkey

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Witch Blade
For all that time walking the path I had wanted to break and run,
but that way lies madness: you don't run from terror, not if you ever
want to stop again.
—Nona Grey

A
young man leaves home. A golden river
flows into the mountains. The river
branches of in a myriad of treads, but all
seem to converge in the direction he is
traveling. He did not see the river when he
laid to rest the night before, but when he
opened his eyes, nothing else mattered.
Something calls to him. He must find out
why.
A young tiefling enters the street from a nearby tavern.
They find themselves staring at 10 men, calling for their
arrest. The tiefling sees a small golden thread that
reaches from each man to them, entangling and shrouding
the future. They know they have been drawn to this
moment. Drawn to this conflict. And they have a choice to
make. Do I run, or do I fight? So the tiefling takes a breath
and runs. At them.
The children had been told that they were being
delivered to a mage who would teach them the ways of the
arcane. He did, in his own way, by using them in his latest
experiments. Each of them remembers the night that the
shadows began to move. They saw nothing, hearing only
the sounds of battle within the walls of the wizard’s tower.
This battle was over quickly, and the shadows ushered
them out of the tower to the nearest road. As they piled
into the cart driven by a passing follower of Lllira, they
could swear as they looked back at the shadows, the
shadows smiled back and a figure in black stood at the
center of all of it.
Witch Blades are wandering fighters, able to step into
the fabric of pure magic itself to empower themselves or
their allies in a fight. For Witch Blades, the Weave
becomes their guide, their purpose, and their destination
simultaneously.

Source of Power
Wizards are constant students of the arcane, able to
conjure powerful spells through rituals, components, and
practice. Sorcerers are born with the innate power to
channel the weave. Other spell casters gain their power
from deities or other assorted higher powers that grant
them a fraction of their divine power.
In the past century or two, a new practitioner has
been classified - the Witch Blade. Scholars confused them
initially with sorcerers, owing to the inborn ability to
control the weave, but a Witch Blade is something else
entirely.
The weave flows throughout everything like an
omnipresent tapestry. For the Witch Blade, it is a tangible
energy that they can see - with threads infinite threads
branching and interconnecting every creature, object, and
force in the universe. Manipulating a single thread of the
weave can cause a ripple of consequences through the
entire weave, and Witch blades have become masters of
unraveling the mysteries of this threadworm to elevate
themselves to something entirely new.
Witch blades live as anomalies - between the tangible
and intangible; not fully present in either, but present in
both all at once. When they fight, Witch Blades hurl
themselves into the weave, using pure magic to carry
them as if held along as if by a river’s current. As the
power of the Witch Blade grows, the weave current flows
passed each practitioner in a different manner. Witnesses
have described arrows changing trajectory at the last
second, magic spells disintegrating as they approach the
witch blade, and legends have described living spells
manifesting out of thin air under the witch blade’s control.
As a newer magick, Witch Blades are often pariahs
within the world of other spellcasters. Wizards believe
they are taking shortcuts and are risking damaging
themselves or the weave itself. Sorcerers can be jealous of
the connection a Witch Blade has to the world. Divine
casters do not trust them because the Witch Blade lacks
faith, and in their eyes should be devoting their life to the
divine as thanks for their gifted powers. When a Witch
Blade finds their powers they must decide whether or not
to embrace their new life, or maintain it as a secret.

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Unknown Purpose
Sailors on a becalmed sea, we sense the stirring of a breeze.
—Carl Sagan
It would be easy to say that Adventure has a way of finding
the Witch Blade, but in truth it is usually the opposite.
Every witch blade finds themselves drawn by the currents
of the weave toward some elusive objective. Often the
Witch Blades uncover planar imbalances, discover people
in need, in the midst political upheavals, or as a linchpin in
conflict without ever realizing that they are headed toward
these things. A Witch Blade has that special knack of
being in the right (or wrong, depending on perspective)
place at the right (or wrong) time.
The Weave fascinates and guides the Witch Blade. They
have no need for spell books, or belief in a deity. For a
Witch Blade, the weave is their path, their source of power,
and their purpose.

Creating a Witch Blade Quick Builds


Has your Witch Blade embraced their power yet? Do they You can make a Witch Blade quickly by following these
feel cursed that the path has found them? Are you suggestions. First, Charisma should be your highest
reluctantly or fervently allowing yourself to be carried ability score, followed by Strength or Dexterity. Second,
forward by the currents of the Weave? choose the Sage or Wayfinder background. Additional
These questions will help you define your character’s backgrounds are outlined in the backgrounds section of
motivations. As you start, ask yourself how you would this document.
react if you suddenly could see and manipulate pure
magic. Would you use it for personal gain, or glory? Would
you use it to defend your homeland or your allies? Or
would you rather embrace the more esoteric arts of
shadow or blood magic?

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Class Features
As a Witch Blade, you gain the following class features. • You may take a second reaction before the start of your
next turn. However, you may only make one attack of
opportunity, or cast one spell with your allotted
Hit Points reactions per turn.
Hit Dice: 1d10 per Witch Blade Level • Any attack roll you make is a critical hit on a roll of 19
Hit Points at 1st Level: 10 + your Constitution Modifier or 20 on the d20.
Hit Points at Higher Level: 1d10 (or 6) + your You can Enter The Path a number of times equal to
Constitution modifier per Witch Blade level your proficiency bonus, and you regain all expended uses
after 1st. when you finish a long rest..

Proficiencies
Armor: Light Armor, Medium Armor, Shields Resolve
Weapons: Simple Weapons, Martial Weapons 1st-level Witch Blade Feature
Tools: None
Saving Throws: Dexterity, Charisma You have the ability to use the Path to empower your
Skills: Choose two from Acrobatics, Deception, Insight, actions. You can roll a d4 when the Witch Blade’s power
Investigation, Perception, Persuasion, and Stealth. calls for you to roll a resolve die as part of a feature. This
die changes as you gain Witch Blade levels, as shown in
the Resolve Die column of the Witch Blade table.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background: Ripples in the Weave
• (a) scale mail or (b) studded leather armor 1st-level Witch Blade Feature
• (a) two simple weapons or (b) any martial weapon and
a shield. You can trace the interconnected, infinite threads that
• (a) a light crossbow with 20 bolts or (b) a longbow with connect magic in the weave, revealing information to you
20 arrows. that arcane practitioners may miss. You may use
• (a) dungeoneer’s Pack or (b) a monster hunter’s pack. Charisma, instead of Intelligence when you make an
Arcana check to recall lore about spells, magic items,
eldritch symbols, magical traditions, the planes of
Wealth Rolls existence, and the inhabitants of those planes.
Additionally, you learn identify, which you may only
Alternatively, you can ignore the equipment listed above cast as a ritual without material components, instead
and in your background, and buy 4d4 x 10gp worth of using your weapon as a divining rod to feel and
equipment from chapter 5 of the Player’s Handbook. understand the magical capabilities of the item. This spell
counts as a Witch Blade spell, but does not count against
Enter The Path the number of Witch Blade spells known.
1st-Level Witch Blade feature
Witch Blades innate ability to visualize the weave enables
them to step into the flow of the weave and absorb pure
magical energy to enhance their abilities for 1 minute.
While immersed in the energy of the weave, you gain the
following benefits:

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Manifestation of the
Path
2nd-level Witch Blade Feature
While immersed in the path, you can harness the raw
energy of the flowing weave and bend it to your will,
granting you additional magical abilities. Manifestations
of the Path are outlined in their own section at the end of
this document.
When you reach second level, you can coalesce the
energies of the weave into manifestations. You gain two
Manifestations of the Path. Your Manifestations options
are detailed below. When you gain certain Witch Blade
levels, yougain additional Manifestations of your choice,
as shown in the Manifestations Known column of the
Witch Blade Table.
When you gain a level in this class, you may swap one
Manifestation you already hold, and replace it for another
that is available to you. Manifestations are classified as
either Passive or Active.
Passive Manifestations present themselves when you
Enter the Path, and remain as long as you are immersed.
You may trigger an Active Manifestation a number of
times equal to your Charisma modifier. The trigger for
your active manifestation is detailed in the manifestation
description. All uses of your Active Manifestations are
returned to you when you complete a short rest.
You may only maintain one passive path manifestation
at a time, which you choose when you enter the Path.
Manifestation options are detailed at the end of this
class description.

Threadwork
2nd-Level Witch Blade Feature
By 2nd level, you can alter and from the weave with your
mind and use it to cast powerful spells.
See chapter 10 of the Player's Handbook for the
general rules of spellcasting and the end of this document
for the witch blade spell list.

Essence
You have 4 Essence, and you gain more as you reach
higher levels, as shown in the Essence column of the
Witch Blade table. You can never have more Essence than
shown on the table for your level. You regain all spent
Essence when you finish a long rest.

Spells Known of 1st Level and


Higher
You know two 1st-level spells of your choice from the
witch blade spell list.
The Spells Known column of the witch blade table
shows when you learn more witch blade spells of your
choice. Each of these spells must be of a level which you
can cast using essence. For instance, when you reach 5th
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 blade spells you know and replace
it with another spell from the witch blade spell list, which
also must be of a level for which you have spell slots.

Essence Cost
The Witch Blade Essence Cost table shows how much
essence you must expend to manipulate the weave and
cast spells of 1st level and higher. To cast one of these
spells, you must expend a number of essence for the
spell’s level or higher indicated in the table below. You
regain all expended essence when you finish a long rest.

6
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You can change your list of prepared spells when you finish
a long rest. Preparing a new list of witch blade spells
Witch Blade Coven
requires time spent in meditation and focusing on the 3rd-Level Witch Blade Feature
currents of the weave for the day: at least 1 minute per
spell level for each spell on your list. At 3rd level, you commit to a coven of witch blades to
focus your power on. Choose Coven of melee, Coven of
defense, Coven of support, Coven of Range, or coven of
Spellcasting Ability psionics, all detailed at the end of the class
description.The coven you choose grants you features at
Charisma is your spellcasting ability for your witch spells, 3rd level, and again at 7th, 11th, 15th, and 18th level
since the power of your magic relies the strength of your
mind to manipulate the threads of the weave. You use your
Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when
Coven Spells
setting the saving throw DC for an atavist spell you cast Each coven has a list of associated spells. You gain access
and when making an attack roll with one. to these spells at the levels specified in the coven
description. Once you gain access to a coven spell, you
Spell save DC = 8 + your proficiency bonus + your always have it prepared. Coven spells don’t count against
Charisma modifier the total number of spells known.
Spell attack modifier = your proficiency bonus + your If you gain a coven spell that doesn’t appear on the
Charisma modifier witch blade spell list, the spell is nonetheless a witch
blade spell for you.

Spellcasting Focus
Your training and innate magic allows you to mystically
Ability Score Increase
channel your will through a particular weapon. Whenever 4th-Level Witch Blade Feature
you finish a long rest, you can touch one weapon to act as When you reach 4th level, and again at 8th, 12th, 16th,
a spellcasting focus for your witch blade spells. and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
Essence Recovery choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
3rd-Level Witch Blade Feature
You can use short rests to gain a fraction of your essence
back. During a short rest, you may roll your resolve dice
Extra Attack
and regain essence equal to the roll. You have a pool of 5th-Level Witch Blade Feature
these resolve dice equal to your proficiency bonus that you Beginning at 5th level, you can attack twice, instead of
may expend before you must take a long rest to fully once, whenever you take the Attack action on your turn.
recover.

Truthsayer
6th-Level Witch Blade Feature
When you reach 6th level, by analyzing the speech, body
language, and physicality of a person (such as the heart
rate, breathing, or pulse) and how these patterns disrupt
the weave around them, you can detect subtle deceptions
in their mannerisms.
You gain proficiency in the insight skill. If you are
already proficient in this skill, your proficiency bonus is
doubled for for this skill.

Tethered Focus
7th-Level Witch Blade Feature
When you reach 7th level, your mastery over the weave
strengthens your ability to tether threads of the weave to
your physical form; allowing you to control several flowing
paths of the weave simultaneously.
You may maintain concentration over two spells
simultaneously. The first spell you cast must be the higher
level spell, and the second spell’s level must be less than
or equal to half of the first spells level (rounding down.)
When you are forced to make a concentration check, the
highest spell level is always the first to lose concentration
on a failed save.

Weavebending
10th-Level Witch Blade Feature
Beginning at 10th level, your existence in the weave bends
spells around you to protect you from spells meant to
harm you. You gain resistance to damage from spells.
At 18th level, this aura extends outward, and friendly
creatures within 10 feet of you also benefit from this
feature.

Undying Resilience
14th-Level Witch Blade Feature
The power of the weave that courses through you sustains
you through wounds and injuries that would fell even the
greatest warrior.
While you are immersed in the path, if you are reduced
to 0 hit points, you immediately makes a DC 10
Constitution saving throw. If it succeeds, you are instead
reduced to l hit point. For each successful roll, you take 1

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point of exhaustion. When you return from the path, all
levels of accumulated exhaustion are applied.

One With the Path Living Spell Customization


20th- Level Witch Blade Feature
When you reach 20th level and enter the path, your
physical form melds with the weave. You are locked
halfway between the material realm and the weave. While
you are One with the Path, you gain the following benefits:
• When you cast a spell of 1st level or higher, and spend
the essence as normal, the spell is cast at one level
higher, without spending the additional essence cost.
• You learn one 9th-level spell based on your Witch
Blade coven. You can cast this spell once per long Now make the following changes to that stat block:
rest, without material components and without
expending any essence to cast the spell. Damage Immunity. Replace the living spell’s damage
• You can manifest living spells from the weave itself. immunity with immunity to the type (or types) of
The creature is an ally to you and your companions. damage dealt by the chosen spell.
In combat, the creature shares your initiative count, Magical Strike. Replace the damage that Magical Strike
but it takes its turn immediately after yours. It obeys deals with one type of damage dealt by the chosen
your verbal commands (no action required by you). If spell.
you don’t issue any, it takes the Dodge action and uses Spell Mimicry. Replace the effect of Spell Mimicry with
its move to avoid danger. See the Manifesting Living the effect of the chosen spell. If that spell requires a
Spells section below for the spell level required to saving throw, use spell save DC from the replaced
manifest the spell to calculate the associated essence spell, and if the spell involves an attack roll, use the
cost. attack bonus from the living spell’s Magical Strike.
• You gain resistance to all damage.
• You gain immunity to being grappled, petrified, For example, if you turn fireball (a 3rd-level spell) into a
poisoned, or restrained. living spell, customize the living lightning bolt. The living
• Your movement speed counts as a fly speed with the fireball has immunity to fire damage, instead of lightning
hover ability, and therefore are immune to the prone damage; deals fire damage with its Magical Strike; and
condition. replicates fireball with Spell Mimicry.

Manifesting Living Spells


Living spells come in many varieties; the stat blocks here
are three examples. Living spells most often manifest from
Witch Blade Covens
evocation and conjuration spells. To make a living spell Witch blades apply their ability to be one with the weave
from a different spell, choose a damage-dealing evocation in many different ways. Here are the different options
or conjuration spell from the wizard spell list of up to 5th available to you when you choose your specialty at 3rd
level. Then consult the Living Spell Customization table to level.
see which stat block to customize, based on the chosen
spell’s level.

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Executioner
Executioners use their connection to the weave to
empower their offensive capabilities. These warriors
channel energies directly through their blades to break
down even the most magical defenses.

Essence Empowered Strikes


Executioner 3rd-level feature
You channel the weave through your weapon, empowering
it with magical energy. The first time you hit with a
weapon attack on your turn, you may add your resolve die
of your current witch blade level to the damage roll. This
additional damage is the same type as your weapon, but
counts as magical for the purposes of overcoming
resistances.

Executioner Spells
Executioner 3rd-level feature
You gain Executioner spells at the witch blade levels listed
in the Executioner Spells table. These spells count as
witch blade spells for you, but they don't count against the
number of witch blade spells known.

Aura of Bolstering
Executioner 7th-level feature
The weave bends and distorts in your presence,
causing a slowing of time that your allies can
exploit to aid their strikes finding purchase. Allies
within 10 ft of you may add your resolve die
to their damage roll when they hit with a
melee attack once per turn. You must be
conscious to grant this bonus.

Coup de Grâce
Executioner 11th-level Feature
You learn to focus your strikes to
cause powerfully damaging,
hemorrhaging wounds. When you
add your Essence Empowered
Strike damage on a creature that
is below half of their hitpoint
maximum (rounded down),
you may add an additional
resolve die plus your
Charisma modifier to the
damage roll.

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Student of the Blade Bastion
Executioner 15th-Level Feature
Your mastery of martial skill and ability to notice body Bastions use their connection to the weave to empower
language changes that are imperceptible to others, you their defensive capabilities. These warriors use the weave
can better adjust your attack or defense to better suit your to survive battles against insurmountable foes and walk
needs in battle. away unscathed.
When you roll initiative, you may choose to add or
subtract your witch blade die to your roll to better position
yourself for attack or defense.

Manifestations of the Path


Executioner 18th-Level Feature
In your discovery of the ways of the witch blade, you
discover new ways to manifest the energies of the path and
manipulate them in the open on the material plane.
When you enter the path, magical energy coalesces
around you, granting you additional abilities. Triggering
the effect costs 1 essence to activate the effect.
Improved Essence Empowered Strike. When you hit
with a melee attack, your essence empowered strikes deal
additional force damage equal to your charisma modifier. Weave Parry
Essence Infused Body. Magical energy suffuses your skin
and erupts outward when you take damage. If a creature Bastion 3rd-level feature
touches you or hits you with a melee attack while within 5 The weave enshrouds you in an imperceptible field of
feet of you, they take force damage equal to your resolve energy allowing you to force otherwise deadly blows to
die. merely glance off of you. When a creature hits you with an
attack roll, you may use your reaction to cause the weave
to defect the source of the attack at the last moment. The
creature must roll your resolve die and subtract the
number from their attack roll. You can choose to use this
feature after the creature makes its roll, but before the
DM determines whether the attack roll hits, before the
creature deals its damage. 
You may use this feature a number of times equal to
your Charisma Modifier (a minimum of once). You regain
expended uses when you finish a long rest.

Bastion Spells
Bastion 3rd-level feature
You gain Bastion spells at the witch blade levels listed in
the Bastion Spells table. These spells count as witch
blade spells for you, but they don't count against the
number of witch blade spells known.

Aura of Protection
Bastion 7th-level feature
The weave bends and distorts in your presence,
protecting your and your allies from spells and other
harmful effects. Whenever you or a friendly
creature within 10 feet of you must make a saving throw,
the creature gains a bonus to the saving throw equal to
your Charisma modifier (with a minimum bonus of +1).
You must be conscious to grant this bonus.

Spell Deflection
Bastion 11th-level Feature
When a creature you can see within 60 feet makes spell
attack roll against you and hits, you may use your reaction
to attempt to redirect the spell back at the caster by
redirecting the weave itself. You must make an ability
check with your charisma modifier. The DC equals 10 +
the spell’s level. On a success, the originator of the spell
attack is hit with the spell instead.
You may use this feature a number of times equal to
half your Charisma modifier (a minimum of once). You
regain expended uses when you finish a long rest.

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Altruistic Sacrifice
Bastion 15th-Level Feature
You may use your reaction to move up to half your current
speed and interpose yourself between an ally and an
attack.When an attack roll is made against an ally within
that range, but before you are made aware of the total, you
must declare the use of this feature. The attack roll is now
made against your AC, with you taking the damage instead
of your ally.

Manifestations of the Path


Bastion 18th-Level Feature
In your discovery of the ways of the witch blade, you
discover new ways to manifest the energies of the path and Always take the High Ground
manipulate them in the open on the material plane. Wardwalker 3rd-level feature
When you enter the path, magical energy coalesces The weave permeates and connects all, including time.
around you, granting you additional abilities. Triggering Any given moment has infinite possibilities, and in the
the effect costs 1 essence to activate the effect. space between a heartbeat, you can coerce the weave
Phase. If a creature that you can see hits you with a an toward the outcome you choose. The first time you hit
attack that deals bludgeoning, slashing or piercing with an attack on a turn, you may choose to step into an
damage, you may use your reaction to merge with the alternative reality to gain the upper hand, swapping
weave, becoming partially incorporeal. You gain position with your foe.
resistance to bludgeoning, piercing, and slashing
damage until the end of your next turn.
Elemental Adaptation. You use the weave to change the
magical element of a spell. When you deal acid, cold,
Wardwalker Spells
fire, lightning, thunder or force damage, you can change Wardwalker 3rd-level feature
the type of the damage dealt by the spell. You must You gain Wardwalker spells at the witch blade levels listed
declare the type of damage you are changing the spell to in the Wardwalker Spells table. These spells count as
before you roll the damage. witch blade spells for you, but they don't count against the
number of witch blade spells known.
Wardwalker
Wardwalkers use their connection to the weave to control
a fight - preferring to tip the scales in their favor rather
than leave the outcome to fate.

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Gaze of Abrogation
Wardwalker 7th-level feature
You can sever threads connecting spells to their caster. As
a bonus action, Choose one creature you can see within 30
feet that is affected by a spell. make an ability check using
your spellcasting ability. The DC equals 10 + the spell’s
level. On a successful check, you successfully sever the
connection to the spell, ending the effect on the creature.
You may use this feature a number of times equal to
your Charisma Modifier (a minimum of once). You regain
expended uses when you finish a long rest.

Discombobulating Attacks
Wardwalker 11th-level Feature
Your attacks cause reverberations along the weave,
overburdening spellcasters with a cacophony of magical
static. When the spell caster makes a concentration check Revenant Bond
against your attacks, they must subtract your resolve die
from their total. Conduit 3rd-level Feature
You may use this feature a number of times equal to your
proficiency modifier. You regain expended uses when you As an action, you can magically summon the revenant
finish a long rest. soul that is bound to you. It appears in an unoccupied
space of your choice within 30 feet of you.
The revenant soul is friendly to you and your
Precognitive Warning companions, and it obeys your commands. See its game
Wardwalker 15th-Level Feature statistics in the accompanying Bound Revenant Soul stat
You sense nearly infinitesimal perturbations and block, which uses your proficiency bonus (PB) in several
movements in the weave, allowing you to react or shout a places. Whenever you summon the revenant soul, choose
word of warning to your allies. You choose one ally a damage type listed in its Essence Embodiment trait. You
(yourself included) and grant them advantage on an can determine the cosmetic characteristics of the revenant
initiative roll, possibly thwarting a surprise attack. This soul, such as its physical appearance, color, or any visible
feature works even while you are naturally sleeping, effect of its tie to the overflowing path; your choice has no
rousing you from sleep when danger is imminent. effect on its game statistics.
In combat, the revenant soul shares your initiative
count, but it takes its turn immediately after yours. It can
move and use its reaction on its own, but the only action it
Manifestations of the Path takes on its turn is the Dodge action, unless you take a
Wardwalker 18th-Level Feature bonus action on your turn to command it to take another
In your discovery of the ways of the witch blade, you action. That action can be one in its stat block or some
discover new ways to manifest the energies of the path and other action. If you are incapacitated, the revenant soul
manipulate them in the open on the material plane. can take any action of its choice, not just Dodge.
When you enter the path, magical energy coalesces As a bonus action, you can teleport, magically
around you, granting you additional abilities. Triggering swapping places with the revenant soul at a cost of 15 feet
the effect costs 1 essence to activate the effect. of your movement, regardless of the distance between the
two of you.
Guided Attack. When a creature within 30 feet of you The revenant soul remains until it is reduced to 0 hit
makes an attack roll, you can use your reaction to grant points, until you use this feature to summon the soul
that creature a +10 bonus to the roll. You make this again, or until you die. Anything the soul was wielding or
choice after you see the roll, but before the DM says carrying is left behind when it vanishes.
whether the attack hits or misses. Once you summon the revenant soul, you can’t do so
Supportive Boon. If you cast a spell with a spell slot of again until you finish a long rest, unless you expend
1st level or higher and target an ally with the spell, that essence equivalent to a 1st level spell or higher to
ally can use their reaction immediately after the spell summon it.
to make one weapon attack against a creature of your
choice that you can see.
Through the Eyes of the Dead
If the spell targets more than one ally, you choose the Conduit 3rd-level Feature
ally who can make the attack.
While your Revenant Soul companion is within 100 feet of
Conduit you, you can communicate with it telepathically.
Additionally, as an action, you can see through your
familiar's eyes and hear what it hears until the start of
“Ghosts and monsters . . . remnants and the dead . . . the your next turn, gaining the benefits of any special senses
disturbed dead. The idea that someone is still here and that the familiar has. During this time, you are deaf and
furious . . . or that something has been lurking here blind with regard to your own senses.
forever. Maybe it's that I find the idea comforting . . . that Finally, you can cast spells as though you were in the
thousands of years after you're gone . . . is when you really soul’s space, but you must use your own senses.
live. That your echo is louder than your voice.” Additionally, when both you and your revenant companion
are within 5 feet of a creature that can see the soul, you
—Dulcinea Septimus, Duchess of Rhodes and Heir to the have advantage on attack rolls against that creature, given
Seventh House how distracting the soul is to the target.
When a body dies, religions speak of the psychopomps
that escort the separated soul from the body, and into the
afterlife. Not all spirits find their way.
Conduit Spells
Conduits that travel the path sometimes stumble on Wardwalker 3rd-level feature
revenant souls…those rare and determined spirits who
search out the living before they pass, unbidden, by You gain Wardwalker spells at the witch blade levels listed
clinging to scraps of their former lives. Revenant Souls in the Wardwalker Spells table. These spells count as
travel across planes, drawn to the majesty of a Conduit as witch blade spells for you, but they don't count against the
though they were a lighthouse on the dark and terrifying number of witch blade spells known.
shores of the river to the afterlife.
The bond or contract formed between the Conduit and
revenant soul allows the Conduit to summon the soul to
help both achieve some similar goal, strengthening both as
their bond solidifies.

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you use this feature, you must finish a short or long rest
before you can use it again.
• You can draw essence from your bonded soul to protect
yourself from harm. On your turn, you can use a bonus
action to regain hit points equal to 1d10 + your Witch
Blade level. Once you use this feature, you must finish a
short or long rest before you can use it again.
• As a reaction, when you take damage, your Revenant
soul Companion can grant you resistance to the
damage. The Revenant Soul companion gains
temporary hit points equal to the damage taken to a
maximum of your Charisma Modifier + your Witch
Blade level. The next time the Revenant deals damage,
they deal additional damage equal to the temporary hit
points gained.

Essence Infusion
Harrowing Aura Conduit 15th-level feature
Conduit 7th-level Feature You can use your connection to the weave to draw essence
The weave in the area around you is turbulent and from spirits to which you are not bound. As a bonus
chaotic. Whenever a hostile creature within 10 feet of you action, you can spend an amount of essence equal to any
must make a saving throw, the creature makes the save spell level that is available for you to cast. When you do so,
with disadvantage. You must be conscious to grant this you gain a healing pool equal to 1d10 per spell level. You
penalty. may split this healing pool between yourself and your
At 18th level, the range of this aura increases to 30 feet. Revenant Soul as you see fit.

Soul Siphoning
Conduit 11th-level feature
You develop the ability to draw the magical energy created
by your Revenant Soul companion and redirect it as you
please.
• You can draw essence from your bonded soul to refuel
your reserves of essence. On your turn, you can use a
bonus action to regain essence equal to your proficiency
bonus. Your revenant soul companion takes damage
equal to twice the amount of essence you regain. Once

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Manifestations of the Path expend 1 essence for a 1st-level spell, 4 essence for a
3rd level spell, 6 essence to manifest a 5th level spell
Conduit 18th-Level Feature (and so on) while inhabited by your revenant soul.
• When any creature within 30 feet of you is healed by
In your discovery of the ways of the witch blade, you magical means, you can use your reaction to halve the
discover new ways to manifest the energies of the path and amount of hit points healed, siphoning the healing
manipulate them in the open on the material plane. magic into your own form. You regain an equal number
When you enter the path, magical energy coalesces of hitpoints as the creature.
around you, granting you additional abilities. Triggering
the effect costs 6 essence to activate the effect.
One Flesh, One End. You allow the Revenant soul to enter
Psiwalker Subclass
your body instead of remaining separate from you. You Psiwalkers use their connection to the weave to project
may keep the soul inside you for a number of minutes their minds and will into reality. These warriors channel
equal to your proficiency bonus. While the Revenant soul their own psionic energy into deadly attacks.
inhabits your body, the following rules apply:
• Your game statistics are replaced by the statistics of
the Revenant Soul, but you retain your alignment,
personality, and Intelligence, Wisdom, and Charisma
scores. You also retain all of your skill and saving throw
proficiencies, in addition to gaining those of the soul. If
the soul has the same proficiency as you and the bonus
in its stat block is higher than yours, use the creature’s
bonus instead of yours.
• When you transform, you assume the Revenant Soul’s
hit points and Hit Dice. When you revert to your normal
form, you return to the number of hit points you had
before you transformed. However, if you revert as a
result of dropping to 0 hit points, any excess damage
carries over to your normal form. For example, if you
take 10 damage while inhabited by the revenant soul
and have only 1 hit point left, you revert and take 9
damage. As long as the excess damage doesn’t reduce
your normal form to 0 hit points, you aren’t
knocked unconscious.
• The essence cost for casting spells with your
threadwork is reduced by one, as the infusion of pure
soul essence strengthen’s your tether to the weave
with little effort. For example, you only require to

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The first time you use this power after each long rest,
Psionic Power you don’t expend the Psionic Energy die. All other times
Psiwalker 3rd-level Feature you use the power, you expend the die.
You harbor a wellspring of psionic energy within yourself.
This energy is represented by your resolve dice. You have a Flaw Blades
number of these dice equal to twice your proficiency Psiwalker 3rd-level feature
bonus, and they fuel various psionic powers you have,
which are detailed below. You can manifest your psionic power as shimmering
Some of your powers expend the Psionic Energy die blades of psychic energy. Whenever you take
they use, as specified in a power’s description, and you the Attack action, you can manifest a psychic blade from
can’t use a power if it requires you to use a die when your your free hand and make the attack with that blade. This
dice are all expended. You regain all your expended magic blade is a simple melee weapon with
Psionic Energy dice when you finish a long rest. In the finesse and thrown properties. It has a normal range
addition, as a bonus action, you can regain one expended of 60 feet and no long range, and on a hit, it deals psychic
Psionic Energy die, but you can’t do so again until you damage equal to your resolve die plus the ability modifier
finish a short or long rest. you used for the attack roll. The blade vanishes
immediately after it hits or misses its target, and it leaves
Psi-Bolstered Knack. When your nonpsionic training fails no mark on its target if it deals damage.
you, your psionic power can help: if you fail an ability After you attack with the blade, you can make a melee
check using a skill or tool with which you have proficiency, or ranged weapon attack with a second psychic blade as a
you can roll one Psionic Energy die and add the number bonus action on the same turn, provided your other hand
rolled to the check, potentially turning failure into success. is free to create it. The damage die of this bonus equals
You expend the die only if the roll succeeds. your resolve die, but you do not add the ability modifier to
the damage roll.
Psychic Whispers. You can establish telepathic
communication between yourself and others—perfect for
quiet infiltration. As an action, choose one or more Psiwalker Spells
creatures you can see, up to a number of creatures equal
to your proficiency bonus, and then roll one Psionic Psiwalker 3rd-level feature
Energy die. For a number of hours equal to the number
rolled, the chosen creatures can speak telepathically with You gain martial subclass spells at the witch blade levels
you, and you can speak telepathically with them. To send listed in the Martial Subclass Spells table. These spells
or receive a message (no action required), you and the count as witch blade spells for you, but they don't count
other creature must be within 1 mile of each other. A against the number of witch blade spells known.
creature can’t use this telepathy if it can’t speak any
languages, and a creature can end the telepathic
connection at any time (no action required). You and the
creature don’t need to speak a common language to
understand each other.

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Aura of Occlusion
Psiwalker 7th-level Feature
The weave bends and distorts in your presence, protecting
your and your allies’ minds from spells and other harmful
effects. Whenever you or a friendly creature within 10
feet of you must make a Wisdom or Intelligence saving
throws, the creature gains a bonus to the saving throw
equal to your Charisma modifier (with a minimum bonus
of +1). You must be conscious to grant this bonus.

The Voice
Psiwalker 11th-level feature
You send your voice out along the path, causing it to
reverberate in the subconscious mind of a creature that
you target. You can subtly manipulate others, alter
motivations and moods, or even compel action from the
Doomwalker
unwilling. You gain advantage on a persuasion,
performance, or deception check Doomwalkers connection to the weave allow them to
You may use this feature a number of times equal to control darkness and shadow. They can command
your charisma modifier (minimum 1) before you must darkness to obscure them, magically teleport within the
complete a long rest. darkness, or coalesce the darkness into terrifying, tangible
duplicates that protect or attack.

Soul Blades
Psiwalker 15th-Level Feature
Your Flaw Blades are now an expression of your psi-
suffused soul, giving you these powers that use your
Psionic Energy dice:
Homing Strikes. If you make an attack roll with your
Psychic Blades and miss the target, you can roll one
Psionic Energy die and add the number rolled to the
attack roll. If this causes the attack to hit, you expend
the Psionic Energy die.
Psychic Teleportation. As a bonus action, you manifest
one of your Psychic Blades, expend one Psionic Energy
die and roll it, and throw the blade at an unoccupied
space you can see, up to a number of feet away equal to
10 times the number rolled. You then teleport to that
Beacon of Darkness
space, and the blade vanishes. Doomwalker 3rd-level feature
Your connection to darkness and shadows seems to dim
light around you, shadowing you with an ominous, umbral
Manifestations of the Path cloud. You gain resistance to necrotic damage, and your
hit point maximum can not be reduced by magical means.
Psiwalker 18th-Level Feature
In your discovery of the ways of the witch blade, you
discover new ways to manifest the energies of the path and
manipulate them in the open on the material plane.
Doomwalker Spells
When you enter the path, magical energy coalesces Doomwalker 3rd-level feature
around you, granting you additional abilities. Triggering You gain martial subclass spells at the witch blade levels
the effect costs 1 essence to activate the effect. listed in the Martial Subclass Spells table. These spells
count as witch blade spells for you, but they don't count
Shattered Psyche. You can sweep your Flaw Blades against the number of witch blade spells known.
directly through a creature’s mind. When you hit with
your flaw blades, you can force that target to make a
Wisdom saving throw (DC equal to 8 + your proficiency
bonus + your Charisma modifier). If the save fails, the
target is stunned for 1 minute. The stunned target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Telekinetic Warding. You can shield yourself and others
with telekinetic force. As a bonus action, you can
choose creatures, which can include you, that you can
see within 30 feet of you, up to a number of creatures
equal to your Charisma modifier (minimum of one
creature). Each of the chosen creatures is protected by
half cover for 1 minute or until you’re incapacitated.

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Aura of Concealment Bloodborne
Doomwalker 7th-level feature
Shadows extend outward from you, ensconcing you and Bloodborne Witch Blades practice the same long-
your allies in pitch of darkness. You and friendly creatures forbidden and macabre form of hemocraft that blood
within 10 feet of you may add your resolve die to stealth hunters also study. However it is through the
rolls while in dim light or darkness. understanding of the weave’s interactions with life and it’s
At 18th level, the range of this aura increases to 30 vigors that the bloodborne have developed even more
feet. horrifying and devastating magics, turning their own
lifeblood into a means of attack, not just as a means to
access the arcane.
Shadow Blink
Doomwalker 11th-level Feature
When a creature misses you with a melee attack while you
are in dim light or darkness, you may use your reaction to
teleport up to 15 ft. away to an unoccupied space that you
can see.

Dancing Shadows
Doomwalker 15th-Level Feature
You create a number of shadows equal to your resolve die
for 1 minute. When you take damage, Roll your resolve
die. On a roll of 1-3 on the die, you take the damage. On
any roll of 4 or above (regardless of your resolve die size),
one of your shadows absorbs the damage and you take no
damage. Inborn Hemocraft
You may use this feature a number of times equal to Bloodborne 3rd-level feature
your Charisma Modifier (a minimum of once). You regain When you awaken your innate hemocraft, your body
expended uses when you finish a long rest. becomes permanently altered by the weave, strengthening
you. You gain the following benefits:
• Your hit point maximum increases by 3, and increases
Manifestations of the Path by 1 whenever you gain another level in this class.
Doomwalker 18th-Level Feature • While not wearing armor, your AC = 10+ your
In your discovery of the ways of the witch blade, you Dexterity Bonus + your Charisma Bonus.
discover new ways to manifest the energies of the path and • You can cast crimson lash without spending the
manipulate them in the open on the material plane. essence cost a number of times equal to your
When you enter the path, magical energy coalesces Charisma modifier per long rest. You must still
around you, granting you additional abilities. Triggering sacrifice your vitality and spend hit die per the rules of
the effect costs 1 essence to activate the effect. the spell.
Shadow Shield. You use your reaction to create a barrier
of pure darkness around you. When you do so, the Bloodborne Spells
damage you take from the attack is reduced by your Bloodborne 3rd-level feature
resolve die + your Charisma modifier + your witch You gain bloodborne spells at the witch blade levels listed
blade level. in the Bloodborne Spells table. These spells count as
Devouring Darkness. The darkness around you becomes witch blade spells for you, but they don't count against the
alive and obeys your command. This effect lasts while number of witch blade spells known.
you maintain your immersion into the path. As a Bonus
action, you may make a spell attack against a
creature that you can see within 60 feet of the
target is in dim light or darkness. On a
hit, the creature takes 2d8 + your
Charisma modifier psychic damage,
and the target's strength score is
reduced by 1d4. The target dies if this
reduces its Strengthto 0. Otherwise, the
reduction lasts until the target finishes a
short or long rest.

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Haematogenesis
Bloodborne 15th-Level Feature
Utilizing your physical connection to the weave to
reinvigorate yourself. As a Bonus action, you may expend
essence to cast a spell level available to you to heal 1
resolve die per spell level.
Once you use this feature, you can not use it again until
you finish a long rest.

Manifestations of the Path


Bloodborne 18th-Level Feature
In your discovery of the ways of the witch blade, you
discover new ways to manifest the energies of the path
Aura of Declension and manipulate them in the open on the material plane.
When you enter the path, magical energy coalesces
Bloodborne 7th-level feature around you, granting you additional abilities. Triggering
The area around you allows you to detect creatures the effect costs 1 essence to activate the effect.
natural resistances and temporarily disable them. Humoural Disruption. As an action, you choose one
Creatures of your choice within within 10 feet of you must creature that you can see within 30 feet. You
make a Constitution saving throw the first time they enter manipulate the flow of one of the their vital fluids,
your aura, and at the start of each turn they remain in the weakening their ability to defend themselves. Choose
aura or lose resistance to 1 type of damage of your choice one saving throw. The creature must succeed on that
when you hit them with a melee attack. saving throw or you impose disadvantage on that
saving throw until the end of its next turn.
Severed Connection. When you see a creature within 30
Sanguine Suffusion feet casting a spell, you may use your reaction to sever
Bloodborne 11th-level Feature the spell caster's connection to the weave momentarily.
You only need to sacrifice a fraction of your life force to The target must make a concentration check to
cast hemomancy spells. When you spend hit points to cast succesfully cast the spell. If the target fails the
a spell with the hemomancy tag, you gain a number of concentration check, the spell is lost.
temporary hit points equal to half the amount spent on the
spell. These temporary hit points last for 1 minute.

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Heat Metal
Additional Invisibility
Kinetic Jaunt
Backgrounds Magic Weapon
Misty Step
Pyrotechnics
Witch Blades are viewed with caution. Spellcaster groups Shadow Blade (Doomwalker)
fear their connection to the weave, and the common-born Vortex Warp
fear the power they command. Many Witch Blades live life Wither & Bloom
as nomads, away from large cities or settlements out of
self-preservation.
A multitude of additional backgrounds have been
designed by the homebrewing community that are well
Level 3 Spells
Ashardalon's Stride
suited to provide the sense of fear or isolation that a Witch Aura of Vitality
Blade may face. With your DM's permission, choose one Blinding Smite
of the backgrounds below to better represent your Witch Blink
Blade. Conjure Barrage (Deadeye)
• The Absconded background created by Aurell, can be Counterspell
found on dndbeyond.com. Crusader's Mantle
• Cursed was created by Wintersrage1981, and can be Elemental Weapon
found on dndbeyond.com. Flame Arrows
• Dead and Heretic are from Xanathar’s Lost Notes to Lightning Arrows
Everything Else by the DMsGuild Adepts. Magic Circle
• Wayfinder was created by Jollybones and is available Pulse Wave
on dndbeyond.com. Red Cloud (Bloodborne)
Witch Blade Spell List Sanguine Marionette (Bloodborne)
Spirit Shroud (Doomwalker)
Thunder Step
Witch Blades can manipulate the weave in a variety of Zealot's Mantle
ways. This section outlines the list of spells that your
Witch Blade can choose from when selecting their spells.
Additionally, new spells Are provided later in this section. Level 4 Spells
When a subclass is listed in parenthesis, the spell is Death Ward
limited to that subclass unless granted otherwise. Dimension Door
Elemental Bane
Blood Magic Fire Shield
Freedom of Movement
Because they come from separate rules for blood magic, Piercing Darkness
spells are tagged with either hemomancy or sangromancy Raulothim's Psychic Lance
below. Hemomancy spells, and their rules for use can be Shadow of Moil (Doomwalker)
found in the Dark Arts Player's Companion by Staggering Smite
Jonoman3000. Sangromancy spells use hit die instead of Stoneskin
a static hitpoint sacrifice, and the cost is outlined in the
spell description.
Level 5 Spells
Level 1 Spells Conjure Volley (Deadeye)
Destructive Wave
Absorb Elements Far Step
Armor of Agathys (Executioner) Holy Weapon
Bless Mislead
Blood Rush (Bloodborne) Steel Wind Strike
Catapult Swift Quiver
Compelled Duel Temporal Shunt
Crimson Lash (Bloodborne) Unholy Weapon
Divine Favor
Energy Aegis
Ensnaring Strike
Feather Fall
Gift of Alacrity
Heroism (Wardwalker)
Hex
Hunter's Mark
Ice Knife
Inflict Wounds
Jump
Longstrider
Mage Armor
Magic Missile
Magnify Gravity
Sanctuary (Bastion)
Searing Smite
Shield
Shield of Faith (Wardwalker)
Thunderous Smite
Thunderwave
Wrathfule Smite
Zephyr Strike

Level 2 Spells
Acid Arrow
Barkskin
Bloodletter (Bloodborne)
Branding Smite
Cloud of Daggers
Cordon of Arrows (Deadeye)
Dragon's Breath
Dust Devil
Enhance Ability
Enlarge/Reduce
Flame Blade
Fortune's Favor

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Bloodletter and 100-foot high cylinder centered on the point you
chose. Each creature within the cylinder must make a
2nd-level necromancy Constitution saving throw. On a success, the creature
takes necrotic damage equal to the total of the expended
Casting Time: 1 bonus action hit dice. On a failure, the creature takes necrotic damage
Range: Touch equal to the total of the expended hit dice and must
Components: V, S expend and roll four hit dice of its own, taking additional
Duration: Concentration, up to 1 minute necrotic damage equal to the result.
You touch a nonmagical weapon. Until the spell ends, the For each creature who fails the saving throw against
next creature hit by the weapon must succeed on a this spell, you gain 5 temporary hit points.
Constitution saving throw or receive a festering wound. A
creature with a festering wound takes 2d6 necrotic
damage at the beginning of its turn for the remainder
of the spell’s duration. A creature can only have one
Crimson Lash
festering wound at a time. 1st-level conjuration (sangromancy)
Receiving at least 1 point of magical healing closes a
festering wound, ending the recurring damage. Casting Time: 1 bonus action
At Higher Levels. When you cast this spell using a spell Range: Self
slot of 3rd level or higher, you can increase the damage Components: S
dealt by a festering wound by 1d6 for each slot level above Duration: 10 minutes
2nd. As part of casting this spell, you must expend a hit die or
the spell automatically fails. If you do, a writhing lash of
coagulated blood springs from your hand.
Blood Rush This magic weapon lasts until the spell ends. It counts
as a simple weapon with which you are proficient, and
1st-level transmutation (sangromancy) it has the light, finesse, and reach properties. You can
choose to add your spellcasting modifier, instead of your
Casting Time: 1 bonus action Strength or Dexterity modifier, to attack and damage rolls
Range: Self with this weapon. Its damage die is equivalent to the hit
Components: S die expended casting this spell, and the damage dealt is
Duration: Instantaneous necrotic. Each time a creature takes damage from this
As part of casting this spell, you must expend a hit die or magic weapon, its maximum hit points are reduced by an
the spell automatically fails. If you do, roll the hit die and amount equal to the damage it took.
regain a number of hit points equal to the result + your At Higher Levels. When you cast this spell using a
spellcasting ability modifier. spell slot of 3rd or 4th level, when you take the Attack
At Higher Levels. When you cast this spell using a spell action, you can make two weapon attacks, provided both
slot of 2nd level or higher, you can expend and roll an are with this magic weapon. When you use a spell slot of
additional hit die for each slot level above 1st. 5th level or higher, when you take the Attack action you
make three weapon attacks, provided all are with this
magic weapon.
Circle of Scarlet
4th-level evocation (sangromancy) Draining Thread
Casting Time: 1 action 4th-level necromancy (Hemomancy)
Range: 120 feet
Components: V, S, M (a piece of parchment with a circle Casting Time: 1 action
drawn in humanoid blood) Range: 60 feet
Duration: Instantaneous Components: V, S
As part of casting this spell, you must expend four hit dice Duration: Instantaneous
or the spell automatically fails. If you do, choose a point on You open a wound on your body, shooting out a thread of
the ground within range and roll the expended hit dice. A blood between yourself and a creature within range. As
crimson pillar erupts from the ground in a 15-foot radius you cast the spell, you must spend a number of hit points.

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The creature must then succeed on a Dexterity saving
throw or take 7d6 + the number of hit points spent as
necrotic damage. If this damage brings the target to 0 hit
points, half the hit point cost is refunded as blood drains
through the thread back into your body.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 2d6 for
each slot level above 4th.

Energy Aegis
1st-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
Touch a willing creature who isn't wearing armor and
envelope them in a protective energy aegis until the spell
ends. The target's base AC becomes 12 + your spellcasting
ability modifier. The spells ends if the target dons armor or
if you dismiss the spell as an action.

Ichorous Smite
2nd-level necromancy (hemomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You imbue a weapon with a portion of your life force,
spending a number of hit points as you cast the spell. The
first time you hit with a melee weapon attack during this
spell’s duration, the attack deals additional necrotic
damage equal to 2d4 + the number of hit points spent.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d4 for each slot level above 1st.

Investiture of Venom another Wisdom saving throw, taking additional psychic


damage equal to 1d6 + your spellcasting ability modifier
5th-level transmutation each failure.
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of second level or higher, the damage increases
Range: Self by 1d6 for every two slots above 1st.
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, your veins bulge and become visibly Piercing Darkness
green beneath your skin, your eyes weep constantly with
liquid poison, and you gain the following benefits: 4th-Level Necromancy

• You are immune to poison damage and the poisoned Casting Time: 1 Action
condition. Range: Self, 15 ft. Cone
• When you choose a creature you can see within 30 Components: V,S
feet, you know if it has poison resistance or immunity, Duration: Instantaneous
as well as if it is immune to the poisoned condition. You fire a unified beam of shadow and light in a 15 foot
• You can use a bonus action on your turn and choose a cone, healing allies and damaging enemies.  Each hostile
creature within 30 feet. That creature must make a creature must succeed a  constitution saving throw or
Constitution saving throw. On a failure, the creature take 4d10 necrotic damage on a failure, or half as much
loses any resistance or immunity it has to poison on a success. Half of the damage rolled is then applied as
damage or the poisoned condition until the end of your healing to each ally in the area (including yourself). 
next turn. At Higher Levels. When you cast this spell using a
• You can use your action to launch a geyser of toxins spell slot of 5th level or higher, the damage increases by
in a line 15 feet long and 5 feet wide extending from 1d10 for each slot level above 4th.
you in a direction you choose. Each creature in the
line must make a Constitution saving throw or take
4d6 poison damage on a failed save, or half as much Red Cloud
damage on a successful one. A creature that fails its 3rd-level Enchantment (hemomancy)
save against this effect is also poisoned until the end of
your next turn. Casting Time: 1 reaction
Range: 60 feet
Components: V, S
Overwhelm Disbelief Duration: Instantaneous
1st-Level Enchantment When a creature you can see within 60 feet of you is
reduced to 0 hp, you may use your reaction to draw the
Casting Time: 1 Action blood from the body and hurl it toward another creature
Range: 60 feet within range. Make a ranged spell attack. On a hit, the
Components: V,S creature takes 5d10 necrotic damage. Constructs,
Duration: Concentration up to 1-minute elementals, plants, and undead are invalid targets to draw
You reach into the psyche of a creature that you can see blood from, but may be the target of the ranged spell
within range, projecting dangerous visions within their attack.
head. The creature must make a Wisdom saving throw or At Higher Levels. When you cast this spell using a
be its mind is filled will visions of attacking monsters, spell spell slot of 4th level or higher, the damage increases by
effects, or other dangers so real that they the creature 1d10 for each slot level above 3rd.
believes they are under attack. Additionally, on a failure,
the creature takes psychic damage equal to 1d6 + your
spellcasting ability modifier.
While you maintain concentration, as a bonus action on
each subsequent turn, you may force the creature to make

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Sanguine Marionette
3rd-level Enchantment (hemomancy)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration up to 1 minute
You halt the movement of blood within a living creature
you can see within 30 feet. The creature must make a
Constitution saving throw or be paralyzed. Constructs,
elementals, plants, and undead are unaffected by this
spell.
Once paralyzed in this manner, you may use your
bonus action on subsequent turns to constrict and contort
the creature under your control, dealing 3d8 necrotic
damage when you do so.
At Higher Levels. When you cast this spell at 4th level
or higher, the damage increases by 1d8 for each slot level
above 3rd.

Transfusive Siphon
9th-level Necromancy (hemomancy)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You forcibly draw the life force from
another creature as you magically
compress the blood from your victim,
you draw it into your veins to reinvigorate your
own energies.
The target must succeed on a constitution
saving throw or take 13d12 necrotic damage
and take one level of exhaustion, or half as much
damage on a success and the creature does not
gain a level of exhaustion. You heal for half of the
damage caused by the spell.
If the creature is reduced to 0hp by this spell, it
is killed. A mote of the person’s soul orbits your
body for 24h. You may only possess one soul
mote at one time. If you are reduced to 0hp while
in possession of a mote, you consume the mote’s
life force and regain 6d12 hitpoints.

Unholy Weapon
5th-Level Evocation
Casting Time: 1 Bonus Action
Range: Touch
Components: V,S
Duration: Concentration up to 1 hour
Until the spell ends, a weapon you touch
sucks the light from the surrounding area.
Bright light becomes darkness for 30 feet
centered on the weapon, and dim light for an
additional 30 feet. Attacks made with it deal an
extra 2d8 necrotic damage on a hit. If it isn't
already a magic weapon, it becomes one for the
duration.
As a bonus action, you can dismiss the spell
and cause the weapon to release a burst of
unholy energy. Each creature of your choice
that you can see within 30 feet of the weapon
must make a Constitution save. On a
failure, it takes 4d8 necrotic damage and it
is blinded for 1 minute. On a successful save, it
takes half damage and isn't blinded. At the end of
each of its turns, a blinded creature can make a
Constitution save, ending the blindness on a
success.

Zealot’s Mantle
3rd-Level Evocation
Casting Time: 1 Action
Range: Self (30ft radius)
Components: V
Duration: Concentration up to 1 minute
You create 30-foot radius aura around you. The
aura moves with you and remains centered on
you. While in the aura, you and your allies deal
an extra 1d4 necrotic damage
with weapon attacks.

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Child of Shadow
Manifestations of The Prerequisite: Doomwalker Only
Path Drawing from the path, you move the shadows around you
for concealment. If you move at least half of your
The act of a Witch Blade ommersing themselves in the movement, you may use the hide action as a bonus
flowing river of the path results in magical energies action.
manifesting into the material plane around the character
that is existing in the weave. Some Witch Blades become
ennsconced in energies that protect their physical form,
some seem to phase out of reality for a brief moment,
Dilation Field
while others seem to have the energy explode outward Prerequisite: 5th Level; Wardwalker Only
from them.
The following sections outline the passive and active You project a field around you that seems to slow time
Manifestations of the Path that you may choose to fit the within the field. When a creature starts its turn within 5ft
character you are creating. Some Manifestations require a of you, they must succeed a Wisdom saving throw or be
prerequisite level or subclass to choose. These affected by the slow spell.
prerequisites are listed immediately below the name of the
Manifestation
Empowered Aura
Passive Manifestations Prerequisite: 7th Level
Your connection to the Path empowers the energies that
radiate from you. Magical auras originating from you from
Blindfighting either your 7th-level subclass feature, or a spell such as
Aura of Vitality have their radius expanded by an
Prerequisite: None additional 10 feet.
You close your eyes and feel your opponents instead of
seeing them. You have blindsight with a range of 10 feet. Flood of Light
Within that range, you can effectively see anything that
isn’t behind total cover, even if you’re blinded or in Prerequisite: 11th level
darkness. Moreover, you can see an invisible creature
within that range, unless the creature successfully hides The Path flows from you, and can be seen by all. When a
from you. creature that can see targets you with a melee attack, they
must first succeed a Constitution saving
throw or be blinded until the
Blood in the Water start of their next turn.
Prerequisite: Bloodborne only
Like a vicious predator, sensing blood has been shed
triggers a predatory response. If you score a critical hit
against an opponent, you gain +1 bonus to attack and
damage rolls as long as you remain immersed in
the path.

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Force Armor As a bonus action, you can heal one creature you can
see within 60 feet of you, spending dice from the pool.
Prerequisite: Bastion Only The maximum number of dice you can spend at once
equals your Charisma modifier (minimum of one die). Roll
When you thrust yourself into the Path, the energy of the the dice you spend, add them together, and restore a
weave coalesces and forms into a protective barrier number of hit points equal to the total.
around you. When you enter the path and this
manifestation forms, you automatically gain the effect of
the spell Armor of Agathys as if it were cast at your highest
available spell level without having to spend the essence to
Give Up The Ghost
cast the spell. The damage type if the spell is changed to Prerequisite: Conduit Only
force, rather than cold.
Your connection to the revenant soul allows you to survive
mortal wounds. If you take damage that would reduce
Hail Horror you to 0 hitpoints, you can transfer the damage through
your bond to the soul bound to you. The Revenant Soul's
Prerequisite: Executioner only hit point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until you finish a long
As your plunge into the Path, a ripple of primal energy rest. The Revenant Soul is destroyed if this effect reduces
radiates outward, unnerving your enemies. You its hit point maximum to 0, and any excess damage
may target a number of creatures equal to your proficiency carries over to you.
modifier. The creature must make a Wisdom saving throw
or be frightened of you for 1 minute. The Frightened
creature can repeat the saving throw at the end of each of
its turns,ending the effect on itself ona success.
Rainbow in the Dark
Prerequisite: 5th Level
You cry out for magic, and feel it dancing in the light.
Harbinger of the White Raven You’ve lost your hold to the shadows of the night. No sign
of the morning coming, you’ve been left on your own like a
Prerequisite: 5th Level rainbow in the dark. A Prismatic aurora encircles you.
As a bonus action, choose a color and make a ranged
The spectral form of a radiant white raven encompasses spell attack against a creature you can see within 60ft. On
you, heralding a turning of the tides of battle. You shed a hit, the target takes damage equal to your resolve die.
bright light in a 20-foot radius and dim light for an The damage type is defined by the color, with the
additional 20 feet.  Additionally, You may spend a pool of exception of indigo (see below). You must use all 7 colors
your resolve dice to heal wounds.The number of dice in the before you can use a color a second time.
pool equals 1 + your Witch Blade level. Your healing pool
regains all expended dice when you finish a long rest. Red. The target takes fire damage
Orange. The target takes acid damage.
Yellow. The target takes lightning damage.
Green. The target takes poison damage
Blue. The target takes cold damage.
Indigo. The target takes no damage, and is instead
healed.
Violet. The target takes force damage and must make a
dexterity save or be blinded. It must then make a
Wisdom saving throw at the start of your next turn. A
successful save ends the blinded condition. If it fails
that save, the creature is transported to another plane
of existence of the GM’s choosing and is no longer
blinded. (Typically, a creature that is on a plane that
isn’t its home plane is banished home, while other
creatures are usually cast into the Astral or Ethereal
Planes.)

Siren’s Song
Prerequisite: None
Your presence immersed in the path causes a low
hum to emanate around you. When a creature that
can hear enters within 10 feet of you, They must
succeed on a Wisdom Saving throw or be charmed by
you. They may attempt to make a wisdom saving throw at
the start of each of their turns, and the effect ends if youor
your allies do anything harmful to it. The target is immune
to your Siren’s Song for 24 hours after succeeding the
saving throw, or if you are no longer immersed in the
Path.

Solar Prominence
Prerequisite: None
The light of a sun pour from your eyes and mouth,
allowing a glimpse of the power waiting inside you, ready
to lash out. You may use your reaction to lash out at a
creature that touches you or hits you with a melee attack
while within 5 feet of you takes 3 (1d6) fire damage.
The damage increases when you reach certain levels in
this class, increasing to 2d6 at 10th level, 3d6 at 15th
level, and 4d6 at 20th level.

Spellsword
Prerequisite: None
You learn two cantrips of your choice from the wizard
spell list. They count as witch blade spells for you, and
Charisma is your spellcasting ability for them. Whenever

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you gain a level in this class, you can replace one of these
cantrips with another cantrip from the wizard spell list.

Thicket of Blades
Prerequisite: Psiwalker Only
You manifest unseen blades in the area around you,
creating thicket of psychic energy in a 10 ft radius around.
This area counts as difficult terrain. When a creature
within this aura moves, they must succeed a dexterity
saving throw or take 1d6 psychic damage on a failure, or
half as much damage on a successful one. The damage
increases when you reach certain levels in this class,
increasing to 2d6 at 10th level, 3d6 at 15th level,
and 4d6 at 20th level.

Turbulant Flow
Prerequisite: 9th level
While immersed in the path, your presence in the path
temporarily disrupts magic around you. If you move at
least half your movement in a straight line on your turn,
the path warps, bends, and swirls around you, making it
harder for harmful spells to hit you head-on. Until the
beginning of your next turn, if you are subjected to an
effect that allows it to make a saving throw
to take only half damage, it instead takes
no damage if it succeeds on the saving throw,
and only half damage if it fails.

Wind of Chaos
Prerequisite: 15th level
You wreath yourself in a turbulent , undulating current of
the path. The universe sometimes sees fit to grant you
Colossus Strike
additional power to your attacks. You may reroll any Prerequisite: None
damage die when hit with a melee weapon attack roll Trigger: Bonus Action
and roll the maximum die value for the attack, adding the
value to the total. You may continue to reroll the damage The next time you hit with a melee attack, the target
die until you fail to roll the maximum value, adding to the must make a strength saving throw or be hurled
total for each roll. 1d4X5 feet away from the attack and be
knocked prone on a failure, or half as far and the
creature is not knocked prone on a success.
Active Manifestations Embiggening
Prerequisite: None
Apergic Nexus Trigger: Bonus Action
Prerequisite: None The Path flows through you and enhances your
Trigger: Bonus Action physical form. You gain the effects of the
You race along the path, leaving the bonds of gravity Enlarge/Reduce spell (Enlarge only) for 1 minute,
behind. You gain the ability to move along vertical or until you are forced from the path.
surfaces, upside down, and across liquids on your turn
without falling during the move. Gravitational Potential
Prerequisite: Executioner Only
Bloodbending Trigger: Bonus Action
Prerequisite: Bloodborne Only Because the path connects all things, you
Trigger: Action can cut or bind threads tying your
You reach out and point to your foe with a single finger. weapon to its quarry. When this
Their look of puzzlement turns to fear as black energy manifestation is activated,
spreads across their body, rendering them helpless. A you can physically alter the mass and
creature must make a Constitution saving throw against effectiveness of your weapons to
your spell save DC. On a failed save, you begin to take maximize their effect in battle. When you activate this
control and freeze the blood in their veins, and are manifestation, you must choose one of the following
restrained. It must repeat the saving throw at the end of its effects:
next turn. On a success, the effect ends. On a failure, the Blueshift. The mass of your weapon increases
creature is petrified until freed by the greater dramatically as it swings, streaking blue through the
restoration spell or other magic, or you lose immersion in air. Your weapon gains the Heavy property. The
the path. additional energy from the increased mass of the
weapon is channeled into the next attack that hits your
opponent. When determining damage for this hit,
Blood Wind Ricochet maximize the damage dice of your weapon, which
Prerequisite: 5th level counts as force damage for overcoming damage
Trigger: Action resistances.
You hurl your weapon into the Path, and infuse it with Redshift. You sever threads binding your weapon to the
the essence of magic. Make a ranged spell attack against world, lowering the mass of the weapon as red streaks
a creature that you can see within 60ft. If the attack hits, trail behind your attack. The weapon’s damage type
your weapon damage type becomes force damage. After changes to force, and it gains the light and thrown
this attack, the weapon ricochets. You may make up to 2 properties, with a normal range of 20 feet and a long
more ranged spell attacks against any creature of your range of 60 feet. If the weapon leaves your hand, the
choosing within 30 feet of the last creature. Each attack weapon reappears in your hand at the end of the
roll must be made against a new target. current turn.

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a helpless oyster. While immersed in the path, your
Jagged Visions of Destiny physical form appears to shift and morph around harmful
effects.The first time an opponent misses you with an
Prerequisite: None attack roll, you gain +2 AC until the start of your next turn.
Trigger: Reaction
You notice a convergence in the path, hurtling toward
catastrophe. You tear at the path’s threadwork, attempting
Psychic Feedback
to avoid the danger at the last second. When you fail a Prerequisite: Psiwalker Only
saving throw, you may reroll the saving throw, but you Trigger: Reaction
must take the result of the second roll.
You muddy the Flow of the path, disrupting magic around
you in a 30 ft radius. When a creature within this aura
Leaf on the Wind casts a spell, they must succeed an Intelligence saving
throw or take 1d6 psychic damage on a failure, or half
Prerequisite: None asmuch damage on a successful one. Moreover, on its next
Trigger: Bonus Action turn, it must choose whether it gets a move, an action, or
a bonus action; it gets only one of the three. On a
Like a leaf on the wind, you leave yourself to the mercy of successful save, the target takes half as much damage and
the path’s flow. You soar through your world, allowing the suffers none of the spell’s other effects.
path to move you away and evade an oncoming attack. If The damage increases when you reach certain levels in
you move at least half of your movement before entering a this class, increasing to 2d6 at 10th level, 3d6 at 15th
threatened square any attack of opportunity made against level, and 4d6 at 20th level.
you are made at disadvantage.
Repudiating Blast
One with the Shadows Prerequisite: Wardwalker Only
Prerequisite: Doomwalker Only Trigger: Bonus Action
Trigger: Bonus Action
You force energy to explode from you, repelling creatures
You can send your physical body into the path, becoming away from you. All large or smaller creatures within 10
incorporeal until the start start of your next turn. While feet of you must make a Strength saving throw or be
incorporeal, you gain resistance to bludgeoning, piercing, pushed 20 feet away from you in a straight line and
and slashing from non magical attacks, and you can move knocked prone on a failure. On a success the creatures
through other creatures and solid objects as if they were are forced back half the distance and are not knocked
difficult terrain. You take 5 (1d10) force damage if you end prone.
your turn inside an object.
Siege Slam
Pearl of Black Doubt Prerequisite: None
Prerequisite: Bastion Only Trigger: Bonus Action
Trigger: Reaction
You focus the Path into the space between the molecules
With every miss, your opponents become more uncertain, of inanimate objects. Until the start of your next turn, you
their doubt growing like an irritating pearl in the mouth of deal double damage to objects and Structures.

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Soul Consumption
Prerequisite: Conduit Only
Trigger: Reaction
When a creature you can see within 30 ft. of you or your
Revenant Soul companion dies, you may use your
reaction to draw the thanergetic bloom of death energy
into your or your Revenant Soul companion, regaining hit
points equal to your current resolve die plus your
Charisma modifier, healing either you or your Revenant
Soul companion (your choice).

The Weave Protects


Prerequisite: None
Trigger: Bonus Action
You weave a tangle of threads from the path around an
ally that you can see within 30ft. The ally may use their
reaction to move up to their full movement without
provoking attacks of opportunity.

Where Fear and Weapons Meet


Prerequisite: None
Trigger: Bonus Action
Magic infuses one weapon of your choice that you
are holding. Until the start of your next turn, the
weapon’s damage type changes to force, and it
gains the light and thrown properties, with a
normal range of 20 feet and a long range of 60 ft.
If the weapon leaves your hand, the weapon
reappears in your hand at the end of
the current turn.

Wraithblade
Prerequisite: 7th level
Your weapon takes on an ethereal form,
bypassing even the strongest resistances.
The next attack that you hit with ignores any
resistances to the damage inflicted by that attack.

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