You are on page 1of 7

Creating a Witch

Witch The thing that defines a witch is their grimoire. Figure out
In many a tale, witches play the part of the villain. Whether how you gained possession of yours. Did you inherit it from
kidnapping children or spreading plague and disease, they one of your parents, or are you a part of a coven? Perhaps you
are uneqivocally portrayed as nefarious and evil creatures. In stumbled upon the book in a library, or you might have
truth, most witches are far from evil, but their practice of suddenly found it hidden away in your backpack.
forbidden magics has kept them persecuted and outcast from Whatever the origin, the grimoire deemed you worthy of
most societies. becoming its pupil. Why is that? Maybe you already knew a bit
As a result, most witches have chosen a life of isolation, of magic or had some magical potential. Or perhaps the
sometimes gathering together in small communities known grimoire was drawn to your desire for a greater purpose.
as covens. Here they practice their magic, far away from the Work with your DM to determine how big a part your
prying eyes of those who've condemned them. grimoire should play in your character's aventuring career.

e
Your grimoire might send you on errands and quests to prove
Legacies and Grimoires. your worth, or it could simply act as a unique spellbook.
The most common practice among witches, is the usage of What kind of relationship do you have with your grimoire?.
grimoires. These enchanted spellbooks are passed on Is it friendly and playful or antagonistic and troublesome. Do
you consider it a kind teacher? Or do you resent it for keeping

fil
through generations, and contain the knowledge given to its most powerful secrets from you.
them by their former owners. Only the most powerful witches How does your grimoire behave? Does it disappear at
are capable of creating a grimoire as the creating extracts a random times, only to appear in the top of a tree or in the
sliver of their soul, which in turn grants the book a semblance back of a merchants wagon? Maybe it refuses to open if you
of sentience as well as a part of the witch's powers. are in a bad mood, or it could mix up the words of its pages
A grimoire is capable of using its magic to change its making it unnecessarily hard to read. On the other hand it
appearance, hide information from undeserving eyes, and might offer you recipes for remidees when you are sick, or
even teleport short distances. Over time, additional turn its own pages when your hands are otherwise occupied.
soulslivers might be added to a grimoire, increasing its power
and sentience. The more sentience a grimoire gains, the Quick Build
more quirks it develops from the souls contained within
e
Grimoires serve three general purposes. First and
foremost they are spellbook, designed to make their
knowledge easily accessible. Their second purpose is that of
a library, accumulating the knowledge of those they serve.
The third purpose is to continue the legacy of their
You can make a witch quickly by following these suggestions.
First, Wisdom should be your highest ability score, followed
by Constitution. Second, choose the hermit background.
Third, choose the 1st level spell cure wounds or catapult.
pl
ancestor, by serving as a teacher to young witches. Most
commonly, grimoires are passed on directly from one witch
to another, but in the case of a witch's death, grimoires are
capable of seeking out new pupils by themselves. Either way,
when ownership is passed on to a new witch, the grimoire
will slowly introduce its new pupil to the magical secrets
contained within, keeping most of its knowledge locked away
m

until the witch grows in power.


An Untowards Approach to Magic
Being ostracised from the overall magical community,
witches through the ages have had to find their own way of
working with magic. As time has passed, the disparities
between the spellwork of witches and that of formally trained
Sa

spellcasters have become increasingly obvious.


Though the teachings of witches are passed on through
their grimoires, their magical discoveries are unique, and the
teachings of one grimoire might differ significantly from that
of any other. As a result, two witches might use wildly
different methods when casting similar spells, while two
formally trained spellcasters would likely have identical
spellcasting methods.

3
The Witch
Level Proficiency Bonus Features Witch Bolt Level Grimoire Spells Unleashed Powers
1st +2 Ancestral Grimoire, Witchcraft 1 2 —
2nd +2 Unleashed Magic 1 2 2
3rd +2 Witch's Brew, Seer's Sight 1 4 2
4th +2 Ability Score Improvement 1 4 2
5th +3 ─ 2 6 3

e
6th +3 Ancestral Grimoire Feature 2 6 3
7th +3 Poisoned Darts 2 8 4
8th +3 Ability Score Improvement 2 8 4
9th +4 ─ 3 10 4

fil
10th +4 Ancestral Grimoire Feature 3 10 5
11th +4 Witch's Brew (2) 3 11 5
12th +4 Ability Score Improvement 4 11 6
13th +5 ─ 4 12 6
14th +5 Ancestor's Guidance 4 12 6
15th +5 Poisoned Darts (2) 4 13 7
16th +5 Ability Score Improvement 5 13 7
17th
18th
19th
20th
+6
+6
+6
+6

e
Ancestral Grimoire Feature
Ability Score Improvement
Soulbinding
5
5
5
6
14
14
15
15
7
8
8
8
pl
(a) a component pouch or (b) an arcane focus
Class Features an explorers pack, a travelling cauldron, and a set of
As a witch, you gain the following class features components for the augury spell worth 25gp
m

If you forgo this starting equipment, as well as the items


Hit Points offered by your background, you start with 3d4 x 10 gp to buy
Hit Dice: 1d8 per witch level your equipment.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 8 (or 5) + your Constitution
modifier per witch level after 1st Multiclassing and the witch
if your group uses the optional rule on
Proficiencies multiclassing in the Players Handbook, here's what
Armor: Light
Sa

you need to know if you choose witch as one of


Weapons: Blowguns, clubs, daggers, darts, quarterstaffs, your classes.
sickles Ability Score Minimum. As a multiclass character,
Tools: Choose one from alchemist supplies, herbalism kit, you must have at least a wisdom score of 13 to
poisoner's kit take a level in this class, or to take a level in
another class if you are already a witch.
Saving Throws: Constitution, Wisdom Proficiencies Gained. If witch isn't your initial
Skills: Choose three from arcana, animal handling, class, here are the proficiencies you gain when you
deception, history, insight, medicin, nature, religion, sleight take your first level as a witch: blowguns, darts,
of hand, survival sickles, and your choice of alchemist supplies,
herbalism kit or poisoner's kit.
Equipment Spellcasting. Spell slots you gain from the pact
You start with the following equipment, in addition to the magic feature, or spellcasting feature can be used
equipment granted by your background: to cast spells gained from the witch class.
(a) a quarterstaff or (b) a sickle
(a) a blowgun and 10 blowgun needles or (b) 10 darts

4
Ancestral Grimoire
At 1st level, you’ve gained hold of a witch's grimoire. Your
choice of grimoire grants you features at 1st level and again
at 6th, 10th and 18th level. Furthermore, your choice of
grimoire determines how you use your unleashed magic Unique spell slots per spell
feature starting at 2nd level. Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 ─ ─ ─ ─ ─ ─ ─ ─
Witchcraft
2nd 2 ─ ─ ─ ─ ─ ─ ─ ─
Your grimoire contains knowlegde from all of its past owners.
It teaches you how to cast witch spells and will reveal more 3rd 2 1 ─ ─ ─ ─ ─ ─ ─
powerful spells and other magical secrets as you grow your 4th 2 1 ─ ─ ─ ─ ─ ─ ─

e
powers. 5th 3 1 1 ─ ─ ─ ─ ─ ─
Cantrips 6th 3 1 1 ─ ─ ─ ─ ─ ─
You know three cantrips, which are determined by your 7th 3 1 1 1 ─ ─ ─ ─ ─
choice of grimoire.

fil
8th 3 1 1 1 ─ ─ ─ ─ ─
Witch Bolt 9th 4 2 1 1 1 ─ ─ ─ ─
You know the 1st level spell witch bolt which you can cast at 10th 4 2 1 1 1 ─ ─ ─ ─
will as a cantrip. It doesn't require any material or verbal
components, as the spell is second nature to true witches. 11th 4 2 1 1 1 1 ─ ─ ─
The spell becomes stronger as you gain levels in the Witch 12th 4 2 1 1 1 1 ─ ─ ─
class, as shown in the Witch Class Table. 13th 5 2 1 1 1 1 1 ─ ─
Witch Bolt as a cantrip 14th 5 2 1 1 1 1 1 ─ ─

e
Even though you eventually gain the ability to cast witch bolt
at higher levels, it still counts as a cantrip for you. As such, it
doesn't require spell slots, and it can be cast in the same turn
as a bonus action spell.
15th
16th
17th
18th
5
5
6
6
2
2
3
3
1
1
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1


1
1
pl
counterspell and Dispel magic. Since Witch bolt becomes a
cantrip for you, it counts as a 0-level spell no matter what level 19th 6 3 2 1 1 1 1 1 1
you cast it at. As such, a 3rd level counterspell or dispel magic 20th 6 3 2 1 1 1 1 1 1
will automatically succeed against your 5th level witch bolt
spell.

Spell Slots Spells Known of 1st Level and Higher


m

Your Witch spells each have their own unique spell slots. The At 1st level, your grimoire contains two 1st level spells, one
amount of spell slots available for each spell is determined by which you choose from the Witch spell list, and one which is
your proficiency modifier and the spells level. determined by your ancestral Grimoire.
Spell slots per spell = your proficiency bonus ÷ spell level The Grimoire spells column of the Witch class table shows
(rounded down, minimum of 1) when you learn more witch spells, however you only get to
choose one of those spells any time you learn two spells, as
As an example, if you are a 9th level Witch that knows two the other is determined by your choice of Ancestral Grimoire.
5th level witch spells, you can cast each of those spells once A spell you choose must be of a level no higher than half
Sa

as they don't share spell slots. You regain all expended spell your witch level rounded up. When you reach 5th level, for
slots when you finish a long rest. example, you learn two new witch spells, one of which you
get to choose, that can be of 1st, 2nd, or 3rd level. Bear in
mind, that lower level spells have more unique spell slots, and
can therefore be cast more often.
Additionally, when you gain a level in this class, you can
choose one of the witch spells you know, that wasn't
determined by your choice of grimoire, and replace it with
another spell from the witch spell list, which also must be of
a level no higher than half your Witch level rounded up. You
can only know one spell each of 7th, 8th, and 9th level at any
given time.

5
Spellcasting Ability Vision Brew (25gp) – grants you 60 feet of darkvision for
Wisdom is your spellcasting ability for your Witch spells, so 1 hour. If you already have darkvision, drinking this potion
you use your wisdom whenever a spell refers to your increases its range by 60 feet.
spellcasting ability. In addition, you use your wisdom modifier At 11th level, additional and improved recipes appear in your
when setting the saving throw DC for a witch spell you cast grimoire, as shown below, which you can choose from when
and when making an attack roll with one. brewing.
Spell save DC = 8 + your proficiency bonus + your wisdom Dream/Nightmare Brew (100gp) – when consumed, the
modifier creature must roll a constitution saving throw against the
Spell attack modifier = your proficiency bonus + your Witch’s spell save DC. On a failure, they fall asleep for 1
wisdom modifier minute. While asleep, the creature experiences either
pleasant dreams or horrifying nightmares, as determined

e
Spellcasting Focus by the Witch when creating the concoction. Any damage
You can use an arcane focus as a spellcasting focus for your taken while sleeping wakes the creature. If the sleep lasts
witch spells. the full duration, the creature awakes being either
charmed by or frightened of the witch for 1 hour
Unleashed Magic depending on whether it experienced dreams or

fil
Your grimoire reveals more of its knowledge, showing you nightmares.
how to use your style of witchcraft to strengthen your spells. Heartier Brew (25gp) – raises your maximum and
At 2nd level, you gain two unleashed powers of your choice. current hit points by an amount equal to twice the Witch’s
Your power options are detailed at the end of the class wisdom modifier until the end of your next long rest.
description. When you gain certain witch levels, you gain
additional powers of your choice, as shown in the Unleashed Purifying Brew (25gp) – removes a curse or one effect
Powers column of the Witch Class Table. that reduces the targets hit point maximum.
Additionally, when you gain a level in this class, you can Toad Brew (250gp) – when consumed, the creature must
choose one of the powers you know and replace it with make a constitution saving throw against the Witch’s spell
another power that you could learn at that level.
Witch's Brew e
At 3’rd level, your grimoire teaches you how to brew magical
potions and concoctions. During a long rest, you can use a
save DC. On a failure, they are turned into a toad, as by the
polymorph spell, for a duration of 24 hours. This effect
also ends if the creature is kissed.

Seer's Sight
pl
cauldron or similiar tool to brew an amount of potions or At 3’rd level, you learn the Augury spell and can cast it at will
concoctions equal to your proficiency modifier. The brew without expending any spell slots.
In addition, you can cast it
loses its magic at the end of your next long rest. You can only an amount of times equal to half your wisdom modifier
make one type of brew during a rest, chosen from the list rounded up between long rests, without the risk of getting a
below. random result. Further uses of the spell beyond that, incurs
Brewing potions requires water, and a mixture of the usual accumulating 25% risk as described in the spell.
ingredients that can be collected or bought during your
travels. The price listed alongside your potion choices below,
m

is the material cost of a single potion of that type. Ability Score Improvement
Cleansing Brew (5gp) – removes one disease or poison. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase an ability score of your choice by
Hearty Brew (5gp) – raises your maximum and current 2, or you can increase two ability scores of your choice by 1.
hit points by an amount equal to the Witch’s wisdom As normal, you can’t increase an ability score above 20 using
modifier until the end of your next long rest. this feature.
Healing Brew (10gp) – you regain 2d6 + the witch's
Sa

Poisoned Darts
wisdom modifier hit points.
At 7th level, your grimoire teaches you how to create and
Potent Brew (25gp) – grants a +1 to your spell attack and administer magical poisons through darts and needles.
spell save DC for 1 hour. During a short or long rest, you can use a poisoner’s kit, to
Pungent Brew (5gp) – grants a -1 modifier to all saving grant 1 dart or blowgun needle a specific poison from the list
throws for 1 hour. below. all applied poisons last until the end of your next long
rest, or until used.
Rancid Brew (10gp) – when you drink this, and at the Debilitating poison – on a hit, the target must succeed on
start of every turn after for 1 minute, you must make a a constitution saving throw against your spell save DC or
constitution saving throw against the Witch’s spell save be poisoned for 1 minute. The target can make a
DC. On a failure, you fall prone, and spend the rest of your constitution saving throw at the end of each of its turns.
turn throwing up. When this effect ends, if you haven’t On a success, the condition ends.
failed any saving throws, you become immune to the
poisoned condition until you take a long rest.

6
Slowing Poison – on a hit, the target must succeed on a Should you wish, you can use the ritual to create a new
constitution saving throw against your spell save DC or be grimoire instead, creating a new path for future witches to
reduced to half its movement speed for 1 minute. Follow. You can either copy the path and abilities of your
Stunning Poison – on a hit, the target must make a ancient grimoire, or embark on a new one. if you continue on
constitution saving throw against your spell save DC. On a your old path, you can then choose whether or not you want
failure, the target becomes stunned for 1 round at the end to change the spells given to you from that path or keep them
of its next turn. the same.
If you instead choose to create a new path, you lose the
spells and abilities given to you from your old path, including
Once thrown or shot, whether or not the projectile hits a the ability to unleash magic, as those powers are granted to
target, the dart or needle is no longer poisonous. you from the spirits and magic contained within your
At 15th level, you learn additional poison recipes as shown grimoire. You will then have to discover a new way to unleash
below. your magic, and once you complete that part of your journey,

e
you can gradually replace the spells you lost with new ones
Paralyzing poison – on a hit, the target must make a from any one class spell list, given enough time and practice.
constitution saving throw against your spell save DC. On a Once you’ve created a new grimoire, you can then choose to
failure the targets speed is reduced by 10 until the end of give your former grimoire to someone else. Given enough
its next turn. At the end of that turn it must make an time, the grimoire will disappear on its own, as it begins its

fil
additional constitution saving throw. If it fails again, it search for a new pupil.
becomes stunned until the end of its next turn where it
must make 1 last constitution saving throw. on a failure,
the target becomes paralysed for 1 minute. Creating a new Grimoire
Deadly poison – on a hit, the target must make a When you choose to create a new Grimoire with
your Legacy of a Witch class feature, you are giving
constitution saving throw against your spell save DC. On a yourself the task of designing a new subclass for
failure, the target takes 1d4 poison damage. In addition, at the Witch. When doing so, you should work with
the end of each of its turns, the target takes an additional your DM on the initial design to make sure that
1d4 poison damage. This effect lasts for 1 minute. your ideas for the subclass work within your

Ancestor's Guidance e
Starting at 14th level, whenever you cast the augury spell,
your witch ancestors grant you their guidance. Once before
current campaign setting.
A kind of Magic. The main aspect of design is
choosing a magical theme for your grimoire. you
could enhance your witchcraft with alchemy or
perhaps learn necromancy from a lich.
pl
your next short or long rest, you can give yourself advantage The Specifics. What follows is a list of all the
on any roll, including death saving throws. features and spells that you need to replace.
You can only have one use of this feature available at any Cantrips (level 1) - You need to choose 3
time, and can use this feature an amount of times equal to cantrips for your Grimoire Spells feature.
your proficiency modifier. You regain all uses of this feature Path Spells (level 1,3,5,7,9) - You need 5 spells
after a long rest. for your new path, one of each level from 1st to
5th, to replace those in your Grimoire Spells
Soulbinding feature.
m

Ancestral Grimoire feature (level 1) - Your 1st


at 20'th level, the final pages of your grimoire are revealed to level feature, will set the foundation for your
you. they show you how to transfer a sliver of your soul to subclass. This feature should grant you a unique
your grimoire. Though simple, the ritual is arduous, and way of using your magical powers, as you'll also
requires your concentration to channel your life force and use this feature as a part of your 2nd level
energy into the Grimoire.
The Ritual takes a full day (24 Unleashed Magic feature.
hours) of channelling and chanting to complete, all of which Unleashed Magic (level 2) - This feature needs to
must be spent in a spellcircle drawn of your own blood, and utilize the feature gained at level 1. It's
Sa

you gain 1 point of exhaustion for every six hours spent doing important that this feature has limitations, in
the ritual. if the channelling of energies is interrupted, the the ways of a drawback. Using the subclasses
soulbinding fails and all progress is lost. provided as an example, blood magic drains
Once the ritual has been succesfully completed, your soul your hit points, the shaman spirits limit which
is then bound to the grimoire, and will automatically be spell schools can be unleashed, and Voodoo
stored in your grimoire upon death. Once this is done, you has a limit on who they can target.
can ritually bind your grimoire to a specific location as a Unleashed Powers - You need 4 unleashed
powers unique to your subclass. These should
safety measure. Should you die from unnatural causes, your become available when you gain this feature at
grimoire will teleport itself to this location as long as it is on level 2, and again at level 5, 10, and 15.
the same plane of existence, and you will be resurrected after Subclass Features - lastly, you need to replace
1 week as if by the true resurrection spell, no components your Ancestral Grimoire features at level 6, 10,
required. The Grimoire will always attempt to teleport at and 18.
death, but can only resurrect you once a year.

7
Ancestral Grimoire's Once you gain access to higher level spells, you can use
this feature to cast a spell of 1st level or higher for which you
A witch's grimoire contains the knowlegde of its previous have no more spell slots, dealing 1d4 damage to yourself per
owners. Each grimoire has its own distinct magical lineage, level of the spell. The damage taken from this feature can’t be
and each grimoire contains a specific style of witchcraft, as reduced or prevented by any means, and you can’t use this
refined or discovered by its previous owners. feature to cast spells of 7th level or higher.
Some Grimoires are passed directly from one witch to Damage you take from this feature can't be reduced or
another, either through covens or as a gift from a master to prevented by any means, and it reduces your maximum hit
their apprentince, while other grimoires use their inherent points by the same amount.
magic to seek out new witches in order to keep the lineage
alive. The Dangers of Blood Magic
Whichever way the Grimoire is passed on, it has a mind of The damage you take from your blood magic and blood
its own, though it does retain some quirks and personality

e
traits from its past owners. It will teach you its secrets at its unleashed features, reduces your maximum hit points by the
own pace, and will only reveal its knowledge once it deems same amount. Any reduction to your maximum hit points
you worthy of it. gained from these features, can’t be restored by magical
The lineage of your grimoire determines where you draw means, but they are automatically restored after a long rest, as
your powers from, and grants you unique ways of using your

fil
long as you are well fed.
magic to cast and empower spells. Improved hit dice. You can restore some of your maximum
hitpoints during a short rest by spending your hit dice, even if
Blood Grimoire the reduction is caused by something other than your blood
Your Grimoire contains knowledge of the oft forbidden magic features. in addition to regaining hit points, you also
practice of blood magic. It teaches you how to manipulate restore your maximum hit points by 1d4 + your constitution
and use blood as a tool to fuel and empower your magic. modifier for each hit dice used. Your hit point maximum is
While blood magic is most known for the damage it can
cause to a living being, it can also be used to heal the body restored before the hit dice is rolled, allowing for those hit
and cleanse it of physical ailments. points to be regained.

e
You can use a vial of your blood as a spell casting focus
while you are wearing or holding it. The blood must be
replaced once a week with fresh blood. Any feature gained
from your grimoire that requires you to use a weapon to draw
your own blood when casting a spell, can use that weapon as
Improved Life Drain Your spells that drain life from other
creatures, such as vampiric touch, also recover some of your
maximum hit points, equal to twice the level of the spell used,
unless the target is a construct or undead.
pl
a part of any somatic requirements of the spell.
Blood Unleashed
Grimoire Spells At 2nd level, your grimoire teaches you how to use blood
You know the Resistance, Spare the Dying and Thaumaturgy magic to strengthen your spells. You can unleash a spell by
cantrips. cutting yourself with a weapon that deals slashing or piercing
At 1st level and again at 3rd, 5th, 7th and 9th level, you damage, as a part of the action used to cast the spell. You deal
learn additional spells as your grimoire reveals them to you. 1d4 damage to yourself per level of the spell, ignoring any
These spells are included in the Grimoire Spells column of temporary hit points. This damage can’t be reduced or
m

the Witch class table. prevented by any means, and it also reduces your maximum
hit points by the same amount.
Blood Spells
Spell Level Spells Bloody Resilience
1st Inflict Wounds
Starting at 6th level, your continued use of blood magic has
improved your body's natural resilience. You gain resistance
2nd Blindness/Deafness to necrotic and poison damage, from all sources other than
yourself.
Sa

3rd Life Transference (X)


4th Blight Unnaturally Healthy
5th Contagion At 10th level, you've drained your body so much, that it has
been forced to adapt and regenerate itself at an unnerving
pace. You gain immunity to all effects that would lower your
Blood Magic maximum hit points, except for your Blood magic and Blood
At 1'st level, your grimoire shows you how to convert your unleashed features. Your mastery of blood also makes you
own lifeforce into magical energy. immune to disease and poison.
As an action you can cut yourself with a weapon that deals
slashing or piercing damage in order to cast a 1st level spell Lifeblood
for which you have no more spell slots. When doing so you At 18th level, your blood has absorbed so much residual
take 1d4 damage, ignoring temporary hit points if you have energy from your blood magic, that it has become inherently
any. The bloodletting of this feature replaces all components magical itself. In turn, your body has adapted and now draws
of the spell, except for spells with a component cost. upon that magic in order to protect and restore itself.

8
You gain immunity to necrotic damage as well as resistance Animal spirit – while channeling an animal spirit, you can
to slashing and piercing damage, from all sources other than use your wisdom modifier for attack and damage rolls
yourself. In addition, your body regenerates at an unnatural with your unarmed attacks. You can make an unarmed
pace, healing you an amount equal to your constitution attack as a bonus action whenever you take the attack
modifier (min 1) at the start of each of your turns for as long action to make at least one unarmed attack, and your
as you are conscious. unarmed attacks deal 1d8 slashing damage and count as
Furthermore you automatically succeed on death saving magical for the sake of overcoming resistance and
throws, though you may still roll the saving throw for the immunity to non-magical attacks and damage.
chance of rolling a 20, while ignoring all failed rolls, including Celestial spirit – While channeling a celestial spirit, you
1's. Once you succeed three times, you gain 1 hit point and gain temporary hit points at the start of each of your turns
immediately regain consciousness. equal to your wisdom modifier + your proficiency modifier
(minimum of 1). In addition, you can use your bonus

e
Shaman's Grimoire action to give another creature within 30 feet of you, the
Shamans see the world differently than most. They look same amount of temporary hit points.
beyond the physical realm and commune with the spirits that
surround them. Your grimoire teaches you how to find spirits Nature spirit – While channeling a spirit of nature, you
and how to harness their power. Some shamans seek balance add your wisdom modifier to your armor class, and you

fil
and view their spiritual connection as a partnership, while gain resistance to poison and acid damage.
others force their will upon the spirits to serve themselves. Witch Spirit – While channeling the spirit of one of your
You can use a totem as a spell casting focus while you are witch ancestors, you gain a +1 modifier to your spell
wearing it as jewelry or holding it. This totem must represent attack and spell save DC.
one or more of the spirits that you can channel.
Grimoire Spells Spirits Unleashed
You know the Druidcraft, Infestation (X) and Thaumaturgy starting at 2n'd level, your connection to the spirits also
cantrips. strengthens some of your spells. While channeling a spirit,
At 1st level and again at 3rd, 5th, 7th, and 9th level, you your spells from certain spell schools become unleashed. The

e
learn additional spells as your grimoire reveals them to you.
These spells are included in the grimoire spells column of the
witch class table.
Shaman Spells
school of spells affected are determined by the type of spirit
you are channeling.
Animal spirit - While channeling an animal spirit, your
transmutation and conjuration spells become unleashed.
pl
Spell Level Spells Celestial spirit - While channeling a celestial spirit, your
1st Beast Bond (X) divination and conjuration spells become unleashed.
2nd Healing Spirit (X) Nature spirit - While channeling a spirit of nature, your
3rd Spirit Guardians
abjuration and conjuration spells become unleashed.
4th Summon Elemental (T) Witch Spirit - while channeling the spirit of a witch, your
evocation, enchantment, and necromancy spells become
5th Summon Celestial (T) unleashed
m

Spirit Channeling Two Minds, One Body


Your grimoire teaches you how to temporarily enhance your At 6th level, the spirits strengthen your resolve. You gain
abilities by channeling different spirits. advantage on constitution saving throws to maintain spell
You can use a bonus action to channel the powers of one of concentration, while you are channelling a spirit.
the spirits listed below. When you do so, you gain the aid of Also starting at 6th level, any creature you summon or
that spirit for 1 minute. Whilst channeling a spirit, you can create with a conjuration spell has an amount of temporary
choose to expend another use of this ability, in order to
Sa

hit points equal to your witch level.


extend the duration by 1 minute as a free action. When
extending the duration in this way, you gain one point of Conduit
exhaustion. The channeling ends if you are knocked At 10th level, your connection to the spirits becomes stronger,
unconscious or when you use a bonus action to end it early. granting you additional benefits while channeling spirits.
Once you stop channeling a spirit, you can’t channel that
type of spirit again until you finish a short rest. You can use Animal spirit – you can now make two unarmed attacks
this feature an amount of times equal to your proficiency whenever you take the attack action, and the damage of
modifier. You regain all uses of this feature after a long rest. your unarmed attacks is increased to 2d6 slashing
damage. You also gain advantage on dexterity saving
throws and ability checks.

You might also like