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5 - 5e Class
WITCHES ARE A BRIDGE BETWEEN THE SUPERNATURAL AND THE MUNDANE. THEY ARE JUST AS QUICK TO CURSE A CREATURE AS TO SUMMON SPIRITS TO AS A WITCH, YOU G
AID THEM. THEY ARE A LINK BETWEEN THE ANCIENT SECRETS OF NATURE AND CIVILIZATION.
Hit Points
Covens, Hexes and Secrets HIT D
HIT P
A WITCH UTILIZES THE DIVINE MAGIC OF NATURE TO FUEL THEIR SPELLS AND THEIR FEARSOME HEXES, BUT THEY AREN'T ALONE. IN ORDER TO DELVE HIT P
DEEPER INTO THE LOST MAGIC OF NATURE, THEY FORM COVENS. THESE COVENS GUIDE NEW WITCHES TO BECOME MORE POWERFUL, AND IF IT IS
REQUIRED, TO KEEP THEIR MEMBERS IN CHECK. Proficienc
EVERY WITCH IS ON A PERSONAL JOURNEY, THIS COULD BE SEEKING ANCIENT RELICS, UNLOCKING THEIR INNER POWER OR EXPLORING THE MULTIVERSE ARMOR:
FOR MEANING IN LIFE AND DEATH. REGARDLESS OF WHAT A WITCH IS SEARCHING FOR, THEY ARE ALWAYS ON THE LOOK OUT FOR THE ANCIENT SECRETS OF WEAPONS:
THE SUPERNATURAL AND SUPERSTITION. THE POWER OVER THE BELIEFS IS KNOWN AS HEXES, AN ANCIENT STYLE OF MAGIC, THAT USES POWERFUL TOOLS:
SUGGESTIONS TO CAUSE PAIN, HEAL THE INJURED OR PROTECT THOSE THAT A WITCH HOLDS DEAR. THIS STRANGE MAGIC IS OFTEN MISUNDERSTOOD AND
SAVING
OUTRIGHT BANNED IN THE MORE CIVILIZED LANDS, FORCING COVENS TO OPERATE IN THE SECRET AND IN DARK FORESTS.
SKILLS:
Equipment
YOU START WITH TH
(A)
(A)
A LIGHT CROSSB
1
Witch
Cantrips Spells Hexes
Level Proficiency Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Known
1st +2 Spellcasting, Hexes 2 3 2 — — — — — — — — 1
2nd +2 — 2 4 3 — — — — — — — — 2
3rd +2 Dark Coven 2 4 4 2 — — — — — — — 2
4th +2 Ability Score Improvement 3 5 4 3 — — — — — — — 2
5th +3 — 3 6 4 3 2 — — — — — — 3
6th +3 Dark Coven Feature 3 7 4 3 3 — — — — — — 3
7th +3 — 3 8 4 3 3 1 — — — — — 3
8th +3 Ability Score Improvement 3 8 4 3 3 2 — — — — — 3
9th +4 Major Hex 3 9 4 3 3 3 1 — — — — 4
10th +4 — 4 9 4 3 3 3 2 — — — — 4
11th +4 — 4 10 4 3 3 3 2 1 — — — 4
12th +4 Ability Score Improvement 4 10 4 3 3 3 2 1 — — — 4
13th +5 Major Hex (2) 4 11 4 3 3 3 2 1 1 — — 5
14th +5 Dark Coven Feature 4 11 4 3 3 3 2 1 1 — — 5
15th +5 — 4 12 4 3 3 3 2 1 1 1 — 5
16th +5 Ability Score Improvement 4 12 4 3 3 3 2 1 1 1 — 5
17th +6 Grand Hex 4 13 4 3 3 3 2 1 1 1 1 6
18th +6 — 4 13 4 3 3 3 3 1 1 1 1 6
19th +6 Ability Score Improvement 4 13 4 3 3 3 3 2 1 1 1 6
20th +6 Cruel Fate 4 13 4 3 3 3 3 2 2 1 1 7
Spellcasting
DRAWING ON THE DIVINE ESSENCE OF NATURE ITSELF, YOU CAN CAST SPELLS TO INFLICT POWERFUL CURSES AND BOONS. SEE CHAPTER 10 OF THE
PLAYER'S HANDBOOK FOR THE GENERAL RULES OF SPELLCASTING AND DIRECTLY AFTER THIS FEATURE FOR THE WITCH SPELL LIST.
Cantrips
YOU KNOW TWO CANTRIPS OF YOUR CHOICE FROM THE WITCH SPELL LIST. YOU LEARN ADDITIONAL WITCH CANTRIPS OF YOUR CHOICE AT HIGHER LEVELS, AS
SHOWN IN THE CANTRIPS KNOWN COLUMN OF THE WITCH TABLE.
Spellcasting Focus
YOU CAN USE A WITCH'S FOCUS (SEE THE SIDEBAR FOR MORE INFORMATION) AS A SPELLCASTING FOCUS FOR YOUR WITCH SPELLS.
Ability S
A Witch's Focus WHEN YOU REACH
A witch's focus can take on a variety of forms, though most are typically that of the morbid or the obscene. A witch crafts CAN INCREASE TWO
their focus from objects that are important to them and what helps draw out their power. A few examples are provided: USING THE OPTI
Mummified hand of a goblin
Varnished eye of a nothic Major He
Severed finger of a hag BEGINNING AT 9TH
Iron pendant of a devil's face MAJOR
Shrunken head of a humanoid WHEN YOU GAIN A
Withered tongue of a goat
AM
Wand made of human bone
Mummified newt
Shriveled hand of a troll Grand H
Shriveled hand of a troll Grand H
Necklace of kobold teeth BEGINNING AT 17
CAN LEARN A
COUNTED AS PART
AG
Hexes Cruel Fa
IN YOUR STUDY OF THE DARK POWERS, YOU HAVE DISCOVERED THE POWER OF HEXES, POWERFUL CURSES AND BOONS TO LEVEL AT YOUR FOES AND ALLIES.
AT 20TH LEVEL, YOU
BEGINNING AT 1ST LEVEL, YOU GAIN ONE HEX OF YOUR CHOICE. YOUR HEX OPTIONS ARE DETAILED AT THE END OF THE CLASS DESCRIPTION. WHEN YOU AGAINST ONE OF YO
GAIN CERTAIN WITCH LEVELS, YOU GAIN ADDITIONAL HEXES OF YOUR CHOICE, AS SHOWN IN THE HEXES KNOWN COLUMN OF THE WITCH TABLE. RESULT.
ADDITIONALLY, WHEN YOU GAIN A LEVEL IN THIS CLASS, YOU CAN CHOOSE ONE OF THE HEXES YOU KNOW AND REPLACE IT WITH ANOTHER HEX THAT
YOU COULD LEARN AT THAT LEVEL.
IF A HEX HAS PREREQUISITES, YOU MUST MEET THEM TO LEARN IT. YOU CAN LEARN THE HEX AT THE SAME TIME THAT YOU MEET ITS PREREQUISITES.
A LEVEL PREREQUISITE REFERS TO YOUR LEVEL IN THIS CLASS.
Dark Coven
STARTING AT 3RD LEVEL, YOUR POWER AS A WITCH HAS GROWN TO BE NOTICEABLE BY A COVEN. A COVEN IS RESPONSIBLE FOR KEEPING TRACK OF THEIR
MEMBERS AND SHARING KNOWLEDGE AMONG EACH OTHER. YOU CAN JOIN ANY COVEN OF YOUR CHOICE: DEVILS, DREAMS, FOREST, GRAVES OR
SPIRITS, EACH OF WHICH IS DETAILED AT THE END OF THE CLASS DESCRIPTION.
YOUR CHOICE GRANTS YOU FEATURES AT 3RD LEVEL AND AGAIN AT 6TH AND 14TH LEVEL.
Coven Spells
EACH COVEN HAS A LIST OF SPELLS — ITS COVEN SPELLS — THAT YOU GAIN AT THE WITCH LEVELS NOTED IN THE COVEN DESCRIPTION. ONCE YOU GAIN A
COVEN SPELL, YOU ALWAYS HAVE IT KNOWN, AND IT DOESN'T COUNT AGAINST THE NUMBER OF SPELLS KNOWN. IF YOU HAVE A COVEN SPELL THAT DOESN'T
APPEAR ON THE WITCH SPELL LIST, THE SPELL IS NONETHELESS A WITCH SPELL FOR YOU.
Dark Covens
EVERY WITCH MUST PLEDGE THEMSELVES TO A COVEN FOR THESE COVENS SHARE KNOWLEDGE ON MAGIC AND HEXES. THEY, ABOVE ALL ELSE, KEEP
TRACK OF THEIR MEMBERS SO NO ONE WANDERS TOO FAR FROM THE PACT. WITCHES OFTEN KEEP THEIR MEMBERSHIP A SECRET FOR COVENS ARE
GREATLY DISTRUSTED BY SOCIETY AT LARGE. THE FOLLOWING ARE COVEN OPTIONS YOU CAN CHOOSE FROM AT 3RD LEVEL.
Coven of Devils
DEVILS OFFER A QUICK PATH TO POWER, AND UNHOLY CONTRACTS HAVE CREATED MANY OF THE MOST POWERFUL WITCHES TO WALK THE WORLD,
UNFORTUNATELY THEY OFTEN REQUIRE A HEAVY PRICE FEW ARE WILLING TO PAY WHEN IT COMES TIME FOR IT. WITCHES WHO JOIN THIS COVEN ARE OFTEN
AFTER POWER - TERRIBLE AND DESTRUCTIVE POWER THAT ALLOWS THEM TO CRUSH THEIR OPPONENTS.