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The Witch

B
ending low over an iron
cauldron, a Human dressed
in dark robes mutters an incantation.
As the final act, she draws a cruel black-iron
dagger across her own palm, and lets fall the
blood into the steaming maw of the cauldron.
She draws in her breath sharply as a spirit
billows forth from the depths, and envelopes the witch,
granting her powers beyond reckoning.
Withered and gaunt, an old Halfling peeks out of his hut
deep in the woods. He extends his hand, and a familiar raven
with intelligent, fiendish yellow eyes alights on his arm,
cawing quietly. He understands, and smiles.
A young Half-Orc woman strides into the midst of a battle,
drawing forth from her soul the tendrils of spiritual magic.
She whispers a forgotten name, and releases a spirit from its Signs of
enslavement, sending its wrath to haunt her enemies on the a Covenant
field. She smiles as she hears a soldier's terrified screams. Oftentimes, the covenant
Witches understand the power inherent in a creature's also works slight physical changes
spirit, and draw their magic from the enchantment, or in a witch, and the discerning eye may catch
entrapment, of powerful spirits. Some witches tend toward a witch by subtle signs: a strangely shaded eye,
goodness, forming an affectionate bond with the spirits they a curious tattoo, a vivid lock of hair, or perhaps
bind, but many witches tend toward chaos, and sometimes even feathers growing like hair, as if it were always that way...
evil, forcing souls to do their bidding, and drawing strength
from the spirit's bond. Signs of a Covenant
d6 Sign
The Commune The iris of one or both of your eyes is a strange color,
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The common thought that all witches are female is not in the like violet or ochre
least bit true, though many women do seek the comfort of a You have a small tattoo of an animal or fey creature,
witch's coven to abandon the world, so often dominated by 2
and in firelight it seems to move
cruel and selfish men. You have a lock of stark white hair, and nothing you do
As opposed to wizardry, in which the student often finds 3
can change it or disguise it, even illusory spells
him- or herself alone with a book in the study of magic,
witchcraft is by its very nature communal --- rituals are 4
The feather of a bird of prey is entangled in your hair,
passed down from generation to generation, often only by or perhaps it grows from your scalp
word-of-mouth, and each coven tends to adopt its own 5 You have nine fingers
traditions of plucking at the weave, the magic words of one
coven often being alien to another. 6
An ancient rune is set in your skin, made either by a
knife or a brand
The Covenant
The power of a witch is drawn from their coven, and from the Creating a Witch
covenant that each witch undergoes to join. Though some As you make your witch character, spend some time thinking
covens are drawn together solely for their thirst for power, about the coven to which you belong. Did you actively seek
other covens are bonded by a genuine love for one another, a out a coven, or were you born in the coven and brought up in
magic that may equal their eldritch pursuits. its rituals and traditions? Do you feel conflict regarding your
A witch has made a pact, a covenant, with the other coven's binding rituals, or do you revel in the promises of the
members of the coven, and it is from this pact that their knowledge and power that your coven seeks?
magic flows. A witch's covenant ritual often involves fire, Perhaps most importantly: why have you left the safety of
blood, and sacrifices, and fundamentally changes the witch's your coven? Do you seek further power that your coven could
soul, binding it to their coven and its members. not promise? Do you adventure on behalf of your coven, or
have you been exiled?
Reflect on the relationship that you may have with your
coven, and work with your DM to determine to what degree
witchcraft will play in your adventure.
THE WITCH | HOMEBREW CLASS
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The Witch — Spell Slots per Spell Level —
Proficiency Bound Cantrips Spells
Level Bonus Spirits Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Coven, Spellcasting 3 3 2 — — — — — — — —
2nd +2 1 Binding Rites 3 4 3 — — — — — — — —
3rd +2 1 Witch's Familiar 3 5 4 2 — — — — — — —
4th +2 1 Ability Score Improvement 4 6 4 3 — — — — — — —
5th +3 2 — 4 7 4 3 2 — — — — — —
6th +3 2 Coven feature 4 8 4 3 3 — — — — — —
7th +3 3 — 4 9 4 3 3 1 — — — — —
8th +3 3 Ability Score Improvement 4 10 4 3 3 2 — — — — —
9th +4 4 — 4 11 4 3 3 3 1 — — — —
10th +4 4 Spiritual Spellcasting, Familiar Magic 5 11 4 3 3 3 2 — — — —
11th +4 5 — 5 12 4 3 3 3 2 1 — — —
12th +4 5 Ability Score Improvement 5 12 4 3 3 3 2 1 — — —
13th +5 5 — 5 13 4 3 3 3 2 1 1 — —
14th +5 5 Coven feature 5 13 4 3 3 3 2 1 1 — —
15th +5 6 — 5 14 4 3 3 3 2 1 1 1 —
16th +5 6 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 —
17th +6 6 Familiar Spirit 5 15 4 3 3 3 2 1 1 1 1
18th +6 7 Coven feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 7 Ability Score Improvement 5 16 4 3 3 3 3 2 1 1 1
20th +6 7 Spirit Step 5 16 4 3 3 3 3 2 2 1 1

Quick Build
You can make a witch quickly by following these
suggestions. First, choose your spellcasting ability
determined by your chosen Coven , followed by Constitution.
Second, choose the hermit background. Third, choose the
chill touch, infestation, and thaumaturgy cantrips, along with
the 1st-level spells false life, hex, and witch bolt.
Tools: Herbalism kit
Class Features Saving Throws: Intelligence or Charisma, Wisdom
Skills: Choose two from Animal Handling, Arcana,
As a witch, you have the following class features. Deception, Insight, Intimidation, Medicine, Nature,
Hit Points Perception, Persuasion, and Survival
Hit Dice: 1d6 Equipment
Hit Points at 1st Level: 6 + your Constitution modifier You start with the following equipment, in addition to the
Hit Points at Higher Levels: 1d6 (or 4) + your equipment granted by your background:
Constitution modifier per witch level after 1st
a component pouch, herbalism kit, and a dagger
Proficiencies (a) a sling or (b) a short bow and 20 arrows
Armor: none (a) a priest's pack or (b) a dungeoneer's pack
Weapons: Clubs, daggers, javelins, quarterstaffs, sickles, (a) an arcane focus or (b) a druidic focus
spears, darts, slings, short bows
THE WITCH | HOMEBREW CLASS
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Coven Spellcasting Focus
You can use an arcane focus or a druidic focus (chapter 5 of
At 1st level, you have joined one of the Covens of Blood, Pain, the PHB) as a spellcasting focus for your witch spells.
Peace, Secrets, or Shadows, each of which is detailed at the
end of the class description. Your choice determines your Binding Rites
spellcasting ability modifier, and grants you features at 1st
level, and again at 6th, 14th, and 18th level. At 2nd level, you can bind spirits to your service. You can bind
a spirit in one of two ways, and both methods require the use
Spellcasting of a small, special dagger, called an athame, and you add this
Your contact with the spirit world, and your other eldritch dagger to your inventory at 2nd level. You are considered
rituals within your coven have granted you the ability to cast proficient with this weapon, and attack and damage rolls
made with this weapon use your spellcasting ability modifier.
spells. See chapter 10 of the PHB for the general rules of Furthermore, you can use your athame as an spellcasting
spellcasting, and p.11 of this document for the witch spell list. focus for your witch spells.
Cantrips When you bind a spirit to your service, choose a spell slot
You know three cantrips of your choice from the witch spell which the spirit fills. That spell slot is no longer avilable for
list. You learn additional witch cantrips of your choice at casting spells, and it remains unavailable for as long as that
higher levels, as shown in the Cantrips Known column of the spirit remains bound to you. If you later release the spirit, the
Witch table. spell slot is expended, and can be recovered at the end of a
long rest. The spirit's power equals the level of the spell slot
Spell Slots filled. For example, a spirit of Hate occupying a 3rd level spell
The Witch table shows how many spell slots you have to cast slot is a 3rd level spirit.
your spells of 1st level and higher. To cast one of these witch You can't have more than one spirit with the same
spells, you must expend a slot of the spell’s level or higher. disposition bound at one time, and you can have a number of
You regain all spell slots when you finish a long rest. spirits bound equal to the number in the Bound Spirits
For example, if you know the 1st-level spell witch bolt and column of the Witch table.
have a 1st-level and a 2nd-level spell slot available, you can Ritual. Binding a spirit using a ritual takes 1 hour, can be
cast witch bolt using either slot. completed during a short rest or at the end of a long rest, and
requires a component pouch and a source of flame, like a
Spells Known of 1st Level and Higher brazier or a bonfire. As the final act of the ritual, you must use
You know three 1st-level spells of your choice from the witch the athame on yourself — you lose current hit points equal to
spell list. the athame's damage roll, and your Max Hit Points are
The Spells Known column of the Witch table shows when reduced by the same amount. Your Max Hit Points recover
you learn more witch spells of your choice. Each of these after you take a long rest. When you finish the ritual, you bind
spells must be of a level for which you have spell slots. For to any Spirit for which you meet the prerequisite.
instance, when you reach 3rd level in this class, you can learn Violence. You can make an attack against a single creature
one new spell of 1st or 2nd level. Additionally, when you gain with an Intelligence score of at least 6 with your athame. If
a level in this class, you can choose one of the witch spells the creature dies within 1 minute, you entrap the creature's
you know and replace it with another spell from the witch spirit. Roll a d8, and consult the table below. The result of the
spell list, which also must be of a level for which you have roll determines the type of spirit that you bind to your service,
spell slots. even if you do not meet its prerequisite. If the type of spirit is
the same as a type that you already have, the binding fails.
Spellcasting Ability
Your spellcasting ability for your witch spells is determined Violent Binding
by the Coven that you belong to, since you draw your magic d8 Bound Spirit d8 Bound Spirit
from your coven's traditions and binding rites. You use this 1 Desire 5 Hate
ability whenever a spell refers to your spellcasting ability. In
addition, you use this ability's modifier when setting the 2 Envy 6 Hunger
saving throw DC for a witch spell you cast and when making 3 Fear 7 Serenity
an attack roll with one.
4 Generosity 8 Wonder
Spell save DC = 8 + your proficiency bonus +
your spellcasting ability modifier
Witch's Familiar
Spell attack modifier = your proficiency bonus +
your spellcasting ability modifier At 3rd level, you learn how to cast the spell find familiar as a
ritual without expending material components, and you can
Ritual Casting cast it as a ritual even if it is not one of your known spells.
You can cast any witch spell you know as a ritual if that spell When you cast find familiar for the first time, you must
has the ritual tag. choose whether the creature is a celestial, fey, or fiend. This
choice is permanent, and whenever you cast this spell in the
future, you conjure the same spirit. In addition, the familiar
gains an Intelligence score of 6 if it is not already 6 or higher.
THE WITCH | HOMEBREW CLASS
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You and your familiar benefit from a special bond. Your Familiar Spirit
abilities to telepathically communicate with your familiar, as
well as your ability to see and hear through it, are unaffected At 17th level, you have learned how to extend your binding
by distance, so long as you both are on the same plane. In powers to your familiar. You can use your Binding Rites
addition, when you conjure your familiar, and whenever you feature to bind a single spirit to your familiar, and the level of
finish a long rest, your familiar gains temporary hit points the spirit is equal to your spellcasting modifier. This spirit
equal to your witch level + your spellcasting ability modifier. does not count against your total number of Bound Spirits.
Finally, your bond grants you both a boon: Your familiar benefits from the spirit’s passive effect, and
Celestial. Your familiar knows the light cantrip. It also you do as well as long as your familiar is within 100 feet of
knows either the guidance or resistance cantrip (you choose, you, and on the same plane of existence. If you permanently
and this choice can't be changed). dismiss your familiar or cast find familiar again to change the
In addition, you have advantage on saving throws against creature's form, the bound spirit is dismissed without produc-
being frightened while you are within 30 feet of your familiar. ing its release effect. If the familiar dies, the spirit that was
Fey. Your familiar knows the cause fear spell, and can cast bound to your familiar produces its release effect instantly.
it once at 1st level. It uses your spellcasting ability modifier. It
regains the use of this ability when you finish a rest. Spirit Step
In addition, you have advantage on saving throws against At 20th level, you gain the ability to project part of yourself
being charmed, and you can't be put to sleep by magical into the Ethereal Plane. You and your belongings become
means, while you are within 30 feet of your familiar. invisible and incorporeal for up 1 minute. You gain immunity
Fiend. Your familiar knows the produce flame cantrip, and to all non-magical damage, resistance to magical damage,
can cast it as an action. It uses your spellcasting ability and are immune to being grappled, paralyzed, petrified,
modifier for attack rolls. The cantrip increases in damage by poisoned, and restrained. You can't attack or cast spells while
1d8 at 5th level, and again at 11th level and 17th level. in this state. You maintain concentration on this effect as if it
In addition, you have advantage on Charisma (Deception) were a spell.
and Charisma (Intimidation) checks while you are within 30 During this time, you may move your normal speed and
feet of your familiar. may pass through solid objects. As a bonus action, you can
rematerialize and end the effect. If you are in a location
Abiliy Score Improvement occupied by a creature or solid object when this effect ends,
When you reach 4th level, and again at 8th, 12th, 16th, and you are shunted to the nearest occupied space and take force
19th level, you can increase one ability score of your choice damage equal to twice the number of feet you are moved as a
by 2, or you can increase two ability scores of your choice by result. You may use this ability once, after which you must
1. As normal, you can't increase an ability score above 20 complete a long rest to use it again.
using this feature. If you are already on the Ethereal Plane when you use this
ability, nothing happens and the action is wasted.
Spiritual Spellcasting
At 10th level, you may dismiss a spirit as a bonus action to
recover a spell slot of a level equal to that of the spirit’s. The
Covens
release effect of the spirit you dismissed is not activated. Almost all witches belong to a coven, a loosely bound
In addition, as an action, you can move a spirit from one gathering of like-minded practitioners that share traditions
spell slot to another. Moving a spirit expends the former spell and philosophies regarding their magic and binding rites.
slot, and fills the new one. Each coven grants its adherents unique magic, and as a
witch delves deeper into its coven's traditions, they gain even
Familiar Magic more powerful abilities. Your choice grants you features at
1st level, and again at 6th, 14th, and 18th levels. The coven a
At 10th level, the bond you have formed with your familiar witch belongs to also determines their spellcasting ability.
grows stronger. If your familiar is subject to an effect that
allows it to make a Dexterity saving throw to take only half Coven of Blood
damage, it instead takes no damage if it succeeds, and only
half damage if it fails. Witches of the Coven of Blood, known as red witches or
Finally, your familiar gains the following feature. blood witches, use sacrificial offerings in their rituals to bind
Celestial. As an action, the familiar can heal a willing spirits to serve the realm they formerly inhabited. These
creature it touches. This power restores 1d4 hit points witches know the power of a soul's past, and of the tokens
multiplied by your spellcasting ability modifier. It regains the they left behind. The spellcasting ability for a witch of the
use of this ability when you finish a short or long rest. Coven of Blood is Wisdom.
Fey. The familiar adds your spellcasting ability modifier to
its AC and bonus to initiative rolls. Expanded Spell List
Fiend. The familiar adds your spellcasting ability modifier The Coven of Blood lets you choose from an expanded list of
to the damage rolls of its produce flame cantrip, and casts spells when you learn a witch spell. The following spells are
this cantrip as a bonus action. added to the witch spell list for you.

THE WITCH | HOMEBREW CLASS


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Blooded Spells Coven of Pain
Witch Level Spells Witches of the Coven of Pain, known as grey witches, use
1st bane, cure wounds
coercion, pain, and psychological torture to subjgate spirits
into service. Witches of this coven often have a natural
3rd hold person, locate object inclination to use their force of will to bind spirits and extract
5th life transference, vampiric touch
power, with little regard to a spirit's well-being. The spell-
casting ability for a witch of the Coven of Pain is Charisma.
7th locate creature, hold monster
Expanded Spell List
9th geas, mass cure wounds The Coven of Pain lets you choose from an expanded list of
spells when you learn a witch spell. The following spells are
Blood Ties added to the witch spell list for you.
At 1st level, you can cast a spell against a single creature over
great distances. If you have a token belonging to another Painful Spells
creature (blood, hair, clothing), you can cast a single-target Witch Level Spells
spell on the token, and the spell affects the creature as long
as the creature is within 1 mile. When you cast a spell using 1st entangle, inflict wounds
this feature, the token is consumed as a material component. 3rd cloud of daggers, mind spike
At 5th level, the range of this feature increases to 10 miles, 5th call lightning, elemental weapon
and at 10th level, you can use this feature as long as the
target is on the same plane of existence as you. 7th evard's black tentacles, vitriolic sphere

Blood Binding 9th contagion, negative energy flood


At 6th level, if a living creature dies within 30 feet of you, you
may use your reaction to bind its soul to one of your Ruin
unexpended spell slots. Roll a d8 and consult the Violent At 1st level, whenever you score a critical hit with a weapon
Binding table to determine the type of spirit you have bound, or spell, the target creature has disadvantage on its next
or the DM may decide a spirit for you, depending on the attack roll, ability check, and saving throw that it attempts
behavior of the target creature. You can't use this feature to within the next minute.
exceed your total number of Bound Spirits.
The spirit is dismissed after you finish a long rest, or when Doom
you use a bonus action to dismiss the spirit, and the spell slot At 6th level, you have learned to coerce your bound spirits to
in which the spirit was bound is restored. You may also grant you more power. When you bind a spirit to your service,
release the spirit normally and cause its release effect. The that spirit may be considered 1 level higher than the spell slot
creature who provided the soul cannot be resurrected during in which it resides. A spirit can't be a higher level than the
the time that its spirit is bound. You may use this ability once, highest level for which you can cast spells, and a spirit can't
after which you must complete a long rest to use it again. be higher than 9th level. You can only have one spirit bound
in this way.
Bloody Dominion
At 14th level, you learn to gain control of the blood within a Vengeance
living being. Once per long rest, you can cast a unique version At 14th level, you can force your bound spirits to fight on your
of dominate person that has the following changes: the target behalf. When you release a spirit of 6th level or higher as an
creature must make a Constitution saving throw, instead of a action, you can cast the spell conjure fey instead of activating
Wisdom saving throw, to avoid the effects of the spell, and if the spirit's release effect. The creature that you conjure is the
you or creatures that are friendly to you are fighting it, it released spirit embodied in the form of a beast-type creature,
doesn't have advantage on the saving throw. Humanoid and the creature's type is undead.
creatures considered undead or incorporeal, as well as
constructs, are unaffected by this feature. Sound of Silence
You have learned to harness the pain of your bound spirits.
Call Forth the Flesh Starting at 18th level, whenever you cast a spell that targets a
At 18th level, you can use your bonus action to release a spirit single creature and deals fire, cold, lightning, thunder,
to bind any creature to the mortal realm. The creature must radiant, or necrotic damage, the spell can deal psychic
succeed at a Constitution saving throw, or lose any immun- damage instead. In addition, if you are attuned to any magic
ities and restistances it has to being grappled, paralyzed, weapon that has a bonus to attack and damage rolls, the
petrified, prone, and restrained by you, and this effect lasts for bonus to damage rolls made by that weapon can deal psychic
1 minute. The creature makes another saving throw at the damage, instead of the weapon's normal damage type.
end of each of its turns, ending the effect on a success.
If the CR of the creature is lower than the spirit's level, the
creature automatically fails its initial saving throw.
You may use this ability once, after which you must
complete a long rest to use it again.
THE WITCH | COVENS
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Coven of Peace When the possession is over, the spirit is dismissed, and
your body collapses to the ground. If, however, your body is
Witches of the Coven of Peace, known as white witches or destroyed or transported to another plane, the spirit is
good witches, offer safe haven and respite to spirits, and instantly dismissed and the possession ends. This possession
request power in return. Though not always true, witches of also ends early if you regain any hit points, and the spirit is
this coven tend to foster friendlier bonds with their spirits still dismissed without activating its release effect. You must
than other witches. The spellcasting ability for a witch of the finish a long rest before using this feature again.
Coven of Peace is Wisdom.
Expanded Spell List
Coven of Secrets
The Coven of Peace lets you choose from an expanded list of Witches of the Coven of Secrets, known as green witches or
spells when you learn a witch spell. The following spells are fey witches, offer trinkets or bits of information to entice
added to the witch spell list for you. spirits into service. Witches belonging to this coven believe in
the power of knowledge, and use their magic to distract and
Peaceful Spells enthrall their enemies. The most powerful witches of this
Witch Level Spells coven can even peer into the future, and use their magic to
change another's fate. The spellcasting ability for a witch of
1st protection from evil and good, sanctuary the Coven of Secrets is Intelligence.
3rd lesser restoration, calm emotions
Expanded Spell List
5th remove curse, spirit guardians The Coven of Secrets lets you choose from an expanded list
7th death ward, freedom of movement of spells when you learn a witch spell. The following spells
are added to the witch spell list for you.
9th antilife shell, greater restoration
Secretive Spells
Soothing Presence Witch Level Spells
At 1st level, you learn the friends cantrip, and a creature 1st comprehend languages, faerie fire
affected by this magic doesn't become hostile to you when the
spell ends, although it still realizes it was charmed. 3rd augury, Nystul's magic aura
5th clairvoyance, hypnotic pattern
Spirit Ward
At 6th level, you learn a rite that shields you from spiritual 7th Leomund's secret chest, scrying
harm. As an action, you create a stationary 15-foot-radius 9th awaken, legend lore
sphere centered on yourself. The ward lasts 1 minute, and
you must maintain concentration as if concentrating on a
spell. A thin, glowing line of magical energy appears wherever Quickening
the sphere intersects with another surface. All creatures At 1st level, you can use an action to enter a special trance,
inside the ward gain the following benefits: allowing you to see into the Ethereal Plane up to 30 feet. You
are also able to speak to any creature that you can see on this
You cannot be charmed, frightened, incapacitated, or plane. This trance requires concentration up to a minute, as if
possessed by undead creatures it were a spell. You can use this ability once, and must finish a
You have resistance to all damage from undead creatures short or long rest to use this ability again.
If you drop to 0 hit points but are not killed, you stabilize
Spiritual Gift
In addition, any undead or incorporeal creature that At 6th level, you may conduct a special ritual to temporarily
attempts to enter the ward must succeed on a Charisma bind one of your existing spirits to a willing creature of your
saving throw against your spell save DC, or have their choice. This ritual takes 1 hour, and can be conducted as part
movement reduced to 0. of a short or long rest. You lose the passive effect of the spirit,
Once you use this ability, you must finish a short or long and the creature that receives this gift gains the passive effect
rest to use this ability again. of that bound spirit until the creature finishes a long rest, or
Safe Haven until you release or dismiss the spirit.
At 14th level, you can retain control over a spirit after you All Secrets
release it. After a spirit expends its release effect, it remains At 14th level, you learn the spell true seeing and add it to your
bound in the same spell slot, and you can release it again. You list of known spells. It does not count against your number of
must finish a long rest in order to use this feature again. known spells. In addition, you can cast it once without
Possession expending a spell slot or requiring material components. You
At 18th level, if you are reduced to 0 hit points but not killed must finish a long rest to cast the spell in this way again.
outright, your body is possessed by a bound spirit of your This spell ends early if you use your Quickening ability, and
choice, and you continue to act for as many rounds as the casting true seeing ends your Quickening ability if it is active.
level of the spirit. During this time, your hit points remain at
0 and you continue to make death saving throws. Dying does
not end the possession.
THE WITCH | COVENS
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Thread of Fate Eye's Shadow
At 18th level, you can use an action to peer into the life of one At 1st level, your coven grants you power over the shadows.
humanoid creature that you can see within 30 feet. You You gain darkvision up to 60 feet, and you have advantage on
instantly know the creature's current hit points, as well as any Wisdom (Perception) or Intelligence (Investigation) checks
magical conditions currently affecting the creature. You may while you are in natural dim light or darkness.
also force the creature to make a Wisdom saving throw, and In addition, if you make an attack while in dim light or
if it fails, you learn any actions or plans the creature intends darkness, you can choose to gain advantage with that attack.
to commit in the next 24 hours. You must finish a short or long rest to use this ability again.
When you take this action, you can also release a spirit of
7th level or higher and concentrate on this connection for 1 See No Evil, Speak No Evil
hour, as if concentrating on a spell. The creature must remain Starting at 6th level, as long as you have at least one spirit
within range and your line of sight for the duration. At the bound, you may call upon nearby shadows to perform either
end of this hour, you can force the target to make another the verbal or the somatic component of any spell that you
Wisdom saving throw. On a failure, the creature is instantly cast. Another creature must succeed on a Wisdom
affected by one of the fates listed below. (Perception) check against your spellcasting DC to perceive
You can use this ability a number of times equal to your that spell component.
Intelligence modifier, and only once per long rest. Attempts to
use this ability afterward have a 33 percent chance of failing. Shadow Step
If the attempt fails, you suffer 10d10 psychic damage. At 14th level, when you are in darkness, and have a bound
The Past. You know the creature's upbringing, and change spirit of at least 4th level, you gain the following:
its background to any other background listed in chapter 4 of You have advantage on all Dexterity checks.
the PHB, or another background of your choice. A creature As an action, you can magically teleport up to 60 feet to an
with no background (i.e. an animal) is unaffected by this fate. unoccupied space you can see that is also in darkness.
The Present. You know the creature's recent history, and
change their memory of it. The creature is affected as if you Haunting Shades
cast the modify memory spell, and you can modify the At 18th level, the shadows obey your will. When you release a
creature's memory from the last 24 hours however you wish. spirit of 6th level or higher, instead of its release effect, you
The Future. You can determine how the creature may die. can summon a wraith in an unoccupied space within 10 feet
Roll 1d12, and subtract that total from the creature's average of you. The wraith disappears when it drops to 0 hit points or
lifespan (lifespans are indicated in the PHB). The resulting after 1 hour. The DM has the wraith's statistics.
number determines the creature's maximum life expectancy. The wraith is an ally to you and your companions. In
If the resulting number is lower than the creature's current combat, the creature shares your initiative count, but it takes
age, the creature instantly dies. Creatures that have no its turn immediately after yours. It obeys your verbal
average lifespan (i.e. undead, constructs, dieties, etc.) cannot commands (no action required by you). If you don't issue any,
be affected by this fate. it takes the Dodge action and uses its move to avoid danger.
You must maintain concentration, as if for a spell, to control
Coven of Shadows the wraith. If you lose concentration, you lose control of of
Witches of the Coven of Shadows, known as dark witches or the wraith, and it becomes hostile to all creatures it can see.
wisp witches, understand the dangerous power of spirits, and
treat them with respect. Witches belonging to this coven Bound Spirits
entreat with powerful spirits and ask for greater power in
return. The spellcasting ability for a witch of the Coven of If a bound spirit has prerequisites, you must meet them in
Shadows is Charisma. order to bind the spirit. Unless the description of the spirit
indicates otherwise, you can release a spirit as an action.
Expanded Spell List
The Coven of Shadows lets you choose from an expanded list Agony
of spells when you learn a witch spell. The following spells Prerequisite: 9th level
are added to the witch spell list for you. Bound. While in the presence of a spirit of Agony, the
wounds of your enemies continue to bleed. While you are
Shrouded Spells bound to Agony, any creature that you have damaged using a
Witch Level Spells weapon or spell takes additional necrotic or psychic damage
(your choice) equal to the spirit's level on its next turn.
1st dissonant whispers, fog cloud Release. You release Agony as a part of any attack or spell
3rd darkness, shadow blade which inflicts damage, after determining whether the attack
or spell hits. The target creature must succeed a Constitution
5th fear, phantom steed saving throw or be stunned with pain for a number of rounds
7th dimension door, shadow of moil equal to the spirit's level. The creature can make additional
saving throws at the end of each of its turns, and the stunned
9th far step, mislead effect is lifted on a successful save. Undead, constructs, and
incorporeal creatures are unaffected by this effect.

THE WITCH | COVENS


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Desire Release. When you release this spirit, you grant an ally
Bound. This spirit impresses your will onto others and within 30 feet of you temporary hit points equal to three
enhances existing desires. Friendly and charmed creatures times the spirit's level.
within 30 feet have disadvantage on Wisdom and Charisma Fear
saving throws against your spells. Prerequisite: fey familiar
Release. As you release this spirit, you can cast the Bound. This spirit reminds those it affects of its night-
command spell on a creature within range. The creature mares. While this spirit is bound, you add your proficiency
doesn't need to understand you to be affected. bonus to Charisma (Intimidation) checks, or double it if you
Despair are already proficient with this check.
Prerequisite: 7th level Release. When you release a spirit of Fear, a number of
Bound. While you are bound to this spirit, any creature creatures equal to the spirit's level within 30 feet make a
within 30 feet of you that fails a saving throw against one of Wisdom saving throw or become frightened of you for 1
your spells of 1st level or higher is dealt additional psychic minute. When a fightened creature loses line of sight of you,
damage equal to the spirit's level, and this damage does not it can make an additional saving throw at the end of each of
disrupt the spell's effect, as with sleep or hold person. its turns. On a success, the creature is no longer frightened.
Release. When this spirit is released, it is sent to haunt Generosity
another creature that you can see within 30 feet of you. The Prerequisite: celestial familiar
creature must succeed on a Wisdom saving throw or suffer Bound. You are able to share your inherent gifts with
disadvantage on all ability checks and saving throws. This others while this spirit is bound. You know the guidance
curse lasts for a number of rounds equal to the spirit's level. cantrip, and can cast it upon any creature within 10 feet.
On a successful save, the creature is unaffected. Release. When this spirit is released, you can gift it to an
Ego ally within 30 feet. The spirit grants the creature an
Prerequisite: 15th level additional d4 on all ability checks and saving throws for the
Bound. You have a commanding presence while this spirit duration of this gift. At 1st level, this gift lasts for 1 minute. At
is bound to you. You can cast command as a 1st-level spell 4th level, the gift lasts for 1 hour. At 7th level or higher, the
without expending a spell slot. Due to the power of this spirit, gift lasts for 8 hours. The creature that receives this gift must
it can only be bound to a spell slot of 6th level or higher. concentrate on it as if on a spell, and the creature can end its
Release. When this spirit is released, you can command concentration early (no action required).
obedience from all creatures of your choice that you can see Guilt
within 60 feet of you. All targets must succeed on a Wisdom Prerequisite: 11th level
saving throw or be charmed by you for a number of hours Bound. While this spirit is bound to you, enemies become
equal to the spirit's level. While charmed in this way, the hesitant to harm you. You may use your reaction to impose
creature regards you as its trusted leader. If harmed by you or disadvantage on an attack made against you once per turn,
your companions, or commanded to do something contrary and you may use your reaction in this way a number of times
to its nature, a target ceases to be charmed in this way. You equal to the spirit's level. You can regain all uses of this
can only release a Spirit of Ego once per long rest. feature when you finish a long rest.
Empathy Release. When this spirit is released, it is sent to haunt
Prerequisite: 5th level another creature that you can see within 30 feet of you. The
Bound. This spirit forces your enemies to share in your creature must succeed on a Wisdom saving throw or have
pain. While Empathy is bound, whenever you are dealt disadvantage on all attack rolls with weapons and spells
damage by a creature, you may use your reaction to cause the made against you or a friendly creature of your choice. This
creature psychic damage equal to the spirit's level. The curse lasts for a number of rounds equal to the spirit's level.
creature must succeed on a Charisma saving throw to avoid On a successful save, the creature is affected for 1 round.
damage. Undead and constructs are immune to this effect. Hate
Release. You can release Empathy as a reaction when you Prerequisite: fiendish familiar
or an adjacent ally takes damage from a creature. The Bound. Anger and hatred come easily
attacking creature must succeed on a Charisma saving throw to you while this spirit is bound. When-
or take the same amount of damage you or the ally received. ever you are damaged by a creature, you gain
On a successful save, the damage is halved. The save DC for advantage on the next attack roll you make
this effect equals 10 + the spirit's level. against that creature on your next turn.
Envy Release. When you are hit by an attack
Bound. Spirits of Envy take from others what they covet for or spell, you can use your reaction to release
themselves --- life. While this spirit is bound to you, whenever this spirit and use its raging energy to
you deal damage to a creature with a spell of 1st-level or make an attack or cast a spell with an attack
higher, you can use your bonus action to regain hit points roll against the creature who struck you. The
equal to the spirit's level. You may only regain hit points in creature is dealt additional necrotic damage
this way once per turn. equal to 1d6 per spirit level on a hit, or 1d6
necrotic damage if the attack misses.
THE WITCH | BOUND SPIRITS
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Hunger Sloth
Bound. While you have a spirit of Hunger bound to your Prerequisite: 7th level
service, you require no food nor water to survive. If the spirit Bound. While you have a spirit of Sloth bound to your
is 4th level or higher, you also cannot become exhausted for service, the area in a 10 foot radius around you is considered
any reason other than lack of sleep, and a short rest reduces difficult terrain. In addition, creatures provoke opportunity
your exhaustion by one level. attacks from you even if they take the Disengage action.
Release. When a spirit of Hunger is released, a number of Release. When you release this spirit, all creatures within
creatures up to the spirit's level within 30 feet of you must 30 feet of you lose their reaction for a number of rounds
make a Constitution saving throw or suffer one level of equal to the spirit's level.
exhaustion. If the spirit is 4th level or higher, creatures that
succeed their saving throw suffer one level of exhaustion, or Valor
two levels if they fail. A creature can't be killed by the release Prerequisite: 7th level
of this spirit. Bound. While this spirit is bound, you and your allies
within 10 feet of you have advantage on saves against being
Passion frightened. If this spirit is 6th level or higher, you and all allies
Prerequisite: 5th level within 10 feet of you can't be frightened. You must be
Bound. When this spirit is bound, you gain a set of special conscious for the spirit to grant this bonus.
dice called passionate dice. These dice are d6s, and you have Release. You cast the spell heroism as this spirit's release,
a number of passionate dice equal to the spirit's level. When and you cast the spell at the spirit's level. You have advantage
you or a friendly creature within 5 feet of you makes an ability on concentration checks to maintain the effects of this spell.
check, saving throw, or attack roll, you can use your reaction
to roll a passionate die and add the result to the total. You Wonder
regain all passionate dice after you finish a long rest, and you Bound. While this spirit is bound to you, you radiate an aura
lose all passionate dice when this spirit is released. of awe. When any creature within 10 feet of you attempts a
Release. You may release this spirit as a part of an attack Wisdom (Insight) check, it takes a penalty to its roll equal to
roll, ability check, or saving throw, and you take this action the level of this spirit. The creature must be aware of your
with advantage. In addition, a number of creatures equal to presence, and you must be conscious for the spirit to grant
the spirit's level within 10 feet of you gain advantage on their this effect.
next ability check, saving throw, or attack roll attempted on Release. When this spell is released, it emits a flash of
their next turn. dazzling light, and you cast enthrall on all creatures within a
10-foot radius of you. Creatures that are blinded or can't be
Serenity charmed succeed this save automatically. Instead of the
Bound. When this spirit is bound, you always have a sense of spell's normal duration, this effect lasts
peace and clarity of thought. You only need to sleep for half of for a number of rounds equal to twice
a long rest in order to benefit from the long rest, though the the spirit's level. If the spirit is
remaining time must still be spent engaging in light activity. 4th-level or higher, and a creature
In addition, you gain a bonus to your passive Wisdom fails its save by 5 or more,
(Perception) score equal to the spirit's level. it is stunned instead
Release. When you release this spirit, you or a creature of being affected
within 10 feet of you is released from one of the following as if by the
conditions: charmed, frightened, or stunned. The number of enthrall spell.
conditions is equal to the spirit's level, therefore multiple
creatures can benefit from this effect.

THE WITCH | BOUND SPIRITS


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Witch Spell List
The spells listed with x are taken from Chapter 3 of Xanathar's Guide to Everything.
All other spells can be found in Part 3, Chapter 11 of the Player's Handbook.
Blindness/Deafness Banishment Investiture of Wind x
Cantrips (0 Level) Blur Blight Magic Jar
Blade Ward Continual Flame Charm Monster Mass Suggestion
Chill Touch Crown of Madness Confusion Mental Prison x
Dancing Lights Darkvision Dominate Beast Soul Cage x
Druidcraft Detect Thoughts Elemental Bane x True Seeing
Frostbite x Enthrall Freedom of Movement Wall of Thorns
Infestation x Healing Spirit x Giant Insect
Light Invisibility Greater Invisibility 7th Level
Mage Hand Levitate Guardian of Nature x Etherealness
Magic Stone x Locate Animals or Plants Hallucinatory Terrain Finger of Death
Mending Melf's Acid Arrow Phantasmal Killer Mirage Arcane
Minor Illusion Misty Step Polymorph Plane Shift
Poison Spray Moonbeam Sickening Radiance x Power Word Pain x
Primal Savagery x Phantasmal Force Stoneskin Project Image
Produce Flame Protection from Poison Regenerate
Ray of Frost Ray of Enfeeblement 5th Level Sequester
Thaumaturgy See Invisibility Animate Objects Symbol
Toll the Dead x Silence Cloudkill
Commune with Nature 8th Level
Spider Climb
1st Level Contact Other Plane Abi-Dalzim's Horrid Wilting x
Spike Growth
x
Absorb Elements Suggestion Creation Animal Shapes
Animal Friendship Danse Macabre x Antimagic Field
Armor of Agathys 3rd Level Dominate Person Antipathy/Sympathy
Cause Fear x Animate Dead Dream Demiplane
Charm Person Bestow Curse Enervation x Dominate Monster
Detect Magic Blink Insect Plague Feeblemind
Detect Poison & Disease Catnap x Planar Binding Glibness
Disguise Self Counterspell Raise Dead Maddening Darkness x
Faerie Fire Daylight Rary's Telepathic Bond Maze
False Life Dispel Magic Scrying Mind Blank
Find Familiar Enemies Abound x Seeming Power Word Stun
Healing Word Feign Death Telekinesis Telepathy
Hellish Rebuke Fly
Hex 6th Level 9th Level
Glyph of Warding
Mage Armor Magic Circle Circle of Death Astral Projection
Purify Food & Drink Major Image Contingency Foresight
Ray of Sickness Sending Create Homunculus x Imprisonment
Silent Image Slow Create Undead Mass Polymorph x
Sleep Speak with Dead Disintegrate Psychic Scream x
Speak with Animals Tongues Eyebite Power Word Kill
Witch Bolt Water Walk Flesh to Stone Shapechange
Investiture of Fire x True Polymorph
2nd Level 4th Level Investiture of Ice x Weird
Alter Self Arcane Eye Investiture of Stone x
Animal Messenger

THE WITCH | SPELL LIST


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Appendix
Multiclassing Credits
When you advance in level, and at your DM's discretion, you This version of The Witch D&D 5e class was created by
may take the option to multiclass into a Witch. You must Reddit user JPGenn. This homebrew class takes its
meet the following prerequisites to qualify for a Witch. inspiration and basic concept design from this excellent &
inspired Witch class build by Zarieth.
Multiclassing Prerequisites
Ability Score Mimimum Artistic Credits
Intelligence, Wisdom, or Charisma 13
The Druid King : Dusan Markovic (deviantArt)
the Forest church 2 : weiweihua (deviantArt)
"The Crow's Dagger" : Elsa Kroese
Proficiences "Forest Shaman" : Paulos Varrus (flickriver)
When you first multiclass into Witch, you gain only some of raven
the class's starting proficiences as shown below. wraith
fantasy forest wallpaper
Multiclassing Proficiencies witches
Proficiences Gained [Homebrew Stains] : DraceExe
Short bows, herbalism kit

Spellcasting
Spell Slots. You determine your available spell slots by
adding all of your witch levels to the levels of your other
classes (PHB p.164). Use this total to determine your spell
slots by consulting the Multiclass Spellcaster table
(PHB p.165).
Alternate Starting
Equipment
When you create a witch, you receive equipment based on a
combination of your class and background. Alternatively, you
can start with a number of gold pieces and spend them on
items (Chapter 5 of the PHB).
Starting Wealth for Witches
Funds
4d4 x 10 gp

Changelog
Version 1.2
Added Signs of a Covenant quirks table
Added weapon proficiencies
Familiar Magic : added Evasion rules, removed Attack
Coven of Shadows : 1st-lvl ability change
Changes to several Spirits
General rule clarifications, proofreading
Version 1.1
Witch's Familiar : familiar gains temp HP, celestial and fey
abilities simplified
Familiar Magic : change to celestial healing ability

THE WITCH | CUSTOMIZATION, CREDITS


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