TEXT:  
  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Witch 
  Others are gifted by magic; you are cursed by it. Regardless 
  of the origin of this insidious magic, it has twisted your 
  appearance and imprinted upon your very soul. You can 
  channel this hateful arcana into spells, inflicting the same 
  torture which plagues you upon others. 
  Witch Expanded Spell List 
  You learn additional spells at the levels specified below. 
  These spells don't count against your total number of spells 
  known. 
  Sorcerer Level 
  Spells 
  3rd 
  bane, hex 
  5th 
  blindness/deadness, ray of enfeeblement 
  9th 
  bestow curse, fear 
  13th 
  confusion, phantasmal killer 
  17th 
  dominate person, mislead 
  Hideous Appearance 
  When you select this origin at 1st level, you are afflicted 
  with a curse that makes your appearance hideous to behold. 
  Your proficiency bonus is doubled for Intimidation checks, 
  but you have disadvantage on Persuasion checks. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Evil Eye 
  At 6th level, you can cast a horrific gaze upon your 
  enemies. As an action, you can select 1 target that you can 
  see and that can see you within 30 feet. This target must 
  make a Wisdom saving throw. On a failed save, the target 
  becomes frightened for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, with 
  disadvantage if it can see you, ending the effect early on a 
  success. A target that succeeds a saving throw against this 
  effect is immune to it for 24 hours. 
       Additionally, you have advantage on saving throws 
  against being frightened. 
  Paralyzing Touch 
  Starting at 14th level, your touch causes creatures to 
  become paralyzed with fear. You may make a melee spell 
  attack against a single creature within your reach. On a hit, 
  the target becomes paralyzed for a number of rounds equal 
  to your Charisma modifier. Once you use this feature, you 
  must complete a long rest before you may use it again. 
  Hexmaster 
  At 18th level, you command the terrors that each creature 
  holds in its heart. You may expend 4 sorcery points to 
  attempt to frighten all creatures of your choice within a 30 
  foot radius. Each creature must make a Wisdom saving 
  throw. On a failed save, the creature becomes frightened 
  for 1 minute. For each creature frightened, you can select a 
  source of fear other than yourself. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Witch.pdf