TEXT:  
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  WITCH 
  1 
  The Witch 
   
   
   
  Handservants of Entropy  
   
   
   
   
  A spellcasting character class with four archetypes 
  Also includes an alternate witchcraft sorcerous 
  origin 
   
   
   
    
   
  by Dave Rich 
   
   
   
   
   
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  WITCH 
  2 
  Witch 
  Witches are spellcasters whose powers don't fall neatly between the 
  extremes of divine and arcane power.  Like a cleric or a druid, the 
  power they wield comes from the universe itself — in their case, the 
  Wheel of Life and Death that personifies the entropic cycle of birth, 
  death, and decay.  Like a wizard or a sorcerer, they wield this power 
  through force of will and cunning, bending these entropic forces to their 
  will rather than working harmoniously with them. 
  The energies they wield give witches a number of powers over 
  living things. They can warp perceptions, alter probabilities, and 
  dominate weak minds. Wielded directly, their entropic energies can 
  heal or harm, causing rapid growth or decay.  A witch's control over the 
  forces of entropy extends to her own body (and the bodies of her 
  friends and foes), giving her the ability to twist her shape and alter her 
  appearance.  
  The elemental forces that play such a key role in many spellcaster's 
  repertoires are beyond the reach of a witch's magical machinations. 
  Still, what they lack in raw arcane power they more than make up for in 
  terrifying unpredictability and reality-warping chaos. A witch's foe may 
  not find themselves dodging fireballs and lightning bolts, but there's no 
  dodging the dread that comes with finding yourself unable to trust your 
  senses, your talents, your willpower, or, ultimately, your flesh itself. 
  Subtle Manipulators 
  Witches wield subtle magics, often invisible to the naked eye. Theirs is 
  the power to cloud eyes and muddle minds, to bend will and bring ill 
  fortune, to promote health and spread decay. Witches rarely confront 
  their foes head-on in combat, relying instead on the havoc their magic 
  can inflict on their foes' morale and competence to wear them down. 
  However, when cornered, their entropic powers over the energies of life 
  itself can inflict devastating damage.  
  While some witches delight in the havoc and fear their powers 
  bring — and embrace fearsome and over-the-top appearances and 
  persona accordingly — most witches prefer to keep their powers hidden 
  and their cards close to their chest. For every storybook hag cackling 
  and radiating malign power, there are a dozen unassuming witches 
  whose nondescript mien serves as a perfect complement to their quiet 
  magic — leading many of their foes to underestimate them. 
  The philosophy of favoring the indirect approach carries over into 
  all that a witch says and does. Even the most benign village healer rules 
  over her flock with cunning and deceit, tricking her wards into doing 
  what she feels is best for them. Less friendly witches are openly 
  manipulative, sly, and treacherous. Witches are rarely direct or truthful, 
  and many verge on being pathological liars; the best one can generally 
  hope for is an inscrutably enigmatic silent treatment.  
  Agents of Life and Death 
  A witch's magic comes from the energies of life itself — more 
  specifically, from the swirling, chaotic energies of entropy. Many 
  witches are nearly as connected to the natural world as druids, but their 
  relationship to it is much more dynamic and frequently much darker. 
  While their skills and magics might touch on the living energy of 
  people, plants, and animals, they often warp those energies to their own 
  purposes, rather than seeking harmony or balance in them. 
  Witches are not, however, inherently servants of chaos, nor are 
  they necessarily evil. The Wheel of Life and Death runs through all 
  living things, and all witches master magics that bend or break the rules 
  by which that Wheel usually turns, but their reasons for doing so are 
  myriad and unique to each witch. For every witch who seeks to spread 
  chaos and death, there is another who would use the same powers to 
  heal, to protect the innocent, or to right wrongs. Most witches, whatever 
  their outlooks, have their own code of justice they seek to impose on 
  the world around them — whether the world wants them to or not. 
  Creating a Witch 
  Subtle power may be a witch's most ubiquitous trait, but the ends to 
  which she puts those powers is far more telling of her individual 
  character. To that end, it's best to begin by considering how your witch 
  uses her powers. Does she seek to heal and nurture others, assuming 
  only she knows what's best for them?  Is he an enchanter who seeks to 
  bind others to his will and have them do his bidding?  Is she a 
  mastermind who works behind the scenes to bring about benevolent or 
  malign changes, hiding behind a mask of glamour? 
  Witches wield entropic energies, but not all witches seek to bring 
  about chaos. Does your witch seek to master the Wheel of Life and 
  Death to stem the tide of chaos, or does she revel in the havoc? 
  Quick Build 
  You can make a witch quickly by following these suggestions.  First, 
  make Wisdom your highest ability score, followed by Constitution. 
  Second, choose the Hermit background.  Third, choose the chill touch, 
  poison spray, and message cantrips, along with the 1st-level spells 
  dissonant whispers, hex, and sleep. 
   
  
   
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  WITCH 
  3 
  THE WITCH 
   
  Level 
  Proficiency 
  Bonus 
   
  Features 
  Cantrips 
  Known 
  Spells 
  Known 
   
  1st 
   
  2nd 
   
  3rd 
   
  4th 
   
  5th 
   
  6th 
   
  7th 
   
  8th 
   
  9th 
  1st 
  +2 
  Spellcasting, Witch's Familiar, Headstrong 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +2 
  Evil Eye 
  3 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  Witch's Brew, Entropic Spiral 
  3 
  5 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  Ability Score Improvement 
  4 
  6 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +3 
  — 
  4 
  7 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  Spiral Feature 
  4 
  8 
  4 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  Improved Evil Eye 
  4 
  9 
  4 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +3 
  Ability Score Improvement 
  4 
  10 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  — 
  4 
  11 
  4 
  3 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  10th 
  +4 
  Witch's Guise 
  5 
  12 
  4 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +4 
  Superior Evil Eye 
  5 
  13 
  4 
  3 
  3 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +4 
  Ability Score Improvement 
  5 
  13 
  4 
  3 
  3 
  3 
  2 
  1 
  — 
  — 
  — 
  13th 
  +5 
  — 
  5 
  14 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  — 
  — 
  14th 
  +5 
  Spiral Feature 
  5 
  14 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  — 
  — 
  15th 
  +5 
  Witch's Curse 
  5 
  15 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  — 
  16th 
  +5 
  Ability Score Improvement 
  5 
  15 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  — 
  17th 
  +6 
  Unrepentant Ill Omen 
  5 
  16 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  1 
  18th 
  +6 
  — 
  5 
  16 
  4 
  3 
  3 
  3 
  3 
  1 
  1 
  1 
  1 
  19th 
  +6 
  Ability Score Improvement 
  5 
  17 
  4 
  3 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  20th 
  +6 
  Dread Curse 
  5 
  17 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
  Class Features 
  As a witch, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d6 per witch level 
  Hit Points at 1st Level: 6 + your Constitution modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier 
  per witch level after 1st. 
  Proficiencies 
  Armor: None 
  Weapons: Daggers, Darts, Slings, Quarterstaffs, Clubs 
  Tools: Herbalism Kit, one gaming set (Tarokka cards or another 
  fortune-telling implement, such as dice) 
  Saving Throws: Wisdom, Charisma 
  Skills: Choose two from Arcana, Deception, Intimidation, Nature, 
  Medicine, Religion, or Stealth 
  Equipment 
  You start with the following equipment, in addition to the equipment 
  granted by your background: 
  • (a) a quarterstaff or (b) a club 
  • (a) a component pouch, (b) an arcane focus, or (c) an athame 
  • an herbalism kit 
  • (a) an explorer’s pack or (b) a scholar’s pack 
  • (a) ten darts, (b) two daggers, or (c) a sling and 20 bullets 
  Alternately, you may start with 4d4 x 10 gp and purchase your starting 
  equipment. 
  Spellcasting  
  As a manipulator of entropic forces, you can cast witch spells. See 
  chapter 10 of the Player’s Handbook for the general rules of 
  spellcasting and below for the witch spell list. 
  Cantrips  
  At 1st level, you know three 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.  
  Spell Slots  
  The Witch table shows how many spell slots you have to cast 
  your spells of 1st level and higher. To cast one of these witch 
  spells, you must expend a slot of the spell's level or higher. You 
  regain all expended spell slots when you finish a long rest. 
  For example, if you know the 1st-level spell hex and have a 
  1st-level and a 2nd-level spell slot available, you can cast hex 
  using either slot. 
  Spells Known of 1st Level and Higher 
  You know three 1st-level spells of your choice from the witch spell list. 
  The Spells Known column of the Witch table shows when 
  you learn more witch spells of your choice.  Each of these spells 
  must be of a level for which you have spell slots. For instance, 
  when you reach 3rd 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 spells you know and replace it with 
  another spell from the witch spell list, which must also be of a 
  level for which you have spell slots 
  Spellcasting Ability  
  Wisdom is your spellcasting ability for your witch spells, since you 
  must manipulate the natural forces of entropy using your willpower. 
  You use your Wisdom whenever a spell refers to your spellcasting 
  ability. In addition, you use your Wisdom modifier when setting the 
  saving throw DC for a witch spell you cast and when making an attack 
  roll with one.  
  Spell save DC = 8 + your proficiency bonus + your Wisdom 
  modifier  
  Spell attack modifier = your proficiency bonus + your 
  Wisdom modifier  
  
   
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  WITCH 
  4 
  Ritual Casting  
  You can cast any witch spell you know as a ritual if that spell has the 
  ritual tag 
  Spellcasting Focus  
  You can use an arcane focus (found in chapter 5 of the Player’s 
  Handbook) as a spellcasting focus for your witch spells.  You can also 
  use an athame.  An athame is a ritual knife; it is identical to a normal 
  dagger except for the cost (10 gp). 
  Witch’s Familiar 
  You know the find familiar spell and can cast it as a ritual. You do not 
  need material components for this spell. Add your proficiency bonus to 
  your familiar's AC, as well as to all of its saving throws and any skills it 
  is proficient in. Its hit point maximum equals its normal maximum or 
  four times your witch level, whichever is higher. 
  The bond between a witch and her familiar is abnormally 
  strong. Most witches summon their familiar in the same form 
  every time, and rarely dispel them. When a witch's familiar dies, 
  the witch makes all concentration checks with disadvantage for 
  1 minute.  
  Headstrong 
  Your resolute will allows you to shrug off certain magical effects. 
  When you fail a saving throw against a spell that either causes no 
  damage or that causes only psychic damage, you can reroll it, and you 
  must take the new roll. 
  Once you have succeeded on a saving throw using this 
  feature, you can't use it again until you finish a short or long 
  rest. 
  Evil Eye 
  A witch’s control of entropic forces allows her to inflict misfortune on 
  her enemies.  You have a number of Evil Eye dice equal to your 
  Wisdom modifier (minimum 1).  Your Evil Eye dice are d6s. 
  As a bonus action, you can assign an Evil Eye die to one 
  creature you can see within 60 feet.  Any time that creature 
  succeeds on an attack roll, ability check, or saving throw, you 
  can invoke the Evil Eye.  Roll your Evil Eye die and subtract the 
  result from the target’s roll.  The target must accept the modified 
  roll.  The Evil Eye die is expended when invoked. 
  Evil Eye dice that are assigned to creatures but are not 
  invoked within one minute are expended. 
  You regain your expended Evil Eye dice when you finish a 
  short or long rest. 
  Witch's Brew 
  At 3rd level, you gain the ability to create temporary concoctions that 
  act as potions. During a short or long rest, you can expend a spell slot to 
  cast any witch spell you know which targets only one creature into a 
  flask of water. That flask becomes enchanted with the spell and acts as 
  a temporary potion.  You select any options at the time the brew is 
  created, such as selecting the shape the target assumes when drinking a 
  brew of polymorph.  
  When the brew is consumed, the creature who drinks it is 
  affected as if you had cast the spell on them. You do not need to 
  maintain concentration on brew effects. 
  You can have only one brew prepared at a time. If you 
  create a second brew, the first brew loses its potency and reverts 
  to a flask of mundane water. 
  Additionally, if your Dungeon Master uses the optional 
  magic item crafting rules (see p. 128 of the Dungeon Master’s 
  Guide), any potions you craft cost 25% less than normal. 
  Entropic Spiral 
  At 3rd level, you begin to develop an affinity for a particular 
  manipulation of entropic forces.  Witches refer to these different 
  magical styles as “spirals”.  You may choose from the Spiral of Life, 
  the Spiral of Fate, the Spiral of Bewitching, and the Spiral of Glamour.  
  Your choice grants you features at 3rd level and again at 6th, 14th, and 
  18th level. 
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 
  you can increase one ability score of your choice by 2, or you can 
  increase two ability scores of your choice by 1. As normal, you can’t 
  increase an ability score above 20 using this feature.  
  Improved Evil Eye 
  At 7th level, your Evil Eye dice improve to d8s and you gain one 
  additional die.  Additionally, you can also assign and invoke an Evil 
  Eye die as a reaction when a foe targets you with an attack roll. 
  Witch’s Guise 
  Starting at 10th level, your affinity for magically altering your 
  appearance becomes so strong that you can do so with barely a thought. 
  You can cast disguise self as a bonus action without expending a spell 
  slot. In addition to the normal effects of the spell, you can assume the 
  appearance of any Tiny, Small, or Medium beast. Your statistics and 
  abilities do not change in these shapes, though you do gain the 
  creature's movement modes and speeds, as well as the ability to breathe 
  water if the shape possesses it.  
  Once you assume a beast shape using this feature, you can't 
  do so again until you complete a short or long rest.  
  If you already know disguise self when you reach 10th level, 
  you may select an additional spell to replace it.  
  Superior Evil Eye 
  At 11th level, your Evil Eye dice improve to d10s and you gain an 
  additional die.  Additionally, when a creature to whom you have 
  assigned an Evil Eye die is killed, the die is returned to you rather than 
  being expended. 
  Witch's Curse 
  Starting at 15th level, when you inflict Necrotic or Poison damage with 
  a witch spell or cantrip to a target to whom you have assigned an Evil 
  Eye die, the damage decreases the target's hit point maximum by the 
  same amount. This effect can be removed with a remove curse spell and 
  otherwise lasts until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. 
  Unrepentant Ill Omen 
  Starting at 18th level, whenever you roll initiative and don’t have any 
  Evil Eye dice, you regain 1 die. 
  
   
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  WITCH 
  5 
  Dread Curse 
  At 20th level, you gain the ability to unleash horrific entropic energies 
  on a foe you touch in a single, devastating burst.  Make a melee spell 
  attack against a foe. If the attack hits, you can expend as many 
  unassigned Evil Eye dice as you choose, as well as any Evil Eye dice 
  assigned to the target.  The target takes 20 Necrotic damage for each 
  expended die, and its hit point maximum is decreased by the same 
  amount. The target dies if this effect reduces its hit point maximum to 
  0. 
  Once you have successfully used this feature, you can’t use it again 
  until you complete a long rest 
   
   
  
   
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  WITCH 
  6 
  Entropic Spirals 
  While all witches wield the powers of entropy over life and death, 
  different witches manifest those powers in slightly different ways, each 
  having a particular affinity for one sort of witch magic or another.   
  For witches, spirals are an entirely descriptive classification; never 
  prone to formal structure or congregation, the idea of witches flocking 
  together into even informal schools or organizations based on their 
  particular affinity is quite anathematic.   
  Still, entropic spirals do represent a certain world view, and 
  witches of the same spiral are perhaps slightly more likely to see eye-
  to-eye with one another than witches of different spirals. 
  Spiral of Life 
  Witches who practice the Spiral of Life manipulate entropic energies to 
  heal wounds, cure diseases, and erode harmful magics. Village witches, 
  hedge witches, herbalists, midwives, and healers often follow the Spiral 
  of Life.  Unlike clerical healing, the Spiral of Life often demands a 
  price — though who pays that price is often up to the witch herself. 
  Bonus Proficiency 
  When you choose this spiral at third level, you gain proficiency in 
  Medicine, if you don’t already have it.  If you are already proficient in 
  Medicine, you may select a different skill from the witch’s list of 
  starting skills. 
  Spiral Spells 
  At each indicated level, add the following spells to your spells known.  
  These spells do not count against your total number of spells known 
  listed in the Witch table.  If you already know one or more of these 
  spells at 3rd level, you may select a different spell to replace it. 
  SPIRAL OF LIFE SPELLS 
  LIFE TRANSFER 
  At 3rd level, you learn to manipulate the Wheel of Life and Death to 
  heal a creature by taking life from a different one.  As an action, you 
  can touch a willing or incapacitated creature.  That creature regains hit 
  points equal to your witch level.  Optionally, you can touch a second 
  willing or incapacitated creature.  The second creature (or you, if you 
  don’t touch a second creature) must make a DC 15 Constitution saving 
  throw.  On a successful save, you or the second creature take half of the 
  healed damage (round down) as necrotic damage.  On a failed save, you 
  or the second creature take necrotic damage equal to the healed 
  damage. 
  You may use this feature a number of times equal to your 
  Wisdom modifier.  You regain expended uses when you finish a 
  long rest. 
  Boosted Healing 
  At 6th level, you can accelerate the turning of the Wheel of Life and 
  Death to make your healing effects faster.  When you heal yourself or 
  an ally with a spell, you can attempt to increase the rate of healing.  
  Make a Wisdom (Medicine) check with a DC equal to 15+the spell slot 
  level of the healing effect.  The spell heals the maximum amount 
  possible.  If the check succeeds, you suffer no ill effects.  If the check 
  fails, roll the spell’s usual healing; you take necrotic damage equal to 
  the result. 
  For example, if you attempt to boost a 3rd-level cure 
  wounds spell, the target would heal 24+your Wisdom modifier 
  hit points.  If you fail a DC 18 medicine check, you would take 
  3d8+your Wisdom modifier damage. 
  Cursebreaker 
  At 14th level, your mastery of the magic of life allows you to help your 
  allies overcome harmful magics.  When an ally fails a saving throw 
  against a harmful spell of which you are not also a target, you can use 
  your reaction to attempt the saving throw yourself.  If your saving 
  throw succeeds, your ally may reattempt the saving throw immediately 
  with advantage.  If your saving throw fails, you take necrotic damage 
  equal to the spell’s level (1 point for a cantrip).   
   
   
  Witch Level 
  Spells 
  3rd 
  cure wounds, lesser restoration 
  5th 
  remove curse 
  7th 
  death ward 
  9th 
  greater restoration 
  
   
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  WITCH 
  7 
  Spiral of Fate 
  Witches who practice the Spiral of Fate are masters of manipulating 
  probability and inflicting ill luck on their enemies.  They also learn to 
  read probable futures and to extend their perception beyond their 
  physical limitations. 
  Bonus Cantrip  
  When you choose this spiral at third level, you learn the true strike 
  cantrip.  If you already know true strike, you may select a different 
  witch cantrip to replace it. 
  Spiral Spells 
  At each indicated level, add the following spells to your spells known.  
  These spells do not count against your total number of spells known 
  listed in the Witch table.  If you already know one or more of these 
  spells at 3rd level, you may select a different spell to replace it. 
  SPIRAL OF FATE SPELLS 
  Precognition 
  At 3rd level, you learn to read the subtle weavings of fate a split second 
  before events play out. As a reaction when you are attacked, you can 
  roll an Evil Eye die and add the result to your armor class.  You can 
  choose to roll this die after your foe’s attack has been rolled but before 
  the result is determined.  If the attack fails as a result, the Evil Eye die 
  is not expended; instead, it is assigned to your would-be attacker.  If the 
  attack succeeds anyway, the Evil Eye die is expended and you cannot 
  use this feature again until you complete a short or long rest. 
  Compounded Misfortune 
  Starting at 6th level, whenever you invoke an Evil Eye die and roll the 
  maximum number, the die is not expended; rather, it remains assigned.  
  Whenever you roll a 1 with an Evil Eye die, the foe that die was 
  assigned to can no longer be targeted by your Evil Eye until you 
  complete a short or long rest. 
  Untangling the Threads 
  Starting at 14th level, you can maintain concentration on two spells 
  concurrently, provided at least one of them is a Divination spell.  Both 
  spells end if you cast a third spell that requires concentration. 
   
   
  Witch Level 
  Spells 
  3rd 
  hex, augury 
  5th 
  bestow curse 
  7th 
  arcane eye 
  9th 
  scrying 
  
   
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  WITCH 
  8 
  Spiral of Bewitching 
  Witches who practice the Spiral of Bewitching raise the art of 
  magically clouding other’s minds to new heights.  Experts at magics 
  which charm, confuse, or dominate others, bewitchers are expert mind 
  controllers who run roughshod over the will of their foes. 
  Bonus Cantrip  
  When you choose this spiral at third level, you learn the friends cantrip.  
  If you already know friends, you may select a different witch cantrip to 
  replace it. 
  Spiral Spells 
  At each indicated level, add the following spells to your spells known.  
  These spells do not count against your total number of spells known 
  listed in the Witch table.  If you already know one or more of these 
  spells at 3rd level, you may select a different spell to replace it. 
  SPIRAL OF BEWITCHING SPELLS 
  Headstrong Personality 
  Starting at 3rd level, the strength of your will alone radiates powerfully, 
  swaying others to your side or filling them with dread.  You can use 
  your Wisdom modifier in place of your Charisma modifier whenever 
  you make a skill check using Deception, Persuasion, or Intimidation.  
  Enchanting Whispers 
  At 6th level, your Evil Eye opens a path for you to invade your foes’ 
  minds.  Enemies to whom you have assigned an Evil Eye die must 
  succeed on a Wisdom saving throw versus your spell save DC if they 
  choose to target you with an attack roll.  If they fail, they must select a 
  different target.  If they succeed, the Evil Eye die is no longer assigned 
  to them and is returned to you, and they may target you as normal. 
  Enduring Enchantment 
  At 14th level, your foes find your bewitchment harder than ever to 
  shake off.  When an enchantment spell of yours ends for any reason, 
  you can use your reaction and expend a spell slot of the appropriate 
  level to immediately recast the spell.  If you cast the spell successfully, 
  the effect persists without interruption.   
  Once you have used this feature, you must complete a short or long 
  rest before you can use it again. 
   
   
  Witch Level 
  Spells 
  3rd 
  charm person, suggestion 
  5th 
  fear 
  7th 
  compulsion 
  9th 
  dominate person 
  
   
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  WITCH 
  9 
  Spiral of Glamour 
  Witches who practice the Spiral of Glamour are experts at weaving 
  illusions and manipulating magic that otherwise convinces their 
  enemies that reality is other than what it appears to be. 
  Bonus Cantrip  
  When you choose this spiral at third level, you learn the minor illusion 
  cantrip.  If you already know minor illusion, you may select a different 
  witch cantrip to replace it. 
  Spiral Spells 
  At each indicated level, add the following spells to your spells known.  
  These spells do not count against your total number of spells known 
  listed in the Witch table.  If you already know one or more of these 
  spells at 3rd level, you may select a different spell to replace it. 
  SPIRAL OF GLAMOUR SPELLS 
  Misleading Curse 
  At 3rd level, targets afflicted by your Evil Eye have difficulty 
  perceiving your true location.  As a reaction when a creature to whom 
  you have assigned an Evil Eye die makes an attack roll against you, you 
  may expend that die.  When you do so, you become invisible to that 
  creature, as if under the effects of the invisibility spell, until the end of 
  your next turn.  You remain visible to all other creatures.  The attack 
  suffers disadvantage, and you may also roll the expended Evil Eye die 
  and apply the result as a penalty. 
  Afflicted Reality 
  At 6th level, your Evil Eye makes those you target with it particularly 
  susceptible to your illusions.  Targets to whom you have assigned an 
  Evil Eye die have disadvantage on any saving throws or ability checks 
  made to disbelieve an illusion you have cast. 
  Hidden in the Mists 
  At 14th level, your ability to warp the perceptions of your foes 
  reaches new heights.  Whenever you assign an Evil Eye die to a target, 
  you become invisible to that target, as if under the effects of an 
  invisibility spell. 
  Additionally, you can use a bonus action to grant all targets to 
  whom you are invisible via this feature a fleeting glimpse of you — 
  albeit an illusory one.  For each target currently assigned an Evil Eye 
  die, you may describe a location visible to them or designate a square.  
  Each target will briefly perceive you in that location, as if you had used 
  the major image spell to create the illusory appearance.  The images 
  last until the end of your turn.   
  These targets have disadvantage on any checks made to disbelieve 
  this effect, as per your Afflicted Reality feature. 
   
   
   
  Witch Level 
  Spells 
  3rd 
  silent image, mirror image 
  5th 
  major image 
  7th 
  hallucinatory terrain 
  9th 
  seeming 
  
   
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  WITCH 
  10 
  Multiclass Witch 
  Should you wish to multiclass into a witch, you must meet the 
  prerequisites, and you gain the proficiencies, listed below. 
  MULTICLASSING PREREQUISITES 
  Wisdom 13 
  MULTICLASSING PROFICIENCIES 
  Herbalism kit or one gaming set 
  Spell Slots 
  When determining your spell slots, add all of your levels in the 
  witch class. 
  
   
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  WITCH 
  11 
  Witch Spells 
  CANTRIPS (0 LEVEL) 
  Chill Touch 
  Friends 
  Light 
  Mending 
  Message 
  Minor Illusion 
  Poison Spray 
  Shillelagh 
  Thaumaturgy 
  True Strike 
  Vicious Mockery 
   
  1ST LEVEL 
  Animal Friendship 
  Bane 
  Charm Person 
  Command 
  Cure Wounds 
  Detect Evil and Good 
  Detect Magic 
  Detect Poison and Disease 
  Disguise Self 
  Dissonant Whispers 
  Entangle 
  Find Familiar 
  Hex 
  Inflict Wounds 
  Mage Armor 
  Ray of Sickness 
  Shield 
  Silent Image 
  Sleep 
  Tasha's Hideous Laughter 
   
  2ND LEVEL 
  Alter Self 
  Animal Messenger 
  Augury 
  Beast Sense 
  Blindness/Deafness 
  Blur 
  Calm Emotions 
  Darkness 
  Detect Thoughts 
  Enthrall 
  Gust of Wind 
  Hold Person 
  Invisibility 
  Lesser Restoration 
  Levitate 
  Mirror Image 
  Misty Step 
  Pass Without Trace 
  Protection from Poison 
  Ray of Enfeeblement 
  Silence 
  Suggestion 
   
  3RD LEVEL 
  Bestow Curse 
  Blink 
  Clairvoyance 
  Conjure Animals 
  Counterspell 
  Dispel Magic 
  Fear 
  Feign Death 
  Fly 
  Gaseous Form 
  Major Image 
  Nondetection 
  Remove Curse 
  Vampiric Touch 
   
  4TH LEVEL 
  Arcane Eye 
  Blight 
  Compulsion 
  Confusion 
  Death Ward 
  Dimension Door 
  Dominate Beast 
  Greater Invisibility 
  Hallucinatory Terrain 
  Polymorph 
   
  5TH LEVEL 
  Commune with Nature 
  Contact Other Plane 
  Contagion 
  Dominate Person 
  Dream 
  Geas 
  Greater Restoration 
  Hold Monster 
  Insect Plague 
  Mislead 
  Modify Memory 
  Planar Binding 
  Rary's Telepathic Bond 
  Scrying 
  Seeming 
  Tree Stride 
   
  6TH LEVEL 
  Circle of Death 
  Disintegrate 
  Eyebite 
  Flesh to Stone 
  Harm 
  Mass Suggestion 
  Permanent Image 
  True Seeing 
   
  7TH LEVEL 
  Etherealness 
  Finger of Death 
  Mirage Arcane 
  Plane Shift 
  Project Image 
  Sequester 
  Symbol 
   
  8TH LEVEL 
  Animal Shapes 
  Antimagic Field 
  Control Weather 
  Dominate Monster 
  Feeblemind 
  Glibness 
  Mind Blank 
  Power Word Stun 
  Telepathy 
   
  9TH LEVEL 
  Astral Projection 
  Foresight 
  Gate 
  Power Word Kill 
  Shapechange 
  Time Stop 
  True Polymorph 
  Weird 
  CANTRIPS (0 LEVEL) 
  Control Flames 
  Gust 
   
  1ST LEVEL 
  Beast Bond 
  Cause Fear  
   
  2ND LEVEL 
  Earthbind 
  Mind Spike 
   
  3RD LEVEL 
  Catnap 
  Enemies Abound 
  Life Transference 
   
  4TH LEVEL 
  Charm Monster 
   
  5TH LEVEL 
  Enervation 
  Negative Energy Flood 
   
  6TH LEVEL 
  Mental Prison 
  Soul Cage 
   
  7TH LEVEL 
  Power Word Pain 
   
  8TH LEVEL 
  Abi-Dalzim’s Horrid Wilting 
  Maddening Darkness 
   
  9TH LEVEL 
  Mass Polymorph 
  Psychic Scream 
   
  OTHER SPELLS 
  
   
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  WITCH 
  12 
  Appendix A: Witchcraft Sorcerous Origin
  If you do not wish to implement the witch as a new base class in your 
  campaigns, this appendix provides an alternative: witchcraft as a 
  sorcerous origin available to characters who take the sorcerer class. It's 
  not quite the same, but it will give you many of the same abilities and a 
  very similar-feeling character. 
  Witchcraft 
  Witches wield subtle magics. They dabble in all sorts of magic, 
  combining effects that cloud the mind and confuse the eye with control 
  over the plants and animals of the natural world and even the energies 
  of life and death itself. Never flashy, they are nevertheless potent. 
  Skilled herbalists and folk healers, witches blend their magic with 
  their craft to create magical brews. 
  Many witches don't know where their magic ultimately springs 
  from. Some have made pacts with malign entities in a fashion similar to 
  warlocks, but most merely learn to tap their inner potential under the 
  tutelage of a senior witch. Some develop abilities with no such mentor.  
  Witchcraft sometimes runs in bloodlines, but it does so haphazardly and 
  unpredictably.  Witches come from all walks of life. 
  Most witches adopt a simple, unassuming appearance that, with 
  their subtle powers, causes many to underestimate them. A few, 
  however, revel in the discomfort that their eerie magics cause and 
  cultivate larger-than-life, practically monstrous appearances.  
  Witchcraft 
  You select your spells and cantrips from a unique list of witch spells.  
  Witch's magic is subtle, with a strong affinity for enchantment, illusion, 
  and necromancy, but crosses many of the usual divisions between 
  spellcasters.  While their spell list is smaller and less flashy than most 
  sorcerers, they have access to some effects beyond the reach of even the 
  most talented wizard.  See "Witch Spells" below. 
  Additionally, certain powers are so ubiquitous to the witch that 
  they are possessed by all witches. Add the following spells to your list 
  of spells known at each indicated level. These spells do not count 
  against your total number of spells known. 
   
   
   
   
   
   
   
  WITCHCRAFT BONUS SPELLS 
  Bonus Proficiencies 
  You are proficient in one skill of your choice from arcana, deception, 
  intimidation, medicine, or nature. You are also proficient with 
  herbalism kits.  
  Witch's Familiar 
  You know the find familiar spell and can cast it as a ritual. You do not 
  need material components for this spell. Add your proficiency bonus to 
  your familiar's AC, as well as to all of its saving throws and any skills it 
  is proficient in. Its hit point maximum equals its normal maximum or 
  four times your sorcerer level, whichever is higher. 
  The bond between a witch and her familiar is abnormally strong. 
  Most witches summon their familiar in the same form every time, and 
  rarely dispel them. When a witch's familiar dies, the witch makes all 
  concentration checks with disadvantage for 1 minute.  
  Witch's Brew 
  At 6th level, you gain the ability to create temporary concoctions that 
  act as potions. During a short or long rest, you can expend a spell slot to 
  cast any witch spell you know which targets only one creature into a 
  flask of water. That flask becomes enchanted with the spell and acts as 
  a temporary potion.  You select any options at the time the brew is 
  created, such as selecting the shape the target assumes when drinking a 
  brew of polymorph.  
  When the brew is consumed, the creature who drinks it is affected 
  as if you had cast the spell on them. You do not need to maintain 
  concentration on brew effects. 
  You can have only one brew prepared at a time. If you create a 
  second brew, the first brew loses its potency and reverts to a flask of 
  mundane water. 
  Sorcerer Level 
  Spell 
  1st 
  hex 
  3rd 
  suggestion 
  5th 
  fly 
  7th 
  polymorph 
  9th 
  scrying 
  
   
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  WITCH 
  13 
  Witch's Guise 
  Starting at 14th level, your affinity for magically altering your 
  appearance becomes so strong that you can do so with barely a thought. 
  You can cast disguise self as a bonus action without expending a spell 
  slot. In addition to the normal effects of the spell, you can assume the 
  appearance of any Tiny, Small, or Medium beast. Your statistics and 
  abilities do not change in these shapes, though you do gain the 
  creature's size, movement modes, and speeds, as well as the ability to 
  breathe water if the shape possesses it.  
  Once you assume a beast shape using this feature, you can't do so 
  again until you complete a short or long rest.  
  If you already know disguise self when you reach 14th level, you 
  may select an additional spell to replace it.  
  Witch's Curse 
  Starting at 18th level, when you inflict Necrotic or Poison damage with 
  a witch spell or cantrip, the damage decreases the target's hit point 
  maximum by the same amount. This effect can be removed with a 
  remove curse spell and otherwise lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit point maximum to 0. 
   
   
  
   
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  WITCH 
  14 
  Appendix B: Design Notes (or, What Is This Nonsense?) 
   
  So, honestly, why bother with a witch at all?  After all, Dungeons 
  and Dragons includes plenty of spellcasting options already.  What 
  possible purpose does another serve? 
  The answer to that lies in the sources of inspiration for this class, 
  which were basically fourfold: first, and far and away the most 
  important, were the witches of Terry Pratchett's Discworld novels. The 
  witches are just plain cool, and they fill a very interesting niche in a 
  fantasy world: tied closely with common people, doing 
  underappreciated gruntwork day-to-day but more than capable of rising 
  to the occasion when the world is in danger.  It's from Pratchett's 
  witches that I got my design keywords for this class: subtle, 
  headstrong, tricky.  I knew that if I had witches throwing around 
  fireballs, I'd missed the mark.  Their affinity for healing and for nature 
  magics, especially plants, animals, and weather, all come from 
  Pratchett, and indeed my first draft of the class made it a subclass of the 
  druid. 
  The second inspiration was the Verbena tradition in the original 
  Mage: The Ascension game (and by extension, the real-world European 
  paganism that inspired them).  It's thanks to the Verbena that I began to 
  focus in on exactly what witch magic does: it affects life and living 
  things. 
  The third inspiration was a surprising one: the character Scylla in 
  Myke Cole's (excellent) military fantasy series Shadow Ops. Magic in 
  Myke's world blurs the line between spells and superpowers, and 
  Scylla's "witch" powers all focus on entropy and decay. Combined with 
  the focus on life from the Verbena, the idea of witches as handservants 
  of entropy, directly manipulating the cycle of life and death, was born.  
  It was a bit of an "ah-ha!" moment that brought together everything I 
  wanted to do with the class from a lore perspective.  It’s also thanks to 
  Scylla that witches have what offensive potential they do, in the way of 
  necrotic damage spells. 
  The fourth is real-world folklore witches.  Folklore on witches is 
  surprisingly varied across the world, and I didn't want to adopt anything 
  too specific to one culture or that steered the class too tightly in one 
  direction (no eating children or making infernal pacts, for example).  
  For the most part, this inspiration meant that witches had to have 
  certain abilities to feel "witchy" enough: they had to be able to divine 
  the future, they had to be able to brew potions, they had to be able to 
  fly, they had to be able to curse people, they had to be able to change 
  shape, and they had to have access to familiars.  The bonus spells in the 
  Sorcerer tradition (see Appendix A) are basically this list condensed to 
  a handful of spells.  
  Looking at all of that, from a mechanical perspective, it was clear 
  that I wanted a full (9th-level spells) caster, with weak hit dice and 
  martial abilities, and a unique spell list.  I wanted that spell list to be 
  heavy on enchantment, illusion, healing, and divination (which would 
  each inspire one of the subclasses), and to rely mostly on psychic and 
  necrotic damage for the few damaging spells it had.   
  It was important that nature played a role, in the way of spells 
  affecting beasts and plants, as well as a few weather-affecting spells 
  that weren't too over the top.  The folklore witch checklist got 
  incorporated in to both the class features and the spell list.  
  Finally, Pratchett's witches showed up in my office and practically 
  demanded that I give them something to represent their resistance to 
  magic through sheer stubbornness, which initially took the form of two 
  strong save proficiencies that covered the sort of effects I had in mind, 
  which was, uh, mildly unpopular with playtesters.  Its revised 
  replacement, Headstrong, cuts a lot closer to what a was trying to do 
  and beefs up their otherwise lackluster 1st level features.  
  At that point, the only thing really missing was a unique core 
  mechanic, and I wanted one that focused on debuffing, both to pump up 
  the witch's cursing ability, which felt thin, and to give it a unique role. I 
  first looked at that other fantasy roleplaying game (you know the one, 
  where people look for trails) and their witch's curse features for 
  inspiration, but they were entirely too showy for what I was trying to 
  do.  I then stumbled on the idea of turning the bard's inspiration feature 
  inside-out. It was definitely the missing piece. 
  In any event, that's what got us where we are. I hope you find this 
  glimpse behind the scenes enlightening, and I hope it makes it easier for 
  you to make whatever modifications you feel are necessary to find a 
  place for witches in your campaign world, because they deserve it, and 
  I'm not just saying that because they have an athame to my throat as I 
  type this (send help).  
   
  — Dave Rich 
   
   
  
   
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  WITCH 
  15 
   
   
   
  CREDITS 
  Designer: Dave Rich 
  Last updated November 18, 2017 
  LEGAL INFORMATION 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, the dragon ampersand, and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of 
  the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or 
  other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Dave Rich and 
  published under the Community Content Agreement for Dungeon 
  Masters Guild.  
   
  
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