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Witch

A
tattooed elf, veiled and cloaked, draws his Creating A Witch
obsidian dagger across the sand, calling forth
from the lines a ghostly apparition to help him When deciding on the witch class, think about what led your
and his allies find their way. A trio of halfling character to tap into the spirit world. Maybe witchcraft is a
hermits gather among candles and incense, tradition in the area, or your character comes from an area
chanting words of power to bait spirits from the rife with a ghostly past. Superstition is also a good trigger for
shadows. The bejeweled human, dressed in a fascination with spirits. What is your relationship with
exotic garb and golden chains bellows a spell which echoes spirits? Is there a measure of mutual respect? Perhaps your
with the voices of an army of lost souls, a fiendish glint in his character feels more like a servant to the spirit than the other
eyes as blood drips from his palm. way around, or maybe they possess the entitlement to
Unlike shamans who pray to the spirits of nature, witches dominate and extort spiritual beings.
trap the tormented souls of intelligent beings lost betwixt the How did your character come to be an adventurer? It could
realm of the living and the beyond. As a witch, you learn to be that he or she was a pariah in their community due to
summon these souls and bind them to your will, gaining contact with the other side, cast out and forced to fend for
protection from them as well as the power to debilitate your him or herself. Perhaps your character is even haunted by a
enemies. As you attain higher levels, the covenant you choose particular spirit, and seeks away to control or be rid of it.
to live by grants you further abilities which extend the
usefulness and power of these bonds in different ways. Quick Build
You can make a witch quickly by following these suggestions.
The Power of Spirit First, Charisma should be your highest ability score, followed
Witches may or may not have a level of respect for the spirits by Constitution. Second, select the Hermit background. Third,
they bind, though one could say they should. Some witches select the chill touch, guidance, and light cantrips.
tap into the residual energies of long-departed souls, while
others use extant spiritual beings as conduits for their Class Features
spellcasting. Either way and whether or not they wish, As a witch, you gain the following class features
witches bind part of their own soul to those that surround
them. Witch spells mostly deal with manipulation of spiritual Hit Points
energies (both living and dead) and protections against the Hit Dice: 1d6 per witch level
beings with supply those energies. As part of their connection Hit Points at 1st Level: 6 + your Constitution modifier
to the spiritual world, they are also privy to information and Hit Points at Higher Levels: 1d6 (or 4) + your Constituion
secrets normally not meant for mortal minds. As such, modifier per witch level after 1st
witches are powerful enchanters, abjurers, and diviners.
Proficiencies
Bonds of the Soul Armor: Light armor
Witches acknowledge that there is a spiritual connection Weapons: Simple weapons
between all things – forces that inexplicably and randomly Tools: Herbalism kit
bind beings and happenings together in a kind of mass, Saving Throws: Wisdom, Charisma
shared fate. They see other witches as brothers and sisters, Skills: Choose two from Arcana, Animal Handling, History,
and other classes as close cousins. As a consequence, Insight, Medicine, Nature, and Religion
witches are often fond of forming alliances. One kind of
alliance is the circle that a witch belongs to. The circle that a Equipment
witch joins is the manifestation of a philosophy regarding the You start with the following equipment, in addition to the
nature of spirits. Some, like the circle of power, believe in a equipment granted by your background:
supreme energy that extends beyond the physical world, (a) a light crossbow and 20 bolts or (b) any simple weapon
weaving together magic and the collective conscience of all (a) a component pouch or (b) an athame used as an arcane
living things. Others, from the circle of blood for example, focus
believe in a more intimate connection between the physical (a) a priest's pack or (b) a scholar's pack
world and the other side. In this philosophy, each soul is tied Any simple weapon and two daggers
to something close to it in the physical world – a body, an
object, or location that was important to it when it was alive.

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The Witch
Level Prof. Bonus Bonds Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 0 Quickening, Spellcasting 3 2 — — — — — — — —
2nd +2 1 Witch Covenant, Binding Rites 3 3 — — — — — — — —
3rd +2 1 Spirit Ward 3 4 2 — — — — — — —
4th +2 1 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 2 — 4 4 3 2 — — — — — —
6th +3 2 Covenant Feature 4 4 3 3 — — — — — —
7th +3 2 Spiritual Spellcasting 4 4 3 3 1 — — — — —
8th +3 2 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 3 — 4 4 3 3 3 1 — — — —
10th +4 3 Covenant Feature 5 4 3 3 3 2 — — — —
11th +4 3 Channel Spell 5 4 3 3 3 2 1 — — —
12th +4 3 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 4 — 5 4 3 3 3 2 1 1 — —
14th +5 4 Covenant feature 5 4 3 3 3 2 1 1 — —
15th +5 4 Strength of Spirit 5 4 3 3 3 2 1 1 1 —
16th +5 4 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 5 — 5 4 3 3 3 2 1 1 1 1
18th +6 5 Familiar Spirit 5 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 5 Ghostly Step 5 4 3 3 3 3 2 2 1 1

Spellcasting Spellcasting Ability


Charisma is your spellcasting ability for your witch spells,
Your contact with the spirit world and intuitive knowledge of since your magic comes from bargaining with spirits. You use
the magic which allows it to persist grants you the use of your Charisma whenever a spell refers to your spellcasting
spells. ability. In addition, you use your Charisma modifier when
setting the saving throw DC for a witch spell you cast and
Cantrips when making an attack roll with one.
You know three cantrips of your choice from the witch spell Spell save DC = 8 + your proficiency bonus + your
list. You learn additional witch cantrips of your choice at Charisma modifier
higher levels, as shown in the Cantrips Known column of the Spell attack modifier = your proficiency bonus + your
Witch table. Charisma modifier
Preparing and Casting Spells Ritual Casting
The Witch table shows how many spell slots you have to cast You can cast a witch spell as a ritual if that spell has the ritual
your spells of 1st level and above. To cast one of these witch tag and you have the spell prepared.
spells, you must expend a spell slot of the spell's level or
higher. You regain all expended spell slots when you finish a Spellcasting Focus
long rest. You can use an athame as a spellcasting focus for your witch
You prepare the list of witch spells that are available for spells. Alternatively, choose a focus that you feel would suit
you to cast, choosing from the witch spell list. When you do your character.
so, choose a number of witch spells equal to your Charisma
modifier + your witch level (minimum of one spell). The spells
must be of a level for which you have spell slots.
You can also change your list of prepared spells when you
finish a long rest. Preparing a new list of witch spells
requires time spent in communion and meditation: at least 1
minute per spell level for each spell on your list.
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Quickening You can use this feature three times. You regain expended
uses when you finish a long rest. When you reach 9th level,
At 1st level, you gain the ability to enter a trance known as the you regain expended uses when you finish a short or long
witch’s quickening, letting you see beyond the borders of the rest.
material world. Entering the trance is an action and allows
you to see into the Ethereal Plane up to 60 feet. You also gain Ability Score Improvement
insight into the emotional energy surrounding you, letting you When you reach 4th level, and again at 8th, 12th, 16th, and
know if and what spirits are bound within 60 feet, as well as 19th level, you can increase one ability score of your choice
granting you advantage to Wisdom (Insight) checks. The by 2, or you can increase two ability scores of your choice by
quickening requires concentration for the duration. You 1. As normal, you can't increase an ability score above 20
regain any expended uses when you finish a long rest. using this feature.
Witch Covenant
Spiritual Spellcasting
At 2nd level you commit yourself to a spiritual philosophy
known as a witch's covenant: the Covenant of Blood, the At 7th level you may call upon the spirits you have bound to
Covenant of Charm, the Covenant of Ruin, the Covenant of help you cast your spells. You may dismiss a spirit as a bonus
Shadows, or the Covenant of Unity, detailed at the end of the action to recover a spell slot of a level equal to that of the
class description. Your choice grants you features at 2nd level spirit’s. The release effect of the spirit you dismissed is not
and again at 6th, 10th, and 14th level. activated.

Binding Rites Channel Spell


At 2nd level you can bind spirits to your service. Binding a Beginning at 11th level, your spells overcome the damage
spirit is much like casting a ritual spell and takes 10 minutes resistances of undead and enemies on different plane of
of uninterrupted meditation. During this time, the witch existence from yourself (the border ethereal plane for
speaks the invocations required to summon the spirit forth instance) which you can perceive through means such as
and enacts the rite of binding depending on which philosophy your quickening feature.
the witch belongs to. A blood witch might utilize a bone
fragment to bind the spirit, while a shadow witch might Strength of Spirit
bargain with the summoned spirit, exchanging a secret for At 15th level, you learn to sap additional fortitude from the
the spirit’s service. spirits you bind. You gain temporary hit points equal to your
When you choose a spirit to bind from the list at the end of witch level times the number of spirits you currently have
this class description, you fill one of your available spell slots bound. These temporary hit points are recovered after a long
with the spirit. The spell slot used is no longer available for rest.
casting spells, and it remains unavailable for as long as the
spirit filling it remains bound to you. The spirit is said to be of
a level equal to the spell slot filled to bind it. Thus, a Spirit of
Passion occupying a 6th level spell slot is a level 6 spirit. You
cannot have more than one spirit with the same name bound
at one time.
Depending on the type of spirit, you gain certain benefits
while the spirit remains bound and an additional effect when
you release the spirit, as detailed in the Binding Rites section.
Releasing a spirit is a bonus action, although some spirits
allow release as a reaction. Once a spirit has been released, it
no longer provides its passive effect and the spell slot it
occupied is considered expended.
Spirit Ward
At 3rd level, you learn a rite that offers protection against
spirits who wish you or your allies harm. As an action, you
can create a spirit ward with a radius of 30 feet, centered on
your location. The ward lasts 1 minute and is stationary for
the duration. While inside the ward, friendly creatures
(yourself included) cannot be charmed, frightened, or
possessed by undead and have resistance to all damage from
incorporeal undead sources. Additionally, if a friendly
creature is reduced to 0 hit points within the ward but is not
killed outright, the creature becomes stable.

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Familiar Spirit Sympathetic Magic You
At 6th level, you gain the power to cast spells on targets over per lo
At 18th level, when cast find familiar or if you already have a vast distances beyond what the spell may ordinarily allow.
familiar, you can awaken spiritual energy within the animal Provided you have an article (blood, hair, clothing) from the
as part of an additional ritual taking 10 minutes. Once target, your spells of 5th level or lower which have a single
complete, you choose one spirit from the list at the end of the target may affect the creature in question from up to one mile
class description. Its level is equal to your Charisma modifier. away per witch level. When you cast a spell that affects a
Your familiar provides you with the spirit’s passive effect as creature this way, the article you have from the target is
long as your familiar is within 100 feet of you. If the familiar consumed.
dies, the spirit you initially chose produces its release effect if
you can see any valid targets within range of the familiar. Blood Binding
At 10th level, if a living creature dies within 30 feet of you,
Ghostly Step you may bind its soul as a reaction. You bind a spirit type of
At 20th level you gain the ability to enter the spirit realm as a your choice to a spell slot of your choice. This binding expires
bonus action by projecting part of yourself beyond the after 24 hours or whenever you use this ability again. The
material plane. You and your belongings become invisible and creature who provided the soul cannot be resurrected during
incorporeal for up 1 minute. You gain resistance to all the time that its spirit remains bound. You may use this ability
damage from non-magical sources, and are immune to being once, after which you must complete a long rest to use it
grappled, paralyzed, petrified, poisoned, and restrained. again.
During this time, you may move your normal speed and
may pass through solid objects. If you end your turn in an Call Forth the Flesh
object, you are dealt 1d10 force damage. You may At 14th level, you gain the ability to force ethereal and
rematerialize in your present location as a bonus action. If incorporeal creatures into the material plane as an action,
you choose to maintain this form until the duration expires and bind them to a corporeal form. The creature must
and you are in a location occupied by a creature or solid succeed at a Constitution saving throw or lose its incorporeal
object, you are shunted to the near occupied space and take traits and immunities to grappled, paralyzed, petrified, prone,
damage equal to twice the number of feat you are moved as a and restrained for 1 minute. You may use this ability once,
result.You may use this ability once, after which you must after which you must complete a long rest to use it again.
complete a long rest to use it again.
Covenant of Charm
Covenants Witches of the Covenant of Charm tap deep into the
emotions which govern lingering spirits’ behaviours. They
The covenant that a witch swears by at 2nd level has to do use these emotions as signposts and guides to manipulate
with the witch's personal philosophy on spirits. When the desires and shape the aspirations of the living. They
entering a covenant, the witch joins other likeminded witches believe that although lingering spirits are echoes of the past,
and is granted abilities which align with these core they hold the key to individual futures. By harnessing the raw
philosophies. Though witches of different covenants may emotional energy of the beyond, one can gain absolute
hold similar opinions of spirits, it is important to think on control over the hearts and minds of those around him or her.
how each covenant's teachings shape your character's Witches of this philosophy vary in their treatment of spirits.
attitudes towards the binding and utilization of spirits. Some befriend and learn from the spirits they bind, using that
knowledge to further their own ends. Others take only
Covenant of Blood cursory notice of the spirits they enslave – an attitude that
Witches of the Covenant of Blood believe in strong often carries over into their living interactions, manipulating
connections between the physical world and the spiritual one. and charming those they will, without any true regard for the
Spirits are connected to the physical world through objects desires of those they meet.
that were important to them while they were alive. This In Perfect Trust
knowledge allows a witch to bind spirits to her power more At 2nd level, you have grown attuned to the hearts and minds
easily — as long as she knows a bit about the spirit's life. of those around you. While in your quickening, you may add
Though not always, witches from the covenant of blood your proficiency bonus to Charisma (Deception) and
tend to dominate the spirits under their control. They Charisma (Persuasion) checks, or double it if you already do.
generally take care to leave spirits intact and in a state no In addition, during your quickening, you gain the ability
worse than before they were bound, but nevertheless are peer into the heart of a creature within 60 feet. Much like the
capable of using a spirit's weaknesses against them, taking detect thoughts spell, you may use an action to force the
advantage of their connections to the physical world in order target to make a Wisdom saving throw against your spell save
to gain power over them. DC. If it fails, you gain insight into its emotional state and
Awaken the Blood something that is currently influencing this state such as
Beginning at 2nd level, when you release a spirit from your something it worries over, desires, loves, or hates. If the
power, you can use the energy from those broken spiritual target succeeds on its saving throw, nothing happens. Unlike
bonds to repair corporeal bodies. You can heal yourself or a detect thoughts , the target does not become aware of the
creature adjacent to you for hit points equal to five times the intrusion.
level of the spirit when you trigger a release effect.
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Spirit Token Doom
At 6th level you gain the ability to share the emotional energy Beginning when you choose this circle at 2nd level, hostile
of the spirits you bind. You may tie one of your spirits you creatures who are the target of any of your spirits’ release
already have bound to a small object as an action. The spirit effects are given disadvantage on their next ability check,
still counts towards your maximum bonds while attached to attack roll, or saving throw.
the object. When you create a token, you also choose a
recipient. As long as the recipient is in possession of the Devastating Release
token, the spirit provides its passive effect as though the spirit At 6th level, spirits you release erupt with energy as their
were bound by the recipient (even if the holder of the token is bonds are broken, causing harm to those around you. When
not a witch). In either case, the magic holding the spirit to the you release a spirit, enemies within 30 feet of you are dealt
object expires after 24 hours where it returns to your control. 1d6 points of psychic damage per level of the spirit. Those
If the token is returned to you, you can break this magic who take damage hear wails and screams as the spirit is
sooner as a bonus action. released, and feel a rush of sorrow and discomfort.
Of One Heart Ruinous Ward
At 10th level, foes charmed by you are also considered Beginning at 10th level, the Spirit Wards you create are
charmed by your allies. Additionally, whenever you trigger a accompanied by spiritual dissonance which can strain and
spirit's release effect, allies within 60 feet may damage break the weak of soul. In addition to the described effects
charmed foes on their next turn without breaking the charm. above, your Spirit Ward ability deals 1d6 psychic damage
each round to hostile creatures within its radius at the
Crux of Desire beginning of their turn.
At 14th level, your spells and spirits which can charm
creatures affect those with immunity to being charmed. Rite of Exorcism
These creatures gain advantage on all saving throws to resist At 14th level, you can attempt to exorcize a living creature’s
or break free of the effect. In addition, you are immune to own soul. If a creature within 30 feet fails a Charisma save
being charmed. against your spell save DC, they are dealt 5d6 psychic
damage and 5d6 necrotic damage as their soul is torn from
Covenant of Ruin their body. The creature is also stunned until your next turn.
The Covenant of Ruin has less respect for spirits than the A successful save means the creature takes half damage and
other covenants. Witches who bind these spirits utilize their is not stunned. You may use this ability 3 times. Expended
magic to torture and pressure spirits in order to extract uses recover after a long rest.
power from them. Their philosophy revolves around invoking Covenant of Shadows
ruin and causing as much damage as possible.
Though good witches of this covenant are rare, they are not The Covenant of Shadows subscribes to the belief that
unknown. Good witches who share this covenant's ideology everything that exists, both physically and metaphysically, is
typically aim to bind evil spirits, turning these beings into like a shadow cast by that which came before it. Shadows are
weapons for good against their will (though this can hardly be windows into worlds beyond the material plane — as one
considered to be completely benign). These witches often world becomes dimmer, others become brighter and easier to
claim this is for the greater good — using evil to combat evil. see by comparison.
There is reason to be wary of the dark. Witches from this
covenant are more cautious dealing with spirits. They know
that dangers lurk in the shadows, and they are careful with
their dealings lest the spirits they bind show their dark side.
The Shadows Have Eyes
You can use the spirits which dwell in the darkness to see.
Beginning at 2nd level, you can see in magical and
nonmagical darkness up to 120 feet as long as you have at
least 1 spirit bound, and you have advantage on Wisdom
(Perception) checks in dim light or darkness as long as you
have 2 spirits bound.
Blinding Shackles
At 6th level, hostile targets that have been affected by any of
your spirits’ release effects are blinded for 1 turn per level of
the spirit. This ability cannot affect creatures who do not use
light to see.

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Spirits in the Shadows Simulacrum
Beginning at 10th level, as long as you have at least 2 spirits At 14th level, should you be reduced to 0 hit points but not
bound, you may call upon nearby shadows to replace the killed outright, your body becomes possessed by a spirit you
somatic components of your spells. Alternatively, the ghostly control and you may continue to act for 1 round per level of
whispers of those spirits may replace the verbal components the highest level spirit you have in your power. You cannot
of your spells. You may therefore cast spells with these use this ability if you do not have any spirits bound. During
components even if you yourself cannot motion or vocalise. this time, your hit points remain at 0 and you continue to
make death saving throws (though a prepared witch may
Haunting Shades move to her spirit ward to become stable).
Beginning at 14th level, when you release a spirit that targets Onlookers notice a strangeness in your movements, eyes,
a hostile creature, you may choose for the spirit to haunt that and voice while you remain possessed. While possessed, you
creature for up to 1 minute, requiring your concentration. can use your action on your turn to activate the release power
The passive effect continues but uses the haunted creature as of one of the spirits you have bound and have it remain
the origin. The passive effect otherwise treats you as the bound. This does not count against the uses of the Forceful
owner. When the minute expires or you cease concentration, Presence ability.
the spirit’s release effect activates again. You may use this Should you be healed under the possession (including by
ability once, after which you must complete a long rest to use yourself), you awaken from the possession, conscious.
it again. Otherwise, when the duration expires, your body collapses.
Covenant of Unity
The Covenant of Unity subscribes to a philosophy that all
spiritual entities are connected by a collective consciousness.
They use this knowledge to surmount power over the
spiritual realm itself. In other words, these witches gain their
abilities by harnessing the secrets which govern the very
basis of spiritual existence, rather than focusing on the
relationships between the metaphysical and the material
world.
The Covenant of Unity is perhaps a little more sympathetic
to the spirits these witches bind. Witches of this covenant
tend to see spirits more as allies. They trust the spirits they
bind enough to allow their power to grow under their
command with the purpose of sharing this power.
Spirit Link
You can link yourself to the souls of others, gaining
knowledge of them. Beginning at 2nd level, while in your
quickening you can use your action to know whether a
creature you can see has greater or fewer hit points than
yourself and all conditions it currently suffers from.
Forceful Presence
When you reach 6th level, you can retain control over a spirit
after it produces its release effect so that it remains bound
and ready to be released again.
You may use this ability a number of times equal to your
Charisma modifier, minimum 1. After these uses are
expended, you must complete a long rest to recover them.
Powerful Bonds
At 10th level, your body and soul develop the ability to contain
more powerful spirits. The level of spirits you bind are
considered 1 higher than the spell slot you use to bind them.

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Envy
Binding Rites Spirits of Envy take from others what they covet for
Following is a list of different spirits a witch may bind. themselves – life. Whenever you deal damage with an attack
or spell while Envy is bound, you regain the spirit’s level in hit
Agony points.
In the presence of a spirit of Agony, foes’ wounds continue to Release. When you hit an enemy with an attack or spell
bleed and fires continue to burn. While Agony is bound, you you may release Envy as a reaction. When you do so, you gain
may reroll any damage die that shows a 1, keeping the new temporary hit points equal to five times the spirit level. These
result. temporary hit points last up to 24 hours.
Release. You may release Agony as a reaction when you
roll a critical hit. In addition to the critical damage, you may Fear
roll an extra number of dice equal to the level of the spirit. Spirits of Fear bring nightmares to life. While Fear is bound,
This extra damage is psychic damage. This spirit’s passive you may add your proficiency bonus to Charisma
ability applies to the normal and the additional dice for this (Intimidation) checks, or double it if you already do.
attack. Release. When Fear is release from its bonds as a bonus
action, a number of creatures equal to the spirit level within
Desire 30 feet make a Wisdom save or be frightened for 1 minute.
Spirits of Desire impress your desires onto others and Each creature affected is allowed a Wisdom saving throw to
enhance their own. Friendly and charmed creatures within end the effect at the beginning of each turn.
30 feet have disadvantage on Wisdom saving throws against
your spells. Once an affected creature succeeds on a Wisdom Generosity
saving throw against one of your spells, that creature is Spirits of Generosity are always willing to make sacrifices for
immune to this spirit’s effect for 24 hours. those who bind them with good intentions. Your spells that
Release. When you release this spirit with a bonus action, heal restore an additional 1d6 damage to each creature they
a single target creature within 30 feet becomes charmed if affect.
they fail a Wisdom saving throw as if against one of your Release. You may release Generosity as a bonus action
spells. This effect lasts one minute per level of the spirit. The and gift the spirit to an ally within 30 feet. The spirit protects
effect ends prematurely if you or your allies damage the the ally, granting them temporary hit points equal to 5 times
creature. the spirit’s level. These temporary hit points last 10 minutes.
Empathy Guilt
Spirits of Empathy force your enemies to share your pain. Spirits of Guilt cause your enemies hesitation in acts that
While Empathy is bound, whenever you are dealt damage would wrong you. While Guilt is bound, you may use your
from a living or undead source, you may use your reaction to reaction to impose disadvantage on an attack roll against you.
deal that source psychic damage equal to the level of this A creature targeted by Guilt cannot be affected again for 1
spirit. minute.
Release. You can release Empathy as a reaction when you Release. When you release Guilt from your power as a
take damage from a creature. The creature is dealt psychic bonus action, a single target within 30 feet has disadvantage
damage equal to the damage you took + the spirit’s level. on attack rolls against you for 1 round per spirit level.

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Hate Spirits of Valor give those who bind them the power to pull
Spirits of Hate inspire a ferocity in you. When you are through with confidence against poor odds. While Valor is
damaged by a creature, you gain advantage on attack rolls bound, you have advantage on saves against being frightened.
against that creature on your next turn. Release. When you release this spirit as a bonus action,
Release. When you hit a creature with a spell or attack you one creature per spirit level within 30 feet is no longer
may release Hate as a reaction and deal necrotic damage frightened.
equal to 1d6 per spirit level.
Wonder
Hunger You radiate an aura of awe when a spirit of Wonder is bound
Spirits of Hunger both sustain their friends and deprive their to you. While Wonder is bound, you can use your action to
enemies of energy. While Hunger is bound to you, you require impose disadvantage on Perception checks made by
no food or water to survive. creatures within 30 feet make to notice anything other than
Release. You may release Hunger as a bonus action to yourself for the round.
impart one level of exhaustion on a number of creatures Release. You may release Wonder from your power as a
within 30 feet equal to the spirit’s level. The creature cannot reaction when you hit a target with a spell or they fail a save
be affected by a Spirit of Hunger again for 24 hours. against one of your spells. That foe is stunned until your next
turn.
Passion
Spirits of Passion give those who bind them the motivation to
push themselves further in order to accomplish a task. When
this spirit is bound you gain a number of bonus dice equal to
the spirit level. These dice are d6s. You may choose to roll
one of these dice and add the result to any attack roll, ability
check or saving throw you make. You lose all remaining dice
when you release Passion.
Release. You may release Passion as part of an attack roll,
ability check, or saving throw. You make this roll with
advantage, and in addition you add the spirit’s level to the
result.
Serenity
Spirits of Serenity bring peace and clarity of thought to those
who bind them. You require only half the time worth of sleep
or rest as long as Serenity remains bound. You still require 8
hours to gain the full benefits of a long rest.
Release. When you release Serenity from your power as a
bonus action, you may remove one of the following conditions
from yourself: Blinded, Deafened, Frightened, Paralysed,
Poisoned, and Stunned.
Sloth
Spirits of Sloth inspire sluggishness and laziness of thought
and action around you. While Sloth is bound, spaces within
10 feet of you count as difficult terrain for enemies.
Release. When Sloth is released as a bonus action, one foe
per spirit level within 30 feet loses their reaction until your
next turn.
Sorrow
The failures of your enemies continue to haunt them in the
presence of a spirit of Sorrow. While Sorrow is bound to you,
enemies within 30 ft. who fail a save against one of your
spells 1st level or higher are dealt psychic damage equal to
twice the spirit’s level.
Release. When Sorrow is released as a bonus action,
choose a target creature within 30 feet. That creature has
disadvantage on its next saving throw, ability check, or attack
roll. Should this roll fail, they are dealt 1d6 psychic damage
per spirit level.
Valor

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Spell List
Cantrips (0 Level) Enhance Ability Divination Find the Path
Blade Ward Enthrall Dominate Beast Heal
Chill Touch Healing SpiritXGtE Freedom of Movement Mass Suggestion
Friends Hold Person Guardian of NatureXGtE Mental PrisonXGtE
Guidance Lesser Restoration Hallucinatory Terrain Primordial WardXGtE
InfestationXGtE Locate Animals or Plants Locate Creature Soul CageXGtE
Light Locate Object Polymorph Sunbeam
Mage Hand Mind SpikeXGtE Shadow of MoilXGtE True Seeing
Mending Misty Step Summon Greature
Minor Illusion Moonbeam DemonXGtE 7th Level
Poison Spray Protection from Poison Vitriolic SphereXGtE Crown of StarsXGtE
Resistance Ray of Enfeeblement Wall of Fire Etherealness
Thaumaturgy Shadow BladeXGtE Finger of Death
Toll the DeadXGtE Suggestion 5th Level Mirage Arcane
True Strike Animate Objects Mordenkainen's Magnificent
3rd Level Antilife Shell Mansion
1st Level Bestow Curse Awaken Plane Shift
Animal Friendship Clairvoyance Commune Power Word PainXGtE
Cause FearXGtE Conjure Animals Contact Other Plane Regenerate
Chaos BoltXGtE Daylight Contagion Sequester
Charm Person Dispel Magic Danse MacabreXGtE Symbol
Enemies Abound XGtE Dominate Person
Cure Wounds
Detect Magic Fear Dream 8th Level
Detect Poison and Disease Fly EnervationXGtE Abi-Dalzim's Horrid
Faerie Fire Life TransferenceXGtE Geas WiltingXGtE
Find Familiar Magic Circle Greater Restoration Animal Shapes
Healing Word Major Image Hold Monster Antipathy/Sympathy
Hex Protection from Energy Insect Plague Dominate Monster
Ice KnifeXGtE Remove Curse Legend Lore Feeblemind
Longstrider Speak With Dead Mass Cure Wounds Maddening DarknessXGtE
Protection from Evil and Spirit Guardians Modify Memory Power Word Stun
Good Summon Lesser DemonsXGtE Negative Energy FloodXGtE Sunburst
Purify Food and Drink Tiny ServantXGtE Planar Binding
Speak with Animals Tongues Reincarnate 9th Level
Witch Bolt Vampiric Touch Scrying Astral Projection
Water Walk Synaptic StaticXGtE Foresight
2nd Level Wrath of NatureXGtE InvulnerabilityXGtE
Aganazzar's ScorcherXGtE 4th Level Mass PolymorphXGtE
Alter Self Banishment 6th Level Psychic ScreamXGtE
Augury Blight Circle of Death Shapechange
Crown of Madness Charm MonsterXGtE Conjure Fey True Polymorph
Darkness Confusion Contingency True Resurrection
Darkvision Death Ward Eyebite

9 THE WITCH | v0.4


Major Changes (since v0.2)
Credits
Class Features
Hit Dice are now d6 Thank you all who have contributed their feedback,
ideas, and questions through the other
r/UnearthedArcana threads as well as through
Class Abilities conversation and private messaging.
Quickening (1): Now an action, lasts one minute with
concentration. Now gives bonus to Wisdom (Insight) u/AeoSC
checks. u/alphrel
Spirit Ward (3): Limited to 3/LR or 3/SR at level 9 u/freshprinceoftelfyr
Spiritual Spellcasting (7): Now returns spell slots from u/jahfury
bound spirits at a 1:1 level ratio. No admixing slots. u/KingofWhales
Channel Spell (11): Redefined to overcome resistances of u/lygerzero0zero
undead and perceived creatures on other planes u/MothProphet
Strength of Spirit (15): Buffed to grant level x spirits u/PM_ME_YOUR_EMOTIONS
u/Proteus92
bound in temporary hit points u/starbridge
Familiar Spirit (18): NEW – binds a spirit to your familiar, u/StriderT
providing a passive buff when near and releasing the spirit u/Three-flower
on death. and more
Ghostly Step (20): Now a capstone, included resistances
and immunities while in this form. Special thanks to those above who offered
substantial feedback on the class as a whole, those
Covenant of Blood above who offered playtesting feedback, as well as
Awaken the Blood (2): Swapped this to level 2 to provide u/convoke2 for catalyzing the port to the
more survival during low levels. homebrewery, which is sure to come in handy with
Sympathetic Magic (6): Moved to level 6 ability, limited balancing and small fixes.
spellcasting with this ability to 5th level and lower Art Credits
Covenant of Ruin "Initiation Ritual" by Trishkell - deviantart
Doom (2): NEW – replaced flavourless ability to give "Haunted Forest" by Rene Aigner
disadvantage to those affected by spirit releases "The Crow's Dagger" by Elsa Kroese
unknown title by Mingzhu Yang
Covenant of Shadows "Ritual Preparations" by Wilthierna - deviantart
The Shadows Have Eyes (2): Buffed, now basically Devil’s "Undead" by Arash Radkia
Sight with an additional bonus to Perception if you have unknown wallpaper image
more spirits. "Ghosts of Ascalon" from Guild Wars 2
"Ghost Quarter" by Pete Mohrbacher
Blinding Shackles (6): More reliably blinds foes affected
by spirits for 1 turn/spirit level
Spirits in the Shadows (10): Now only replaces either
somatic or verbal components, not both.
Haunting Shades (14): NEW – replace flavourless feature,
allows you to “haunt” an opponent by having them carry
around a spirit.
Covenant of Unity
Spirit Link (2): Replaced a numerical feature with one that
is more utility/exploration focused.
Simulacrum (14): You now awaken immediately if healed.
You can also trigger a release effect of spirits in your
control once per turn.
Binding Rites
Desire: Buffed with new passive effect
Envy: Changed to better work with Strength of Spirit
Guilt: Imposed a limit to prevent abuse towards single
targets
Sloth: Increased passive effect range to 10 feet from
“spaces you threaten”
New Archetype: Covenant of Charm
I couldn’t go this long without a revision and not give some
new options. The new archetype really hones in on emotions,
charm, and manipulation.

THE WITCH | v0.4 10

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