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Witch features

Spellcasting
You have learned to mold and reshape the magic that curses you into spells.
Cantrips
You know four 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 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 bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.
Spells Known of 1st Level or Higher
You know two 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, as shown on the table. 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 also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
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 as a spellcasting focus for your witch spells.
Witch’s Curse
You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the
options below.
Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the cantrip produce flame, which does not count against your total number of cantrips known.
Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed
equal to your walking speed.
Hideous. Your appearance is ghastly
 to behold. You have proficiency with the
 Intimidation skill. When you roll initiative,
 you can choose one humanoid you can see
 to scare. That creature must make a Wisdom
 saving throw against your spell save DC or be
frightened until the end of your next turn.
Hollow. Your soul has been divorced from
 your body, trapping you in a limbo between life
 and death. When you or your familiar reduces a
 hostile creature to 0 hit points, you drain some
 of its life force, and gain temporary hit points
 equal to your witch level + Charisma modifier
 (minimum of 1).
Loveless. You are cursed to never find
 true love. Jaded and disaffected, not even magic
 can turn your heart; as a result, you are immune to
 being charmed.
Possessed.Possessed. Your soul is occupied by a foreign spirit
 that sometimes tries to wrest away your consciousness.
 However, while you sleep, the spirit whispers magical
 secrets to you. You learn an additional witch spell
 at a level for which you have spell slots at 1st level,
 and again at 4th level, 8th level, and 12th level. These
 spells do not count against your total number of spells
 known.
Hexes
You can learn a number of powerful incantations,
 known as hexes, derived from the same insidious
 magic which cursed you.
 At 1st level, you gain two hexes of your choice.
 Your hex options are detailed at the end of the class
 description. When you gain certain witch levels, you
 gain additional hexes of your choice, as shown in the
 Hexes Known column of the Witch table. Additionally,
 when you gain a level in this class, you can choose one
 of the hexes you know and replace it with another hex.
 Unless otherwise stated, if a hex calls for an attack
 roll or saving throw, it uses your spell attack bonus
 or spell save DC. All hexes require verbal or somatic
components (caster’s choice at the time of casting.)
 Unless otherwise noted, if a hex lasts for a
 duration, you concentrate on it as you would a spell.
 You can concentrate on a hex and a spell at the same
 time, and you make only one check to maintain your
concentration on both.
Cackle
At 2nd level, you can use your bonus action to cackle.
 The duration of your hex extends by 1 round for each
 creature affected within 60 feet of you.
 Not all witches laugh maniacally when they
 cackle, but all cackles require a verbal component, as
 a spell. These range from mundane curses and insults,
 to the murmuring of dead languages and speaking
 backwards.
Familiar
At 2nd level, you learn the find familiar spell and
 can cast it as a ritual without material components.
 The spell doesn’t count against your number of spells
 known. The spell is improved in the following ways:
• Once per turn as an action or a bonus action, you
 can mentally command your familiar to use its
 reaction to make one attack.
• Your familiar uses your spell attack bonus instead
 of its own attack bonus on attack rolls.
• Your familiar adds your proficiency bonus to its
 Armor Class, saving throws, and damage rolls.
• You add twice your witch level to your familiar’s
 maximum hit points.
• When you cast a spell, you can deliver it through
 your familiar as if it had cast the spell, even if the
 spell doesn’t have a range of touch.
 When you cast the spell, you can choose one of
 the normal forms for your familiar or one of the
 following special forms: homunculus, pet rock,
 pseudodragon, and sprite.
Witch’s Craft
Your knowledge of magic has culminated in learning
 a Craft, an innate variety of magic which exists apart
 from the schools of magic. When you reach 3rd level,
 choose one Witch’s Craft. Your choice grants you
 features at 3rd level, and again at 6th, 10th, and 14th
 level.
Craft SpellsEachSpells
Each craft is associated with a branch of arcana,
 represented by a number of spells which you learn. The
 levels of these spells are noted in the craft description.
 These spells count as witch spells for you and don’t
 count against your total number of spells known.
Insidious Spell
Starting at 5th level, when you cast a witch spell that
 affects a creature that is under the effect of your hex,
 that creature has disadvantage on its first saving throw
 against the spell. This feature only applies to a hostile
 creature which is the sole target of your hex.
Improved Familiar
At 7th level, your familiar’s attacks count as magical
 for the purposes of overcoming damage resistance and
 immunity. Additionally, you can choose the following
 forms for your familiar: brass dragon wyrmling
 (without breath weapons), fright, grep, imp, or quasit.
The statistics for these creatures are in Chapter 2.
Dying Curse
Beginning at 9th level, when a creature reduces you
 to 0 hit points but does not kill you outright, you
 can lay a nefarious curse upon them. The creature is
 cursed for up to 24 hours. While cursed, the creature
 has disadvantage on attack rolls, ability checks, and
 saving throws. This curse ends early if you regain
 consciousness, and can be ended by the remove curse
 spell. Once you use this ability, you can’t use it again
 until you finish a long rest.
Grand Hex
By 11th level, you have perfected deeply malevolent
 forms of magic. You learn one Grand Hex, and you
 learn another at 13th, 15th, and 18th level. Grand
 hexes are detailed at the end of the class description.
Hexmaster
By 20th level, you have mastered your foul magic.
 Humanoid creatures have disadvantage on saving
 throws against your hexes.