Gunwitch, Variant (5e Class)
Gunwitch[edit]
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"The Witch's Forest" |
The forest was silent, save for the crunch of boots on brittle leaves. Five men moved in a loose formation, sword and shield raised, eyes flicking from shadow to shadow. The air was thick—damp with the weight of old magic. It clung to the bark, to the moss, to the very breath in their lungs. They shouldn't be here.
A whisper of wind. Then—a shot.
The first man dropped, a single bullet between his brows before his brain even registered the sound. The others spun, nerves firing faster than they could even raise their shields.
"Where?!" one hissed, scanning the dark.
Nothing answered but the creak of branches.
Then, a voice—soft, lilting, touched with something ancient.
"You bleed so easily."
Another shot. A second soldier jerked backward, throat torn open. He gargled his last breath as the others scrambled for cover, adrenaline screaming through their veins.
A shape moved between the trees-tattered black robes swaying like smoke, a wide-brimmed hat shadowing all but a glint of eyes. In one hand, a revolver gleamed in the moonlight, its barrel wreathed in curling sigils that burned like embers. The other hand traced something into the air—symbols that hung for a moment, then vanished with a hiss.
The third soldier, crouched behind a fallen log, felt something move beneath his skin. His veins darkened, his breath hitched, and then—his heart burst.
The gunwitch stepped forward, her voice a whisper threaded with laughter.
"Three down."
The last two turned to run. Another shot cracked through the night. The fourth soldier’s knee exploded, sending him screaming to the dirt. The last man froze, trembling, staring into the dark.
The witch reloaded, slow, deliberate. Each bullet pressed into the chamber with reverence, her lips moving in quiet incantation.
"You walked into my woods." Click.
"You came with steel and fire." Click.
"You knew the stories." The final bullet slid home.
"And yet, here you are." She raised the gun.
The last soldier whispered a prayer.
The witch smiled.
A single gunshot echoed through the trees.
A Tradition Born of Steel[edit]
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"Tradition? It only goes so far." |
Witchcraft is a practice as old as the bones of the earth, woven from whispers of forgotten gods and the slow turning of the stars. It is a discipline of blood and fire, of salt and soil, of symbols etched in hidden places where the world is still wild. But a Gunwitch is something more—a witch who has bound tradition to steel, carving the old ways into the precision of a modern weapon. They inscribe runes upon their bullets, marking each shot with intent, be it death, decay, or dominion. Their firearms are not mere tools, but conduits of will, imbued with sigils that bend reality in the instant between the hammer’s fall and the bullet’s flight. A Gunwitch does not simply pull a trigger; they cast a spell with every shot, threading the unseen forces of the world into the cold mechanics of a gun. To them, magic is not confined to ancient tomes and whispered incantations—it is the sharp crack of gunfire in the night, a spoken hex carried on the wind, a single bullet inscribed with a name. They are both the past and the future, bound together in smoke and lead.
Creating a Gunwitch[edit]
For one to become a Gunwitch, they must have given up the most ancient traditions of witchcraft and instead dedicated a large amount of effort to learning how to wield modern weapons. In some covens, this could be seen as a betrayal to the very art of Witchcraft. What circumstances caused your Gunwitch to make this decision? Were they particularly skilled or knowledgeable about the modern world outside their coven? Was their coven slain, leaving them to turn to technology in order to get revenge or protect the last of what remains? Were they a hunter who stumbled upon a coven, and was taught the secretive ways of Witchcraft in exchange for a blood pact? Determine how you obtained your knowledge in the ancient and forgotten ways of Witchcraft.
- Quick Build
You can make a Gunwitch quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Hermit or Rune Carver background.
Class Features
As a Gunwitch you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Gunwitch level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunwitch level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Firearms
Tools: Tinker's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, History, Medicine, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Musket or (b) Two Pistols
- 30 Bullets and a Gunpowder Horn
- (a) Tinker’s Tools or (b) Component Pouch
- (a) Priest's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 5d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | Witchcraft Slots | Rituals Known | Cursed Bullets |
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1st | +2 | Fighting Style, Witch's Charms | - | - | - |
2nd | +2 | Witchcraft, Cursed Bullets | 1 | 2 | 2 |
3rd | +2 | Coven, Swift Hands | 1 | 3 | 2 |
4th | +2 | Ability Score Improvement | 1 | 3 | 3 |
5th | +3 | Extra Attack, Ritual List | 2 | 4 | 3 |
6th | +3 | Ancient Armaments | 2 | 4 | 3 |
7th | +3 | Coven feature | 2 | 5 | 3 |
8th | +3 | Ability Score Improvement | 2 | 5 | 4 |
9th | +4 | Greater Charms, Ritual List | 3 | 6 | 4 |
10th | +4 | Witch's Gaze | 3 | 6 | 4 |
11th | +4 | Coven feature | 3 | 7 | 4 |
12th | +4 | Ability Score Improvement | 3 | 7 | 5 |
13th | +5 | Ritual List | 4 | 8 | 5 |
14th | +5 | Ancient Secrets | 4 | 8 | 5 |
15th | +5 | Coven feature | 4 | 9 | 5 |
16th | +5 | Ability Score Improvement | 4 | 9 | 6 |
17th | +6 | Ritual List | 5 | 10 | 6 |
18th | +6 | Dark Etchings | 5 | 10 | 7 |
19th | +6 | Ability Score Improvement | 5 | 11 | 7 |
20th | +6 | Witchsight | 5 | 11 | 7 |
Fighting Style[edit]
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls with ranged attacks.
Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as gunwitch spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Marksman. When making a ranged attack with a Two-Handed Firearm, consider the short range 20ft further, and the long range 60ft further. You have a +1 bonus to attack rolls with ranged weapons.
Pistoleer. When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a one-handed firearm you are holding, with a -2 penalty to the attack roll.
Witch's Charms[edit]
At 1st level, you are able to imbue a very small amount of Witchcraft into ordinary objects. To use this ability, you must have Tinker's Tools or a Component Pouch in your hand. As a 1 hour ritual, you can turn a non-magical object weighing no more than 30 pounds into one of your Witch's Charms.
While an object is a Witch's Charm:
- You know the exact location of the object so long as it is within 30 feet of you.
- If the object is within 30 feet of you, you can use an action to cause the object's size to become Tiny.
- If the object is within 30 feet of you, you can use a bonus action to cause the object to revert to its regular size.
These properties last indefinitely. When you finish a long rest, you can end this property on one or more charms across any distance. An object also stops being a charm if it is destroyed.
You can turn multiple objects into Witch's Charms, but you must perform the ritual separately for each one. The maximum number of objects that you can affect with this feature is equal to your Intelligence modifier, plus half your Gunwitch level (rounded up). You cannot perform the ritual if you already have the maximum number of charms.
Witchcraft[edit]
At 2nd level, through your study of the ancient arcane, you are able to perform rituals to generate magical phenomenon.
Witchcraft Slots
The Gunwitch table shows how many 1st level spell slots you have to perform rituals. To perform a ritual, you must expend a 1st level spell slot. You regain all expended spell slots when you finish a short or long rest.
Rituals Known
At 2nd level, you know two rituals of your choice from the Ritual List .
The Rituals Known column of the Gunwitch table shows when you learn more gunwitch rituals of your choice. Some rituals have level requirements which must be met in order to learn the ritual.
Additionally, when you gain a level in this class, you can choose one of the rituals you know and replace it with another ritual from the ritual list, which also must be of a level you can select. The ritual list is at the bottom of the class sheet.
Spellcasting Ability
Intelligence is your spellcasting ability for your gunwitch rituals, so you use your Intelligence if a ritual refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gunwitch ritual.
Spell/Ritual save DC = 8 + your proficiency bonus + your Intelligence modifier
Cursed Bullets[edit]
At 2nd level, you can carve sigils and runes into your bullets to imbue them with ancient magic. As part of a long rest, you can prepare a number of Cursed Bullets as displayed in the class table. You cannot have more cursed bullets than the table displays, at one time. When you make an attack with a Firearm, you can choose to fire a cursed bullet as part of the attack.
You can make the following cursed bullets:
Briar. If the attack hits a creature, vines sprout from the bullet and grasp at the creature. The attack deals an additional 1d6 piercing damage, and the creature must succeed a Strength saving throw against your Witchcraft DC. On a failure, the creature becomes restrained until it, or another creature, uses their action to remove the vines. On a success, the creature's movement speed is reduced by 20ft until the end of its next turn.
Nightmare. If the attack hits a creature, it warps its mind with horrifying visages and sounds. The attack deals an additional 1d8 psychic damage, and the creature must succeed a Wisdom saving throw against your Witchcraft DC. On a failure, the creature becomes frightened of you until the end of your next turn. On a success, the creature is unaffected.
Death. As you make the attack, the bullet seeks out your target's life. The attack roll is made with advantage so long as the target is not an object, undead, or construct. If the attack hits, it deals an additional 1d12 necrotic damage.
Attacks that are made with cursed bullets are considered magical for the purpose of overcoming resistances and immunities.
Coven[edit]
At 3rd level, you chose to further the specialization of your Witchcraft, honed by your gunwitch coven. Choose between the Coven of Stars , Coven of Blood , and the Coven of Steel detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Swift Hands[edit]
Also at 3rd level, you ignore the loading property of firearms you are proficient with.
Ability Score Improvement[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ancient Armaments[edit]
At 6th level, you are able to carve glyphs into your firearms to bask them in the old magic. As part of a short rest you can turn a firearm into an ancient armament, which gains the following properties:
- Cursed Bullets fired with the firearm deal an additional die of damage.
- You can apply 2 different enchantment rituals to the weapon simultaneously.
- It counts as magical for the purpose of overcoming resistances and immunities.
You can have a maximum of three ancient armaments at one time. As an action, you can touch the weapon to end this property. The Remove curse spell also ends this effect.
Greater Charms[edit]
Beginning at 9th level, your Witch's Charm feature can be used on Magical Items, and the range of its abilities increases to 120 feet, from 30 feet.
Witch's Gaze[edit]
At 10th level, the ancient magic you wield has manifested in your eyes, which sparkle and shift with the supernatural. As an action, you can look upon a creature within 30 feet, and force it to make a Wisdom saving throw. On a success, the creature is unaffected. On a failure, you can choose one of the following:
Friend. The creature becomes charmed by you until this feature ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the feature ends, the creature knows it was charmed by you.
Foe. The creature becomes frightened by you until this feature ends.
This feature requires concentration and ends if you make an attack, cast a spell or ritual, or after 1 minute has passed. It does not end if you activate a ritual.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Ancient Secrets[edit]
At 14th level, you can unlock the true strength in your ancient armaments. They count as +1 magical weapons.
Additionally, cursed bullets fired from them deal an additional die of damage.
Dark Etchings[edit]
At 18th level, your rituals and curses become even more potent through learning the forbidden teachings of dead gods.
- Your Witchcraft DC increases by 2.
- The Remove Curse spell only succeeds against your effects if the caster makes a religion check against your Witchcraft DC as part of the casting. Otherwise the spell fails.
Witchsight[edit]
At 20th level your eyes have become a conduit for the ancient arcane. You gain the following benefits:
- You have truesight out to a range of 120 feet.
- You can add your intelligence modifier to ranged attack rolls.
- You can add your intelligence modifier to your passive perception and perception checks you make.
Coven of Stars[edit]
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"Scholar of the Constellations" |
The Coven of Stars is an ancient sisterhood of witches who draw power from the celestial dance of the heavens, weaving the light of distant suns into their sigils and spells. Masters of harmony and balance, they inscribe their magic into the earth, the wind, and the flowing rivers, channeling the natural world’s energy to guide fate, heal the land, and call forth cosmic fire when threatened. Ever watchful beneath the night sky, they are scholars of the constellations and guardians of forgotten wisdom, their rituals aligning with the great celestial cycles that shape the world itself.
- Coven Bullet
When you select this subclass, you gain the following Cursed Bullet option: Cosmic Fire. If the attack hits a creature, the bullet bursts with light. The attack deals an additional 1d10 fire damage, and astral markings light up the creature until the end of its next turn. While affected, the creature sheds dim light in a 10-foot radius and any attack roll against the affected creature has advantage if the attacker can see it. Additionally, the affected creature can’t benefit from being invisible.
- Star Sigils
The specialty of the Coven of Stars is their ancient sigils. At 3rd level, you are able to draw cosmic sigils in the air to pull power from the heavens. As an action, you can cast a known ritual effect as if it were a spell. Doing so does not expend a Witchcraft slot.
- The activation range becomes the range of the spell.
- If the ritual is a Hex, the target creature must be willing, or have a CR no more than half your gunwitch level (rounded down).
Once you use this feature, you can’t use it again until you finish a short or long rest.
- Cosmic Revelation
Also at 3rd level, you can cast the spells detect magic, identify, and augury as a ritual, without needing material components. You can cast these spells this way a number of times equal to your intelligence modifier (minimum once), regaining your uses after finishing a long rest.
You can also cast these spells as a ritual by expending a Witchcraft slot.
- Heaven and Earth
Starting at 7th level, your rituals become ingrained in the natural world.
Your dormant rituals can last up to 6 hours, instead of only 1. When you cast a ritual with a range other than touch, you can choose to set a trigger condition. When that condition occurs, you can activate the ritual as a reaction if it is in range. The condition must be something that occurs, and not something continuous. “A creature moves within 10 feet vs a creature is within 10 feet.”
- Celestial Sigils
At 11th level, your Star Sigils are able to harness the pure power of the heavens. When you use a Star Sigil to cast a ritual effect with concentration, the Sigil will maintain concentration instead of you for the duration of the effect.
The Star Sigil appears directly above you, does not move, has a number of hit points equal to your gunwitch level, and an AC of 18. If the Star Sigil is destroyed, concentration is broken.
- Wisdom of the Stars
Also at 11th level, you learn an additional Witchcraft ritual. Whenever you finish a long rest, you can choose to replace it with another ritual from the ritual list, which also must be of a level you can select.
- Night & Day
At 15th level,
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Coven of Blood[edit]
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"The Oath in Blood" |
Shrouded in secrecy and bound by oath, the Coven of Blood walks the path of unseen magic, where rituals are whispered in the dark and power is drawn from sacrifice, suffering, and shadow. Their sigils are etched in lifeblood, their bullets marked with curses that fester long after they strike. Masters of concealment, they weave illusions and bend perception, ensuring that none witness their work unless it is too late. To the Coven of Blood, tradition is a hidden blade, a whispered hex, a sickness that lingers in the soul—feared, forgotten, and all the more dangerous because of it.
- Coven Bullet
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Coven of Steel[edit]
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"Progress is Power" |
To the Coven of Steel, a Gunwitch is only as powerful as the weapon in their hands. While others cling to the old ways, binding themselves to nature, blood, or fate, these witches have severed those ties, dedicating themselves wholly to the forge and the firing chamber. They do not simply wield enchanted firearms—they create them, perfect them, and push them beyond the limits of both magic and technology. Spells are built into the mechanisms of their guns, their carvings etched into ammunition designed to pierce not just flesh, but reality itself. To other covens, they are heretics, abandoning tradition in favor of cold industry. But to the Coven of Steel, progress is power, and there is no greater magic than the perfect shot fired from the perfect weapon.
- Bullet Time
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the gunwitch class, you must meet these prerequisites: 13 Dexterity, 13 Intelligence
Proficiencies. When you multiclass into the gunwitch class, you gain the following proficiencies: Firearms
Ritual List[edit]
Witch rituals are an ancient form of spellcasting, and do not function as normal spells. All rituals have a casting time of 1 minute, and require either Tinker's Tools or a Component pouch to be performed.
There are three main types of Rituals: Hexes (that are performed on a creature), Enchantments (That are performed on objects) and Fields (that are performed on terrain).
After a ritual is completed, it remains dormant for up to 1 hour. A dormant ritual can be activated as a bonus action.
A dormant ritual can be destroyed if a creature uses its action to succeed an Arcana check against your Witchcraft DC.
An active ritual can be dispelled with a Remove Curse spell.
The Ritual description details the level requirement to learn the ritual (Level Requirement), how far it can be activated from (Range), how long it lasts after it is activated (duration) and whether or not it requires concentration after it is activated.
Hex Rituals[edit]
Hexes are carved into living creatures. If the creature is willing, you may perform the ritual. If the creature is unwilling, it must be incapacitated for the 1 minute casting duration. These rituals cannot affect constructs or undead.
Hex: Rejuvenation. Level Requirement: 2. Range: 120 feet. Duration: Instantaneous. Concentration: No.
When this ritual is activate, the creature affected will have their vitality gradually stabilized. At the start of the creature's next turn, they will regain a number of hit points equal to 2d4 + your Spellcasting ability.
Hex: Torment. Level Requirement: 2. Range: 60 feet. Duration: 10 minutes. Concentration: Yes.
When this ritual is activate, the creature is assaulted by the highest degree of pain and agony, so much that it will almost desire death. The creature has disadvantage on all attack rolls, ability checks and saving throws, except for Charisma saving throws. If an affected creature attempts to cast a spell it must first succeed a Constitution saving throw against your Witchcraft DC, or the casting fails and the spell is wasted. At the end of each of the affected creature’s turns, the target must make a Charisma saving throw against your Witchcraft DC. If the target succeeds on three of these saves, it is no longer affected, and the Hex ends. If the target fails three of these saves, the effect will last the full duration and concentration is no longer required.
Hex: Blood Ward. Level Requirement: 5. Range: 90 feet. Duration: 1 minute. Concentration: No.
While this ritual is active, the affected creature takes 1d6 necrotic damage at the end of each of their turns. This damage bypasses temporary hit points. If the creature takes this necrotic damage, they then gain temporary hit points equal to 1d10 plus your gunwitch level.
This ritual ends early if the creature drops to 0 hit points, or if you end it as a bonus action from up to 90 feet away.
Hex: Witch's Mark. Level Requirement: 5. Range: Touch. Duration: 48 hours. Concentration: No.
While this ritual is active, the creature is cursed with a distinct Witch's magic. While affected by the curse, you can sense the direction of the creature, so long as it is within 1000 feet of you. If the creature is in motion, you know the direction of its movement. Additionally, it has disadvantage on attack rolls against you.
Hex: Dark Blessing. Level Requirement: 9. Range: 60 feet. Duration: 4 hours. Concentration: No.
While this ritual is active, the affected creature is protected from certain types of magic. If the creature would fail a saving throw against being Charmed, Frightened, Possessed or Cursed, it can choose to reroll the saving throw. If rerolling the saving throw causes it to succeed, this ritual ends.
Hex: Binding. Level Requirement: 13. Range: Touch. Duration: 8 hours. Concentration: Yes.
While this ritual is activate, you always know the direction of the creature that is bound. While a creature is bound and can either hear or see you, you can use a bonus action to force it to attempt a Charisma saving throw. On a failure, you can give it a one word command that it must follow on its next turn, like the command spell. On a success, the creature takes 1d4 psychic damage, but does not have to follow your command.
Hex: Ancient Charm. Level Requirement: 13. Range: 30 feet. Duration: 1 minute. Concentration: Yes.
While this ritual is active, the affected creature is protected from external magic. The affected creature has advantage on saving throws against magical effects and is immune to being Charmed.
Hex: 723 Curses. Level Requirement: 17. Range: 120 feet. Duration: Until Dispelled. Concentration: No.
When you activate this ritual, the affected creature must succeed a Wisdom saving throw against your Witchcraft DC or become affected by the spell bestow curse. Use the rules of the spell for determining how the curse manifests. The creature can attempt another Wisdom saving throw after it completes a long rest to end the effect. If the creature fails three of these saves, this hex lasts until it is dispelled by a Remove curse spell.
Hex: Seal. Level Requirement: 17. Range: 30 feet. Duration: 1 hour. Concentration: Yes.
When you activate this ritual, you are able to seal a creature’s magic. While this ritual is active, the affected creature cannot cast spells or activate magical abilities. If you concentrate on this effect for the full duration, the hex lasts until it is dispelled by a Remove curse spell.
Enchantment Rituals[edit]
Enchantments are carved into objects. Certain enchantments can only affect certain types of objects. A single object can have no more than 1 ritual upon it.
Enchantment: Veil. Level Requirement: 2. Object: Any, up to medium size. Range: 60 feet. Duration: 20 minutes. Concentration: No.
While this ritual is active, the object can appear like a different object of a similar size. A creature with Truesight can see through this effect.
Enchantment: Flame/Frost. Level Requirement: 2. Object: Weapon. Range: Touch. Duration: 10 minutes. Concentration: Yes.
While this ritual is active, attacks with the enchanted weapon deal an additional 1d4 fire/cold damage (depending on Flame or Frost).
Enchantment: Blood Curse. Level Requirement: 5. Object: Weapon. Range: Touch. Duration: 5 minutes. Concentration: No.
While this ritual is active, attacks with the enchanted weapon deal an additional 1d6 necrotic damage, but the wearer takes half the same necrotic damage (rounded up) with each attack they make.
Enchantment: Displace. Level Requirement: 5. Object: Any, weighing no more than 20 pounds. Range: 90 feet. Duration: Instantaneous. Concentration: No.
When you activate this ritual, the object immediate flies up to 30 feet in the direction of your choice, stopping if it encounters an obstacle. If a creature is in the way, it must make a Dexterity saving throw against your Witchcraft DC. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d6 bludgeoning damage (or slashing damage depending on the object).
If the object is a melee or thrown weapon and it strikes something, you can choose to deal damage equal to the weapon's damage plus your spellcasting ability.
Enchantment: The Black Curse. Level Requirement: 9. Object: Weapon. Range: Touch. Duration: 1 minute. Concentration: Yes.
While this ritual is active, the weapon tingles with potent dark magic. After a creature is hit by the enchanted weapon and takes damage, it must attempt a Constitution saving throw. On a failure, it becomes affected by the black curse. On a success, the creature takes 1d6 acid damage. After forcing a creature to make this saving throw, the enchantment on the weapons ends.
While afflicted by The Black Curse, a creature's veins turn black and their blood begins to burn. An afflicted creature takes 2d6 acid damage at the start of each of their turns and has disadvantage on Constitution saving throws.
This effect ends if your concentration is broken, or if the creature becomes affected by the Remove Curse spell.
Enchantment: Poison. Level Requirement: 9 Object: Weapon. Range: 30 feet. Duration: 1 minute. Concentration: No.
While this ritual is active, the weapon begins to ooze witch’s poison. When an attack with the weapon hits a creature, it must succeed a Constitution saving throw against your Witchcraft DC, taking 3d8 poison damage and becoming poisoned until the end of its next turn on a failure, and half as much damage and not being poisoned on a failure. This enchantment ends after an attack is made.
Enchantment: Witch's Anguish. Level Requirement: 13. Object: Any. Range: 90 feet. Duration: Instantaneous. Concentration: No.
When this ritual is activated, the object will release a burst of ancient corrupted magic toward one creature you can see within 15 feet of it. That creature must succeed a Constitution saving throw against your Witchcraft DC, taking 4d8 necrotic damage on a failure, and half as much on a success. If a creature fails its saving throw, it also cannot regain hit points until the end of your next turn.
Enchantment: Flight. Level Requirement: 13. Object: Any, weighing no more than 100 pounds. Range: 30 feet. Duration: 1 hour. Concentration: Yes.
While this ritual is active, the object gains a 60 feet fly speed. You can cause it to move up to its movement on each of your turns. The object can carry up to 500 pounds.
Enchantment: Life. Level Requirement: 17. Object: Any. Range: 60 feet. Duration: 1 minute. Concentration: No.
While this ritual is active, the object becomes horrifying as it grows eyes, becomes fleshy, and starts to whisper. At the start of each of your turns, a horrifying object can gaze upon one creature within 30 feet of it and whisper ancient words towards it. That creature must succeed a Wisdom saving throw against your Witchcraft DC, taking 2d6 psychic damage on a failed save, and half as much on a successful save. If multiple horrifying objects gaze upon the same creature, it makes a single save for all the objects and each object beyond the first adds 1d6 psychic damage instead of 2d6.
Field Rituals[edit]
Field Rituals can be carved into anything static, and cannot be 10 feet from where they were carved, else they are dispelled.
Field: Illusions. Level Requirement: 2. Range: 60 feet. Duration: 5 minutes. Concentration: Yes.
While this ritual is active, a 60 foot radius around the ritual becomes a sea of illusions and deception. While inside this radius, you, and creatures you choose when you activate this ritual, can become veiled in the illusions. A creature in this area can take the Hide (stealth) action, even if only lightly obscured. Additionally, when a creature attacks or casts a spell inside this area while hidden, they can attempt a Stealth check with a DC equal to the highest passive perception of nearby enemies, to remain hidden. This stealth check is made at disadvantage if an enemy is within 15ft.
Field: Distortion. Level Requirement: 2. Range: 60 feet. Duration: 1 minute. Concentration: Yes.
While this ritual is active, the natural world around seems to shake violently and spin impossibly. A 30 foot radius around the ritual becomes distorted. Whenever a creature starts its turn within this radius or enters for the first time in a turn, you can force it to make a Wisdom saving throw. On a failure, it takes 2d4 psychic damage and falls prone. On a success, it takes half as much damage and doesn't fall prone.
Field: Darkness Level Requirement: 5. Range: 90 feet. Duration: 1 minute. Concentration: No.
When you activate this ritual, all non-magical lights and magical lights of 2nd level or lower within 30 feet of the ritual are snuffed out. All creatures of your choice within 30 feet of the ritual must succeed on a Charisma saving throw against your Witchcraft DC, becoming magically blinded on a failure. A creature blinded this way can repeat the saving throw at the start of each of their turns to end the effect. This effect also ends if a creature moves more than 30 feet away from the ritual or its duration expires.
Field: Gaia's Will. Level Requirement: 9. Range: 30 feet. Duration: 1 minute. Concentration: Yes.
When you activate this ritual, a 40 feet radius around the ritual comes to life, with the spirits of nature. This area is considered difficult terrain for your enemies. On each of your turns, you can use your bonus action to cause nature to attack all your enemies within the area. Creatures you choose in the area must succeed a Strength saving throw against your Witchcraft DC or take 3d6 bludgeoning and fall prone, or half as much on a success and not fall prone.
Field: Maze. Level Requirement: 9. Range: 90 feet. Duration: 1 hour. Concentration: Yes.
While this ritual is active, the nature of space and distance shifts impossibly in a 60 feet radius around the ritual site, making navigation difficult. When a creature starts its turn inside the area, or enters for the first time in a turn, you can force it to make a Wisdom saving throw against your Witchcraft DC. On a failure, the creature’s movement speed is reduced to 0ft until its next turn, as it moves without actually changing position. On a success, the area is considered difficult terrain for the creature until its next turn.
A creature with Truesight is immune to this Field.
Field: Grotto. Level Requirement: 13. Range: Touch. Duration: Until Dispelled. Concentration: No.
When you activate this ritual, the area around the site begins to shift over a period of 24 hours. During this time, if the ritual site is attacked, the process will be stopped. This shift around the ritual will gradually expand outwards to a 100 feet radius, as noticeable dark magic lingers in the air.
Once 24 hours have passed, a 100 feet radius around the ritual will become a Grotto. A Grotto has the following effects:
- You always know the number of living creatures within the Grotto, and you know whenever a creature enters of leaves the area.
- Creatures within the Grotto feel uneasy, and have disadvantage on Wisdom saving throws and ability checks. (You can make chosen creatures immune to this effect)
- You have blindsight out to 60 feet while inside the Grotto.
You can only have one Grotto at a time. You can remove a Grotto by performing a 10 minute ritual at its center, or any creature can remove it by using the spell Remove Curse.
Field: Terror. Level Requirement: 13. Range: 90 feet. Duration: 1 minute. Concentration: No.
When you activate this ritual, the world in a 40 feet radius around the ritual site begins to reshape and form disturbing visages and sounds. Every creature you choose within this radius must make a Wisdom saving throw against your Witchcraft DC. On a failure, they become frightened of the entire area. While frightened this way, they must take the dash action on their turn and exit the Field through the shortest possible route. If a creature ends its turn outside the field, they are no longer frightened.
Field: Recall. Level Requirement: 17. Range: 1 mile. Duration: Instantaneous. Concentration: No.
When you activate this ritual, you immediate teleport to the location of the ritual. If something is blocking the spot you would return to, you are shunted to the nearest available space and take 2d10 force damage.
Field: Golem. Level Requirement: 17. Range: 120 feet. Duration: 1 hour. Concentration: Yes.
When you activate this ritual, a 10 feet radius of terrain around the ritual site forms into an earth elemental.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental crumbles into regular terrain.
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