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Creating a Witch[edit]

Quick Build

You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background.

Class Features

As a Witch you gain the following class features.

Hit Points

Hit Dice: 1d8 per Witch level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Witch level after 1st


Armor: Light Armor or Medium armor
Weapons: simple weapons
Tools: herbalism kit, alchemist's supplies
Saving Throws: intelligence, wisdom
Skills: Choose three from Arcana, survival, medicine, perception, nature, Animal handling, and insight


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Quarterstaff or (b) Club or (c) dagger
  • (a) longsword or (b) Scimitar
  • leather or hide armor an herbalism kit, and an arcane focus
  • If you are using starting wealth, you have starting gear or 20gp. in funds.

Table: The Witch

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Witch's Familiar, Strange Spellcasting 2
2nd +2 Witch's Hex 3
3rd +2 4 2
4th +2 Ability Score Improvement, Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Witch's Familiar upgrade 4 3 3
7th +3 Witch's broom 4 3 3 1
8th +3 Ability Score Improvement, Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 Stronger Hex's 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement, Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 Guardian Spirit 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 Empowered Magick 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 3 3 3 3 2 2 1 1

Witch's Familiar[edit]

At first level you gain the spell find familiar and it does not count against your spells known. Add your Proficiency Bonus to your familiar's AC otherwise it follows the same limitations of the find familiar spell With the exception of when not in use instead of going to a demiplane or disappearing it becomes a talisman upon your person. Try to flavor the talisman as something befitting the familiar I.E. a raven skull brooch for a raven, an owl's feather earring for an owl, Ect. At 6th level you gain the ability to process information your familiar sees and hears without needing to shut off your own senses This requires some concentration so during combat you would need to take a bonus action to do so. The familiar also gains the ability to attack, adding your Proficiency bonus to hit and damage rolled as well as the damage counting as magical for the purposes of bypassing resistances and immunities. It also gains hp equal to Xd6+PB+half your witch level where x is your proficency bonus

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.

Witch's hex[edit]

At 2nd level you gain one hex of your choice from the below list. You gain an additional hex Every 2 levels afterwards. You cannot select an individual hex more than once. you can use a number of hexes equal to your proficiency bonus and regain them during a short or long rest. Hexes can be applied to creatures within 60 feet that you can see or if you have a deeply personal token from them I.E a lock of hair or fingernail or blood. You can take these unwillingly but it will likely be difficult.

Change of plans (optional)[edit]

Whenever you gain a new hex you may also choose to change one of your known hex's to another from the list below.


curse of agony: As an action, you may curse a creature you can see within 60 feet with unspeakable pain. The target must make a constitution saving throw or take 2d6 psychic damage and be affected by one level of exhaustion. If you target the same creature more than once with this Curse, the creature has advantage on the saving throw for all saves after the first. The damage increases by 1d6 at 5th (3d6), 11th (4d6), and 17th (5d6) level.

Curse of madness: creature must make a wisdom save VS your spell save DC on a success the creature is immune to this hex for the next 24 hours. on a failed save the creature is afflicted with warriors madness and must strike the nearest target to it each turn for one minute if it is tied roll a dice to determine the target. it can repeat the save at the end of each of its turns and if it succeeds it is no longer hexed but a new one can be applied.

Curse of Boils: creature must make a constitution saving throw and if it fails is afflicted with boils for one minute. the creature has disadvantage on any charisma checks while afflicted with the boils and also is afflicted with poison for the duration of the hex.

Vulnerability hex: when a creature takes damage from a single damage source you can expend one of your curses and your reaction to give the creature a weakness to that damage type. if the creature is resistant the hex does nothing.

Slow hex: creature must make a wisdom saving throw on a success nothing happens. on a failed save An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. It may repeat this saving throw on the end of each of its turns.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

Curse of Newt: Creature must make a charisma saving throw. on a failed save the creature is turned into a harmless lizard or newt for 1d4 rounds. if a creature's hitpoints are reduced to 0 during this time it returns to its original form. the newt has a speed of 10 and can only take the dodge or hide action during its turns. the creature is fully aware it is a newt and retains all intelligent traits. this hex does nothing to shape changers including lycanthropes and changelings.

Agonizing healing: you heal targeted creature for 1d6+ your wisdom mod + proficiency. during which the creature must make a constitution saving throw dc 13 on a failed save the creature can't do anything but scream during its next turn. this hex can only be applied to a creature once per long rest. the healing increases to 2d6 at level 6 3d6 at level 10 and 4d6 at level 14.

Hex of good fortune: the witch may imbue a creature with good fortune. up to and during the creature's next turn they may choose to reroll any attack check or saving throw and choose which of the two they wish to take upon which the hex's effect ends.

Witch's Broom[edit]

beginning at 7th level the witch may expend 100 gold and an entire night performing an arcane ritual that allows her to create a personalized broom of flying. The broom follows all of the same rules as a normal broom of flying with a few exceptions. The broom can only be used and commanded by the witch and it will carry only her, Her belongings and her familiar.

Stronger Hex's[edit]

Starting at 10th level the witch's mastery of magic grows considerably. She is able to remove the negative effects of hexes cast upon her allies I.E not screaming when healed, good fortune acts like lucky ability ect. She also gains hexes equal to twice her proficiency bonus instead of just equal too. You also gain access to the following hexes

Curse of Eyeblight: as an action the witch must choose a creature within 40 feet. The target must make a charisma saving throw on a failure the creature takes 2d10 Piercing damage as its eyes begin bleeding profusely. This damage increases to 3d10 at level 12, 4d10 at 16th and finally 5d10 at 18th level

Guardian Spirit[edit]

at 14th level your bond with your familiar has reached its peak. your familiar becomes combat capable and takes the form of a beast with a CR equal to or up to half your witch level rounded down. As a reaction if you were to go down your familiar can sacrifice its life essence to restore a number of hitpoints equal to 4 rolls of your witch hit dice. You no longer need to spend several hours to summon your familiar and instead may spend 5 minutes performing a short ritual befitting of the creature you are using to bring your familiar back. You must use a spell slot of 5th level or higher to use this effect otherwise it follows the normal familiar rules stated previously.

Empowered Magick[edit]

At 18th level your devotion to the arcane and traditions have empowered your spellcasting greatly. When using a healing spell on your familiar you may treat the spell as having rolled max value up to twice per long rest. In addition when using a damaging hex or spell upon an enemy you can once per short rest roll the spell or hex at max value.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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