Witch (5e Subclass)
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Witch[edit]
Wizard Subclass
"Burn the witch!!!" -Everyone ever.
The Witch is one one of the most feared and hated wizard archetypes. They have knowledge usually used only by warlocks, giving them great power, but their curses are feared and their blessings are pricey. Also, fear and superstition has driven them into an unthinkable position in the minds of most humans. If an individual in any community, no matter how peaceful, is suspected of witchcraft, they will most likely be either burned or exiled. The methods of acquiring warlock like abilities vary from ripping them from the minds of warlocks, or entering into lesser, shadyer, pacts.
- Eldritch Secrets
Starting at 2nd level, when you choose this subclass, you may use spells from the warlock class spell list equal to your proficiency bonus. (you attain them at the same level as normal for warlocks, but must still prepare them/memorize them.)
- Accursed Curses
When you choose this subclass at 2nd level, as well as whenever you gain another class feature, choose 1:
Hedgewitch Curse: Whenever you cast a necromancy spell, you gain temporary hit points equal to your spellcasting modifier, and you may have the target lose that many hit points. (this does not affect constructs or undead. If a creature would die of this affect, you gain x2 hit points instead. You may only use this curse once per day. Additionally, you may turn the corpse or bones of the target into an undead servant for the next hour if they were killed. starting ath 5th level, these undead rcover 1d6 hit points when withing 15 feet of you, and remain animated for 2 hours.
Shamans Curse As part of a short or long rest, you may create a grim recreation of a creature you have seen from materials you can access. as long as the likeness exists, the target has disadvantage on saving throws against your spells, and you know their general direction as long as you are on the same plane of existence as them. Starting at 5th level, you may also (for the same price and time as adding a spell to your spellbook) create a pin with the name of a spell you know inscribed on it and stab it into the doll. This creates the spell effect on the target. You may only use one of these pins per day, or 3 starting at 5th level.
Banshees Curse Once per day, as an action, you may become a spectral phantasm. This form lasts until you lose concentration, or for one hour. While in this form, you can see into the ethereal plane, and move through corporeal objects like they were difficult terrain. you take 1d10 force damage if you stop inside an object. All damage from your attacks and spells becomes necrotic and is halved, as is all damage from other creatures to you. Finally, starting at 5th level, you can attempt to possess a humanoid within 5 feet of you. They must make charisma saving throw against your spell save or become possessed. If they succeed, you lose concentration. You retain your mental ability scores and alignment. If they die or you lose concentration, you are returned to your physical form and they are freed.
- Dread Master
At 14th level, you have learned the secrets of dark creation wielded by the most sinister of beings. Choose one:
Heartstone Ritual Over the course of a ritual that takes seven days and seven nights, 1 pound of ground obsidian, and one human heart, you can create a black stone resembling a human heart. This stone can cure any disease or curse for thirty days and thirty nights, at which point the disease or curse returns. Then the Heartstone is destroyed and you must wait seven days and seven nights to repeat the process. Additonally, you may destroy the heartstone to recover and expend all you hit dice.
Scorn Pole This artifact takes one day and one night to crate. It is a long wooden pole, sharpened topped with a skull. Then the name of a creature type (EG: Monstrosity) is inscribed on it. Whenever a creature of that type dies within one mile of the pole, it arises at midnight as a zombie, and obeys your commands until slain or until next midnight.
Fey Oil This substance is a sweet smelling oil that takes three days and three nights plus 100 gp of scented oil to create. When applied to a humanoid, a humanoid or fey who comes within 10 feet of the creature is instantly charmed for the next hour. When scattered in the forest, the oil summons 2d6 fey shades (Sprites, but all black, and chaotic evil) who are sent by the queen of air and darkness to aid you in one task, after which the vanish.
Riteknife over the course of 2 days and 2 nights, you may create a knife that deals damge equal to you proficency bonus on a hit. when you kill a creure, it gains charge equal to that cretures challenge rating. By expending an amount of charge equal to the chalenge rating of a demon, you may summon it to do one task for you.
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