{"name":"Witch","overview":"Three old crones stoop over a boiling cauldron\r\nfilled with all manner of bizarre filth, churning and\r\nbubbling with a noxious fume. In the smoke and\r\nvapor above the pot, the trio can make out shapes\r\nand figures of great import, and one cackles loudly at\r\nwhat she sees.\r\nA young girl sits underneath a tree, far from\r\nwhere the other children play. She glances about to\r\nmake sure noone is watching, and snaps her fingers\r\nonce to the empty air. After a moment of silence, a\r\nblack cat appears around the tree\u2019s bend and locks\r\neyes with the girl, staring with a strange intelligence\r\nfor a long moment. She gestures at one of the playing\r\nchildren, a heavy-set boy with a permanently affixed\r\nscowl; the cat understands. It wanders close to the\r\nboy, stretches its claws, and gets very low, ready to\r\npounce for the boy\u2019s eyes.\r\nA young elf intently mutters something\r\nunderneath his breath each time he exhales. Visible\r\nonly to him, a string of the foulest magic winds out\r\nfrom him and seizes a charging orc, which drops to\r\nits knees in agony.\r\nWitches are stricken by magic so dark it\r\nimprints a lasting shadow upon their essence.\r\nThrough force of personality alone, they can spin\r\nthis darkness outward, hexing creatures, casting\r\nmanipulative spells, and even commanding a familiar\r\nwith their thoughts.\r\n\r\n[b]Cursed\r\n[br][\/b]\r\nWhile others are blessed with magic, witches are\r\ncursed by it. Afflicted by some hateful arcana,\r\nwhether accidentally or intentionally, witches are\r\ntwisted inside and out by its daily tortures. With\r\ngruesome effort, they can warp this power into spells\r\nto wrack others with the same torture which plagues\r\nthem.\r\n\r\n[b]Pariahs and Outcasts\r\n[br][\/b]\r\nAlmost without exception, witches are feared\r\nand hated. They are victim to a number of\r\nmisconceptions, usually relating them to hags and\r\nother evil creatures of the night. As a result, known\r\nwitches are in great personal danger and can usually\r\nbe found dwelling on the outskirts of civilization\r\nwhere townsfolk seldom tread. This does little to\r\nstop witch hunting and burnings, but provides some\r\nmeasure of safety from them.\r\nIn reality, very few choose to become witches,\r\nand many of them can hide adeptly in society, using\r\ntheir magic to fill a number of roles, from seer,\r\nto healer, to apothecary. Being accused as a witch\r\ncarries grave consequences, no matter the validity of\r\nthe claim, so wise witches relocate frequently, never\r\nresiding in one place for too long.\r\n\r\n[b]Familiar Masters\r\n[br][\/b]\r\nIt is rare to find a witch without his or her constant\r\ncompanion, the familiar. Though familiars might\r\nbe conjured by other spellcasters as well, a witch\u2019s\r\nfamiliar is ubiquitous to common folk for good\r\nreason. Witches command intuitive magic, and have\r\na deep link to their familiars. As a result, they can\r\nconjure more exotic familiars, and command them\r\nmore swiftly than other spellcasters.\r\n\r\n[b]Creating a Witch\r\n[br][\/b]\r\nCreating a witch necessarily involves a powerful,\r\nmalicious curse in your backstory. Who cast it? Did\r\nyou take a curse upon yourself for power? Was your\r\nentire lineage cursed generations ago, leading to a\r\nbloodline of witches, or did another spellcaster use\r\nsinister, forbidden magic to curse you for life? Decide\r\non the nature of your witch\u2019s curse and think about\r\nhow you relate to it. Do you feel like the curse was\r\nsecretly a blessing, or does the desire for vengeance\r\nburn in your heart?\r\nWhat negative effects does the curse leverage\r\non your personality and mind? Are you haunted\r\nby spirits, or is your mind plagued by destructive\r\nthoughts? How do you feel manipulating the power\r\nof this curse outwards into hexes and spells?\r\nWork with your GM to determine how witches\r\nare perceived in the world. Are they feared, burned,\r\nand persecuted? Are you an openly-known witch?\r\nDo the other characters in your party know of your\r\nwitchhood? Some witches keep the source of their\r\nmagic a secret, or claim to be wizards or sorcerers to\r\nconceal the true darkness of their magic.\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]To build a witch quickly, make Charisma your\r\nhighest ability score, followed by Constitution. Then,\r\nchoose the chill touch and minor illusion cantrips,\r\nand the spells hideous laughter and thunderwave.\r\nLastly, choose the Hideous witch\u2019s curse, and the\r\nhexes Evil Eye and Misfortune.\r\n\r\n[quote]\r\n[b]MALE AND FEMALE WITCHES\r\n[br][\/b]\r\nWitches are commonly considered to be only\r\nfemale, but in reality, male and female witches\r\nexist in equal number. This misconception is\r\ndue to the fact that male witches are often\r\ncalled \"hexers,\" or are incorrectly deemed\r\nwarlocks by common folk.[\/quote]\r\n","hit_dice":"1d8","hit_points_at_1st_level":"8 + Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per witch level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons, blowguns, shortswords, and whips","tools":"Alchemist supplies, poisoner\u2019s kit","saving_throws":"Wisdom, Charisma","skills":"Choose two from Arcana, Deception, Insight,\r\nIntimidation, Persuasion, Nature, and Religion","starting_equipment":"You start with the following equipment, in addition\r\nto the equipment granted by your background:\r\n[ul]\r\n[li](a) a whip and blowgun, (b) a light crossbow and 20 bolts or, (c) any simple weapon[\/li]\r\n[li](a) a component pouch or (b) an arcane focus[\/li]\r\n[li](a) a scholar\u2019s pack or (b) a dungeoneer\u2019s pack[\/li]\r\n[li]Leather armor, any simple weapon, and a dagger[\/li]\r\n[\/ul]\r\n","spellcasting":"You have learned to mold and reshape the magic that\r\ncurses you into spells.\r\n\r\n[b]CANTRIPS\r\n[br][\/b]\r\nYou know four cantrips of your choice from the\r\nwitch spell list. You learn additional witch cantrips of\r\nyour choice at higher levels, as shown in the Cantrips\r\nKnown column of the Witch table.\r\n\r\n[b]SPELL SLOTS\r\n[br][\/b]\r\nThe Witch table shows how many spell slots you\r\nhave to cast your spells of 1st level and higher. To\r\ncast one of these spells, you must expend a slot of\r\nthe spell\u2019s level or higher. You regain all expended\r\nspell slots when you finish a long rest.\r\nFor example, if you know the 1st-level spell\r\nbane and have a 1st-level and a 2nd-level spell slot\r\navailable, you can cast bane using either slot.\r\n\r\n[b]SPELLS KNOWN OF 1ST LEVEL OR HIGHER\r\n[br][\/b]\r\nYou know two 1st-level spells of your choice from\r\nthe witch spell list. The Spells Known column of the\r\nWitch table shows when you learn more witch spells\r\nof your choice.\r\n[br]\r\nEach of these spells must be of a level for\r\nwhich you have spell slots, as shown on the table.\r\nFor instance, when you reach 3rd level in this\r\nclass, you can learn one new spell of 1st or 2nd\r\nlevel.\r\n[br]\r\nAdditionally, when you gain a level\r\nin this class, you can choose one of the\r\nwitch spells you know and replace it\r\nwith another spell from the witch spell\r\nlist, which also must be of a level for\r\nwhich you have spell slots.\r\n\r\n[b]SPELLCASTING ABILITY\r\n[br][\/b]\r\nCharisma is your spellcasting ability for your witch\r\nspells. Your magic originates deep within yourself,\r\nwhere your insidious curse stirs restlessly. You use\r\nyour Charisma whenever a spell refers to your\r\nspellcasting ability. In addition, you use your\r\nCharisma modifier when setting the saving\r\nthrow DC for a witch spell you cast and when\r\nmaking an attack roll with one.\r\n[br]\r\n[b]Spell save DC[\/b] = 8 + your proficiency\r\nbonus + your Charisma modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your\r\nproficiency bonus + your Charisma\r\nmodifier\r\n\r\n[b]RITUAL CASTING\r\n[br][\/b]\r\nYou can cast any witch spell you know as a ritual if\r\nthat spell has the ritual tag.\r\n\r\n[b]SPELLCASTING FOCUS\r\n[br][\/b]\r\nYou can use an arcane focus as a spellcasting focus\r\nfor your witch spells.","class_features":"[b]Witch\u2019s Curse\r\n[br][\/b]\r\nYou are wracked by a terrible curse which infects\r\nyour body and soul. At 1st level, choose the form that\r\nthis curse takes from the options below.\r\n[br]\r\n[b]Burned.[\/b] Almost all of your body has been\r\nscorched by arcane flames, leaving you with striking\r\nblack scars and embers of magic that burn under the\r\nskin. As a result, you have resistance to fire damage,\r\nand you know the cantrip produce flame, which does\r\nnot count against your total number of cantrips\r\nknown.\r\n[br]\r\n[b]Drowned.[\/b] Water fills your lungs, and yet\r\nyou do not die. You can breathe air and water.\r\nAdditionally, you have a swimming speed equal to\r\nyour walking speed.\r\n[br]\r\n[b]Feral.[\/b] Through your curse, you have forgotten\r\nthe manners and customs of civilized men and\r\ngone to live among beasts in the wild. Hunting and\r\nfighting daily, you have become savage. You have\r\nproficiency in the Survival skill. Additionally, while\r\nyou are wearing no armor and not wielding a shield,\r\nyour AC equals 12 + your Dexterity modifier.\r\n[br]\r\n[b]Hideous.[\/b] Your appearance is ghastly to behold.\r\nYou have proficiency in the Intimidation skill. When\r\nyou roll initiative, you can choose one humanoid\r\nyou can see to scare. That creature must make a\r\nWisdom saving throw against your spell save DC or\r\nbe frightened until the end of your next turn.\r\n[br]\r\n[b]Hollow.[\/b] Your soul has been divorced from\r\nyour body, trapping you in a limbo between life and\r\ndeath. When you or your familiar reduces a hostile\r\ncreature to 0 hit points, you drain some of its life\r\nforce, and gain temporary hit points equal to your\r\nwitch level + Charisma modifier (minimum of 1).\r\n[br]\r\n[b]Infested.[\/b] You are constantly followed by\r\nvermin, like insects and rats, which crawl on your\r\nskin and swarm in your wake. As a result, you are\r\nimmune to being diseased.\r\nAdditionally, you can command these pests as\r\nyour own. Starting at 2nd level, you can choose the\r\nform of a swarm of rats for your familiar. Starting at\r\n7th level, you can choose a swarm of insects.\r\n[br]\r\n[b]Loveless.[\/b] You are cursed to never find true love.\r\nJaded and disaffected, not even magic can turn your\r\nheart; as a result, you are immune to being charmed.\r\n[br]\r\n[b]Possessed.[\/b] Your soul is occupied by a foreign\r\nspirit that sometimes tries to wrest away your\r\nconsciousness. However, while you sleep, the spirit\r\nwhispers magical secrets to you. You learn an\r\nadditional witch spell at a level for which you have\r\nspell slots at 1st level, and again at 4th level, 8th level,\r\nand 12th level. These spells do not count against your\r\ntotal number of spells known.\r\n[br]\r\n[b]Starving.[\/b] No matter how much you eat, food\r\nturns to ash in your mouth. Your curse nourishes\r\nyou, but only at the edge of starvation, and you are\r\nconstantly wracked by pangs of hunger. You don\u2019t\r\nneed to eat or drink, but can still imbibe and benefit\r\nfrom potions. Additionally, you are immune to being\r\npoisoned.\r\n[br]\r\n[b]Visions.[\/b] You are cursed to have terrible visions\r\nof the future, presaging the death of your friends,\r\nfamily, and yourself. However many of these visions\r\nare cruel deceptions, they are sometimes grimly\r\naccurate. You can add your Charisma modifier, in\r\naddition to your Dexterity modifier, to your initiative\r\nrolls.\r\n[br]\r\n[b]Whispers.[\/b] Unseen voices murmer in your ears\r\nat all times. As such, you can telepathically speak to\r\nany creature you can see within 30 feet of you. You\r\ndon\u2019t need to share a language with the creature for it\r\nto understand your telepathy, but the creature must\r\nbe able to understand at least one language.\r\n\r\n[b]Hexes\r\n[br][\/b]\r\nYou can learn a number of powerful incantations,\r\nknown as hexes, derived from the same insidious\r\nmagic which cursed you.\r\n[br]\r\nAt 1st level, you gain two hexes of your choice.\r\nYour hex options are detailed at the end of the class\r\ndescription. When you gain certain witch levels,\r\nyou gain additional hexes of your choice, as shown\r\nin the Hexes Known column of the Witch table.\r\nAdditionally, when you gain a level in this class, you\r\ncan choose one of the hexes you know and replace it\r\nwith another hex.\r\n[br]\r\nUnless otherwise stated, if a hex calls for an\r\nattack roll or saving throw, it uses your spell attack\r\nbonus or spell save DC. All hexes require verbal or\r\nsomatic components (caster\u2019s choice at the time of\r\ncasting.)\r\n[br]\r\nUnless otherwise noted, if a hex lasts for a\r\nduration, you concentrate on it as you would a spell.\r\nYou can concentrate on a hex and a spell at the same\r\ntime, and you make only one Constitution saving\r\nthrow to maintain your concentration on both.\r\n\r\n[b]Cackle\r\n[br][\/b]\r\nAt 2nd level, you can use your bonus action to\r\ncackle. The duration of your hex extends by 1 round\r\nfor each creature affected within 60 feet of you.\r\nNot all witches laugh maniacally when they\r\ncackle, but all cackles require a verbal component,\r\nas a spell. These range from mundane curses and\r\ninsults, to the murmuring of dead languages and\r\nspeaking backwards.\r\n\r\n[b]Familiar\r\n[br][\/b]\r\nAt 2nd level, you learn the find familiar spell and\r\ncan cast it as a ritual without material components.\r\nThe spell doesn\u2019t count against your number of spells\r\nknown. The spell is improved in the following ways:\r\n[ul]\r\n[li]Your familiar takes its turn immediately before or after your turn each round (your choice).[\/li]\r\n[li]Once per turn as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.[\/li]\r\n[li]When you cast a spell, you can deliver it through your familiar as if it had cast the spell, even if the spell doesn\u2019t have a range of touch.[\/li]\r\n[li]When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: death snail, flying book, homunculus, mock, moon jelly, pet rock, pseudodragon, rag doll, sprite, tin soldier, winter wolf pup, and yarn golem.[\/li]\r\n[\/ul]\r\n[quote]\r\n[b]WITCH FAMILIAR\r\n[br][\/b]\r\nAs a witch, familiars you summon are imbued\r\nwith your insidious magic, granting them the\r\nfollowing benefits:\r\n[ul]\r\n[li]Your familiar can use your spell attack bonus for its attack rolls.[\/li]\r\n[li]Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.[\/li]\r\n[li]You add twice your witch level to your familiar\u2019s maximum hit points.[\/li]\r\n[\/ul]\r\n[\/quote]\r\n\r\n[b]Witch\u2019s Craft\r\n[br][\/b]\r\nYour knowledge of magic has culminated in learning\r\na Craft, an innate variety of magic which exists apart\r\nfrom the schools of magic. When you reach 3rd level,\r\nchoose one Witch\u2019s Craft. Your choice grants you\r\nfeatures at 3rd level, and again at 6th, 10th, and 14th\r\nlevel.\r\n[br]\r\nIf your craft grants you a hex at any level, it\r\ndoesn't count against your total number of hexes\r\nknown.\r\n\r\n[b]CRAFT SPELLS\r\n[br][\/b]\r\nEach craft is associated with a branch of arcana,\r\nrepresented by a number of spells which you learn.\r\nThe levels of these spells are noted in the craft\r\ndescription. These spells count as witch spells for you\r\nand don\u2019t count against your total number of spells\r\nknown.\r\n\r\n[b]Insidious Spell\r\n[br][\/b]\r\nStarting at 5th level, when you cast a witch spell that\r\naffects a creature that is under the effect of your hex,\r\nthat creature has disadvantage on its first saving\r\nthrow against the spell. This feature only applies to a\r\nhostile creature which is the sole target of your hex.\r\n\r\n[b]Improved Familiar\r\n[br][\/b]\r\nAt 7th level, your familiar\u2019s attacks count as magical\r\nfor the purposes of overcoming damage resistance\r\nand immunity. Additionally, you can choose the\r\nfollowing forms for your familiar: brass dragon\r\nwyrmling (without its breath weapon), fright, grep,\r\nimp, or quasit.\r\n\r\n[b]Dying Curse\r\n[br][\/b]\r\nBeginning at 9th level, when a creature reduces you\r\nto 0 hit points but does not kill you outright, you\r\ncan lay a nefarious curse upon them. The creature is\r\ncursed for up to 24 hours. While cursed, the creature\r\nhas disadvantage on attack rolls, ability checks, and\r\nsaving throws. If you regain consciousness or the\r\ncreature is targeted by the remove curse spell, the\r\ncurse ends at the end of the creature\u2019s next turn.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[b]Grand Hex\r\n[br][\/b]\r\nBy 11th level, you have perfected deeply malevolent\r\nforms of magic. You learn one Grand Hex, and you\r\nlearn another at 13th, 15th, and 18th level. Grand\r\nhexes are detailed at the end of the class description.\r\n\r\n[b]Hexmaster\r\n[br][\/b]\r\nBy 20th level, you have mastered your foul magic.\r\nHumanoid creatures have disadvantage on saving\r\nthrows against your hexes.\r\n\r\n[h3]HEXES[\/h3]\r\nThe Hexes below are presented in alphabetical order.\r\n\r\n[b]ABATE\r\n[br][\/b]\r\nAs an action, choose one creature you can see within\r\n60 feet of you to make a Charisma saving throw. On\r\na failed save, the creature can\u2019t take reactions until\r\nthe end of your next turn.\r\n\r\n[b]APATHY\r\n[br][\/b]\r\nAs an action, choose one creature you can see\r\nwithin 60 feet of you to make a Charisma saving\r\nthrow. On a failed save, until the end of your next\r\nturn, the creature becomes indifferent toward one\r\ncreature of your choice that it is hostile towards. This\r\nindifference ends if the target is attacked or harmed\r\nby a spell by the creature to which it is indifferent.\r\nWhen the hex ends, the creature becomes hostile\r\nagain, unless the GM rules otherwise.\r\n\r\n[b]BECKON FAMILIAR\r\n[br][\/b]\r\nYou can cast the find familiar spell as an action\r\nwithout expending a spell slot or spell components.\r\nOnce you cast this spell in this manner, you can\u2019t do\r\nso again for 1 minute. You must have the Familiar feature to choose\r\nthis hex.\r\n\r\n[b]BLEEDING\r\n[br][\/b]\r\nAs an action, choose one creature you can see\r\nwithin 60 feet of you to make a Constitution saving\r\nthrow. On a failed save, each time this creature takes\r\ndamage, it loses an additional 1d4 hit points. This\r\neffect lasts until the end of your next turn.\r\n\r\n[b]CHARM\r\n[br][\/b]\r\nAs an action, choose one creature you can see within\r\n60 feet to make a Wisdom saving throw. On a failed\r\nsave, the creature is charmed by you until the end\r\nof your next turn. When the hex ends, the creature\r\nknows it was charmed by you.\r\n\r\n[b]DIRE FAMILIAR\r\n[br][\/b]\r\nAs an action, you can bolster your summoned\r\nfamiliar. For 1 minute, your familiar\u2019s current and\r\nmaximum hit points is increased by twice your witch\r\nlevel and it gains a bonus to its damage rolls equal to\r\nyour Charisma modifier.\r\nYou can cast other hexes while this hex is in\r\neffect. Once you cast this hex, you can\u2019t cast it again\r\nuntil your familiar is dismissed, or until its duration\r\nexpires.\r\nYou must have the Familiar feature to choose\r\nthis hex.\r\n\r\n[b]DISORIENT\r\n[br][\/b]\r\nAs an action, choose one creature that you can see\r\nwithin 60 feet to make a Constitution saving throw.\r\nOn a failed save, whenever this target makes an\r\nattack roll before the end of your next turn, it must\r\nroll a d6 and subtract the number rolled from the\r\nattack roll.\r\n\r\n[b]DOOMWARD\r\n[br][\/b]\r\nAs an action, choose one friendly creature other than\r\nyourself you can see within 60 feet. If this creature\r\ndrops to 0 hit points before the end of your next\r\nturn and doesn\u2019t die outright, it drops to 1 hit point\r\ninstead. This hex then ends and can\u2019t be used to\r\ntarget the same creature until you finish a short or\r\nlong rest.\r\n\r\n[b]DUPLICITY\r\n[br][\/b]\r\nAs an action, you can create an illusory duplicate self,\r\ncomposed of shadowstuff, to confuse your enemies.\r\nWhen a creature attacks you, roll any die. On an odd\r\nnumber, the attack strikes the duplicate and misses,\r\nregardless of its roll, and the hex ends. On an even\r\nroll, the attack targets you as normal. This effect lasts\r\nuntil the end of your next turn.\r\n\r\n[b]EVIL EYE\r\n[br][\/b]\r\nAs an action, choose one creature you can see that\r\ncan see you within 60 feet to make a Wisdom saving\r\nthrow. On a failed save, the creature is frightened of\r\nyou until the end of your next turn.\r\n\r\n[b]FORTUNE[\/b]\r\n[br]As an action, choose one friendly creature other than\r\nyourself you can see within 60 feet. The creature has\r\nadvantage on saving throws until the end of your\r\nnext turn.\r\n\r\n[b]GO UNSEEN\r\n[br][\/b]\r\nAs an action, you and your familiar become invisible.\r\nThe effect ends at the end of your next turn, or if you\r\nor your familiar attack or cast a spell.\r\nOnce you cast this hex, you can\u2019t cast it again for\r\n1 minute.\r\n\r\n[b]HOBBLE\r\n[br][\/b]\r\nAs an action, choose one creature you can see within\r\n60 feet of you to make a Strength saving throw. On a\r\nfailed save, the creature\u2019s movement speed is reduced\r\nto 10 feet until the end of your next turn. If the\r\ncreature is flying, it falls.\r\n\r\n[b]KNOWING\r\n[br][\/b]\r\nAs an action, you open your third eye and become\r\nintuitively aware of your surroundings. You have\r\nadvantage on Wisdom (Insight) rolls until the end of\r\nyour next turn. Additionally, choose of the following\r\npieces of information:\r\n[ul]\r\n[li]If a creature can speak a language[\/li]\r\n[li]If a creature is at or below half its maximum hit points[\/li]\r\n[li]What a creature\u2019s lowest ability score is[\/li]\r\n[\/ul]\r\nYou learn that piece of information for each creature\r\nwithin 30 feet. You can only learn one of these things\r\nabout a creature, even if you cast this hex more than\r\nonce.\r\n\r\n[b]MIRE\r\n[br][\/b]\r\nAs an action, you can transform the ground within\r\n30 feet of where you cast this hex into murky swamp,\r\nwhich is difficult terrain. You can move without\r\npenalty in this area. This effect lasts until the end of\r\nyour next turn.\r\n\r\n[b]MISFORTUNE\r\n[br][\/b]\r\nAs an action, choose one creature you can see within\r\n60 feet. Until the end of your next turn, whenever\r\nthis creature rolls a 20 on a d20 roll, the roll instead\r\nbecomes a 1.\r\n\r\n[b]OBFUSCATE\r\n[br][\/b]\r\nAs an action, you create a 20-foot radius sphere of\r\nfog centered on yourself. The sphere spreads around\r\ncorners, and its area is heavily obscured. This effect\r\nlasts until the end of your next turn or until a wind\r\nof moderate or greater speed (at least 10 miles per\r\nhour) disperses it.\r\n\r\n[b]PEACEBOND\r\n[br][\/b]\r\nAs an action, you can lock weapons to their owners.\r\nThe weapons and ammunition of each creature\r\nwithin 30 feet become locked in their sheaths,\r\nquivers, or holsters until the end of your next turn.\r\nDuring this time, a creature can use its action to free\r\nits weapon with a Strength check, opposed by your\r\nspell save DC.\r\n\r\n[b]POX\r\n[br][\/b]\r\nAs an action, choose one creature you can see within\r\n5 feet to make a Constitution saving throw. On a\r\nfailed save, the creature is poisoned until the end of\r\nyour next turn.\r\n\r\n[b]RUIN\r\n[br][\/b]\r\nAs an action, choose one creature you can see within\r\n60 feet to make a Constitution saving throw. On a\r\nfailed save, the creature\u2019s Armor Class decreases by 3,\r\nto a minimum of 10, until the end of your next turn.\r\n\r\n[b]SCURRY\r\n[br][\/b]\r\nAs an action, a nonmagical object you choose within\r\n30 feet sprouts legs and runs away. You can\u2019t target an\r\nobject that weighs more than 10 pounds, nor can you\r\ntarget one that is being worn as clothing or armor;\r\nhowever, you can target certain objects that are\r\nbeing carried, as long as they are not affixed entirely\r\naround a creature\u2019s body and are not being held in\r\na hand. For example, you can\u2019t target a creature\u2019s\r\nhelmet or a sword it is wielding, but you can target\r\na drawstring pouch it is wearing or a dagger that is\r\nsheathed at its side.\r\nThe object animates, wriggles free of its owner,\r\nif it has one, sprouts two legs, and moves 20 feet in a\r\ndirection you choose. At the beginning of your turn,\r\nyou can choose which direction the object moves.\r\nThe object has an AC of 10, if its AC was not already\r\nhigher, and remains animated until the end of your\r\nnext turn, or until it is picked up.\r\n\r\n[b]SHRIEK\r\n[br][\/b]\r\nAs a bonus action, you can release a thunderous,\r\nblood-curdling screech. Each Large or smaller\r\ncreature you choose within 5 feet of you is pushed 5\r\nfeet away from you.\r\n\r\n[b]SLUMBER\r\n[br][\/b]\r\nAs an action, choose one creature you can see\r\nwithin 60 feet to make a Wisdom saving throw. On a\r\nfailed save, the target falls unconscious until it takes\r\ndamage, or until the end of your next turn. Undead,\r\ncreatures which are immune to being charmed, and\r\ncreatures whose current hit points are greater than\r\nfive times your witch level are immune to this effect.\r\n\r\n[b]SLUR\r\n[br][\/b]\r\nAs an action, choose one creature you can see within\r\n60 feet to make a Charisma saving throw. On a failed\r\nsave, the creature can\u2019t speak coherently until the end\r\nof your next turn. If the creature attempts to cast a\r\nspell that requires a verbal component, it must roll a\r\nd20. On an odd roll, the casting fails.\r\n\r\n[b]TREMORS\r\n[br][\/b]\r\nAs an action, you can create a small quake. Each\r\ncreature on the ground within 10 feet of you must\r\nsucceed a Dexterity saving throw or be knocked\r\nprone.\r\n\r\n[b]WARD\r\n[br][\/b]\r\nAs an action, choose 1 creature you can see other\r\nthan yourself within 60 feet. Each time the creature\r\ntakes damage before the end of your next turn, it\r\nreduces the damage it takes by 3.\r\n\r\n[quote]\r\n[b]HEXES AND MAGIC\r\n[br][\/b]\r\nA witch casts their terrible hexes as an extension\r\nof their curse. As their curses are magical in\r\nnature, their hexes are considered 0th-level\r\nspells for the purposes of feature and spells,\r\nsuch as counterspell or dispel magic, which\r\ninteract with magic. Furthermore, all hexes\r\ncease while in the area of an antimagic field or\r\nsimilar effect.[\/quote]\r\n\r\n[h3]GRAND HEXES[\/h3]\r\nThe Grand Hexes below are presented in alphabetical\r\norder. Unless otherwise stated, if a grand hex calls for\r\nan attack roll or saving throw, it uses your spell attack\r\nbonus or spell save DC. Grand hex features do not\r\ncount as hexes.\r\n\r\n[b]CAULDRON\r\n[br][\/b]\r\nYou can brew potions in a bubbling cauldron using\r\nraw components scavenged from nature. To this end,\r\nyou have a pool of alchemy points equal to half your\r\nwitch level, rounded down. You regain all expended\r\nalchemy points when you finish a long rest.\r\nYou can spend 10 minutes and expend any\r\nnumber of alchemy points to brew potions. These\r\npotions retain potency for 24 hours, after which they\r\nbecome inert. If a potion calls for a saving throw, it\r\nuses your spell save DC.\r\n[br]\r\nThe potions available for you to brew are given\r\non the Cauldron Potions table below.\r\n[table]\r\n[tr]\r\n[th]Potion[\/th]\r\n[th]Alchemy Points[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Animal Friendship[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Growth[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Healing[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Water Breathing[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Oil of Slipperiness[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Philter of Love[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Greater Healing[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Heroism[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Resistance[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Clairvoyance[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Diminution[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Gaseous Form[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]COVEN\r\n[br][\/b]\r\nYou can induct others into your insidious coven.\r\nBy performing a special ritual over the course of 8\r\nhours, which can be done during a long rest, you\r\ncan intermingle your cursed magic with a willing\r\ncreature which has the Spellcasting or Pact Magic\r\nfeature. This creature enters into your coven. You can\r\nhave up to two creatures other than yourself in your\r\ncoven at one time.\r\n[br]\r\nWhile two or more members of your coven are\r\nwithin 30 feet of one another, they gain the ability\r\nto cast additional spells, as shown on the Coven\r\nSpellcasting table. Additionally, members of your\r\ncoven gain access to a shared pool of 5 spell slots\u2014\r\none of each level, from 1st to 5th level\u2014which they\r\ncan use to cast any spell known to them. Expended\r\nspell slots are regained when all members of the\r\ncoven finish a long rest.\r\n[br]\r\nCoven members use their own spellcasting\r\nability to determine spell attack bonuses and spell\r\nsave DCs. A coven member can\u2019t cast spells of a level\r\nfor which they do not have personal spell slots, even\r\nif using a higher level shared spell slot. A shared spell\r\nslot can be used, for instance, to cast a lower level\r\nspell at higher levels, but it can\u2019t be used to cast a\r\nspell normally too high-level for a spellcaster.\r\n\r\n[b]Coven Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]bane, hideous laughter[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]invisibility, ray of enfeeblement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]bestow curse, counterspell[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]banishment, polymorph[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]contagion, scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]DUAL HEX\r\n[br][\/b]\r\nWhen you cast a hex which targets one creature, you\r\ncan target two creatures instead. While both targets\r\nare under the effect of your hex, you gain the benefits\r\nof your Insidious Spell feature against each of them.\r\n\r\n[b]FORCEFUL PERSONALITY\r\n[br][\/b]\r\nYour Charisma score increases by 2, to a maximum\r\nof 22.\r\n\r\n[b]HYBRID\r\n[br][\/b]\r\nAs a bonus action, if your familiar is within 5 feet\r\nof you, you can meld with it, transforming into a\r\nmagical hybrid. For the next minute, you gain the\r\nfollowing benefits:\r\n[ul]\r\n[li]You gain temporary hit points equal to your familiar\u2019s hit points.[\/li]\r\n[li]Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier, as long as you are not holding a shield.[\/li]\r\n[li]You gain two natural melee weapons, corresponding to your familiar\u2019s attacks. You have proficiency with these weapons, and use Charisma for th attack and damage rolls. On a hit, these natural weapons deal 1d10 bludgeoning, piercing, or slashing damage (your choice).[\/li]\r\n[li]You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.[\/li]\r\n[li]You can use any action or movement your familiar possesses.[\/li]\r\n[\/ul]\r\nThis transformation lasts one minute or until you\r\ndismiss it on your turn (no action required). When\r\nit ends, your familiar is dismissed, and you can\u2019t\r\nsummon it again until you finish a short or long rest.\r\n\r\n[b]POISON APPLE\r\n[br][\/b]\r\nAs an action, you can produce a magical apple out of\r\nthin air. This apple can possess whatever appearance\r\nyou wish, be that a ruby red coloration, a golden\r\nskin, or the appearance of crystal. On your turn, you\r\ncan use your action to eat the apple, granting you the\r\nfollowing benefits:\r\n[ul]\r\n[li]You regain hit points equal to twice your witch level, plus your Charisma modifier.[\/li]\r\n[li]You regain an expended spell slot of 5th level or lower.[\/li]\r\n[li]You can end one of the following conditions affecting you: blinded, deafened, paralyzed, or poisoned.[\/li]\r\n[\/ul]\r\nHowever, the apple is suffused with your insidious\r\nmagic. If a creature other than yourself eats the\r\napple, it does not gain any benefits and instead must\r\nmake a Wisdom saving throw against your spell\r\nsave DC with disadvantage. On a failed save, the\r\ncreature becomes poisoned for up to 24 hours. For\r\neach hour the creature is poisoned, it loses 4d8 hit\r\npoints. This loss can\u2019t be reduced or avoided. If this\r\nreduction causes the creature to drop to 0 hit points,\r\nthe creature instead drops to 1 hit point and falls\r\ninto a catatonic sleep, remaining unconscious for up\r\nto 7 days. A remove curse spell or similar magic can\r\nawaken this creature early.\r\nThe apple shrivels and become nonmagical if it\r\nisn\u2019t eaten in 24 hours. Once you produce a magic\r\napple, you can\u2019t produce another one until you finish\r\na long rest.\r\n\r\n[b]POSSESSION\r\n[br][\/b]\r\nAs an action, your body becomes immaterial, and\r\nyour spirit dives into a Large or smaller creature\r\nyou can see within 10 feet of you in an attempt to\r\npossess it. This target must make a Charisma saving\r\nthrow. A creature with a challenge rating greater\r\nthan your witch level automatically succeeds on this\r\nsave. On a failed save, you disappear and the target\r\nbecomes incapacitated and possessed; you gain\r\ncontrol of its body but don\u2019t deprive the target of its\r\nawareness. While possessing the creature, you can\u2019t\r\nbe targeted by any attack, spell, or other effect. You\r\nmaintain your Intelligence, Wisdom, and Charisma\r\nability scores and your alignment, but otherwise use\r\nthe creature\u2019s statistics. You don\u2019t gain access to the\r\ntarget\u2019s knowledge, class features, or proficiencies.\r\nFor the purposes of spells and effects which\r\ncan end possession, such as the spell dispel evil and\r\ngood, you are treated as an undead spirit and can\r\nbe banished from the target, returning to your own\r\nbody, which rematerializes within 5 feet of the target.\r\nThis possession lasts for 1 hour, or until the\r\nbody drops to 0 hit points or you are forced out by a\r\nspell or other magical effect that ends possession.\r\nOnce you use this ability, you can\u2019t do so again\r\nuntil you finish a long rest.\r\n\r\n[b]WAR HEX\r\n[br][\/b]\r\nWhen you cast a hex that targets a single creature,\r\nyou can use your bonus action to cast a cantrip\r\ntargeting the same creature.\r\n\r\n[b]WITCH'S BROOM\r\n[br][\/b]\r\nYou can use your action to enchant a mundane\r\nobject\u2014like a broom, cauldron, or rug\u2014to fly for you.\r\nYou gain a flying speed of 60 feet while holding this\r\nitem with one hand, as long as you are not wearing\r\nmedium or heavy armor, or wielding a shield. You\r\ncan only enchant one object using this ability at a\r\ntime. If you target another object using this effect,\r\nthe enchantment on the previous object ends.\r\n\r\n[b]WITCH'S HUT\r\n[br][\/b]\r\nYou can perform a 24-hour long ritual to enchant\r\na structure which can fit within a 15-foot cube,\r\nanimating it as a Huge object, as per the animate\r\nobjects spell. The structure rises up on a pair of\r\nmagical legs and follows your commands.\r\nThe entrance to the structure is linked to an\r\nextradimensional abode, as per the magnificent\r\nmansion spell. You can command the structure\r\nfrom inside this abode. If the structure is destroyed,\r\nthe extradimensional abode is unharmed, but its\r\noccupants are ejected to unoccupied spaces adjacent\r\nto the structure.\r\n[br]\r\nAs an action, you can teleport the structure to\r\nan unoccupied space within 60 feet of you. Once you\r\nteleport the structure, you can\u2019t do it again until you\r\nfinish a long rest.\r\n[br]\r\nYou can repeat the 24-hour ritual to end the\r\nenchantment on your previous structure and enchant\r\na new one. ","subclass_options":"[h2]WITCH\u2019S CRAFTS[\/h2]\r\nA witch\u2019s craft is distinct from a school of magic.\r\nWhereas magical schools seek to categorize spells,\r\ncrafts are defined by the use of magic, and seek to\r\ncapture the essence of spells. There are dozens of\r\nvarieties, from those practiced by covens in secret, to\r\nthose plied in marketplace potion shops.\r\nEach craft has a number of Craft Spells. New\r\nspells are marked with an asterisk.\r\n\r\n[h3]Black Magic[\/h3]\r\nBlack magic is associated with hexes that cause\r\npain and suffering, and spells which give rise to\r\nundeath. Harnessing such a craft can lend you great\r\npower, but inevitably carries a cost. Darkness cannot\r\nbe contained, after all; it merely seeps forth from\r\nwherever it is kept.\r\n\r\n[b]Black Magic Bonus Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]exhume, inflict wounds[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]gentle repose, magic weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]animate dead, vampiric touch[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]blight, death ward[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]cloudkill, contagion[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]HEX: DECAY\r\n[br][\/b]\r\nWhen you adopt this craft at 3rd level, you learn to\r\ndrain the vitality from a living being. As an action,\r\nchoose one creature you can see within 60 feet\r\nto make a Constitution saving throw. On a failed\r\nsave, the creature takes 1d4 necrotic damage at the\r\nbeginning of its next turn and its hit point maximum\r\nis reduced by the amount of necrotic damage taken.\r\nThis reduction lasts until the hex ends. The target\r\ndies if this effect reduces its hit point maximum to 0.\r\nThis hex ends at the end of your next turn.\r\n\r\n[b]UNDEATH COMMAND\r\n[br][\/b]\r\nStarting at 6th level, you have intertwined the\r\nmagic of your familiar with the magic you use to\r\nanimate the dead. When you use your bonus action\r\nto command your familiar, you can use the same\r\nbonus action to issue a command to any undead you\r\ncontrol via the animate dead spell or similar magic.\r\n\r\n[b]LIFE TETHER\r\n[br][\/b]\r\nAt 10th level, as a reaction when you take damage\r\nfrom a creature you can see, you can transfer some of\r\nthat damage to a creature which is the sole target of\r\nyour hex. You take half the damage (rounded down)\r\nand the hexed creature takes the remaining damage.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n[b]BLACK SACRIFICE\r\n[br][\/b]\r\nBeginning at 14th level, if your familiar is within 10\r\nfeet of you, you can use your action to command\r\nit to dissolve its magical bond to this plane, which\r\nunleashes a torrent of necromantic energy. Each\r\ncreature you choose within 20 feet must make a\r\nDexterity saving throw against your spell save DC. A\r\ncreature takes 8d10 necrotic damage on a failed save,\r\nor half as much on a successful one, and its hit point\r\nmaximum is reduced by the amount of necrotic\r\ndamage taken. A target dies if this effect reduces its\r\nhit point maximum to 0. Once you use this ability,\r\nyou can\u2019t summon your familiar again until you\r\nfinish a long rest.\r\n\r\n[h3]Blood Magic[\/h3]\r\nForbidden by most witch covens, blood magic\r\ncenters on the use of dark spells and mortal hexes\r\nthat draw from the spellcaster\u2019s very essence. It is\r\nfundamentally more perilous than other witch crafts,\r\nbut its many risks come with copious rewards.\r\n\r\n[b]Blood Magic Bonus Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]hellish rebuke, hollowing curse[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]acid arrow, hold person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]ruby-eye curse, vampiric touch[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]blight, dominate beast[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]cloudkill, dominate person[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]HEX: BLOOD CURSE\r\n[br][\/b]\r\nStarting when you choose this craft at 3rd level, you\r\ncan mark a creature with a sinister blood curse. As\r\nan action, choose one creature you can see within 60\r\nfeet to make a Constitution saving throw. On a failed\r\nsave, this creature is on the brink of death until the\r\nend of your next turn. If the creature at any point in\r\nthis duration has less than its maximum hit points\r\nand has fewer hit points than twice your witch level,\r\nit immediately drops to 0 hit points.\r\n\r\n[b]NOVICE HEMOMANCY\r\n[br][\/b]\r\nAlso at 3rd level, when you cast a spell which\r\nrequires material components that do not have\r\na specific cost, you can replace the material\r\ncomponents with a drop of blood.\r\n\r\n[b]ARCANE BLOODLETTING\r\n[br][\/b]\r\nLastly at 3rd level, you can impel your magic with a\r\nmeasure of your own blood. When you cast a spell\r\nthat has a casting time of 1 action, you can choose\r\nto lose 5 hit points to change the casting time to 1\r\nbonus action for this casting.\r\nYou can use this feature a number of times equal\r\nto your Charisma modifier (a minimum of once). You\r\nregain all expended uses when you finish a long rest.\r\n\r\n[b]DEATHSEEKER\r\n[br][\/b]\r\nAt 6th level, you can see those near death shrouded\r\nin a crimson aura. Even in heavily obscured\r\nconditions, you can detect the location of creatures\r\nwithin 60 feet that have less than their maximum hit\r\npoints. This sense can penetrate most barriers, but\r\nit is blocked by 1 foot of stone, 1 inch of common\r\nmetal, a thin sheet of lead, or 3 feet of wood or dirt.\r\nAdditionally, you have advantage on ability checks\r\nyou make to track a creature you or your familiar has\r\ndamaged.\r\n\r\n[b]HEMOMANTIC RECOVERY[\/b]\r\n[br]\r\nBeginning at 10th level, you can perform a blood\r\nritual to bolster your magic. Once per day when you\r\nfinish a short rest, you can spend hit dice to recover\r\nexpended spell slots. The cost for each spell slot is\r\ngiven on the table below. You can\u2019t use this ability to\r\nrecover spell slots of 6th level or higher.\r\n[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Hit Dice[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]SANGUINE\r\n[br][\/b]\r\nBy 14th level, you can wield your own blood like a\r\nvicious lash. Once per round, when you cast a spell\r\nwhich deals damage to a creature that is under the\r\neffect of your hex, you can choose to lose hit points\r\nto increase the amount of damage dealt. For every 5\r\nhit points you lose you can add 2d8 necrotic damage\r\nto the damage roll, up to a maximum of 6d8 damage.\r\nThis feature only applies to a hostile creature which is\r\nthe sole target of your hex.\r\n\r\n[h3]Green Magic[\/h3]\r\nPlants, nature, and things that grow are the\r\ndomain of green magic. Normally a type of arcana\r\nchampioned by druids, some witches have a close tie\r\nto the powers of green magic, and can coax plants\r\nand animals into their bidding.\r\n\r\n[b]Green Magic Bonus Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]entangle, goodberry[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]barkskin, beast sense[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]conjure animals, plant growth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]conjure woodland beings, stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]awaken, tree stride[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]HEX: ELDER TONGUE\r\n[br][\/b]\r\nStarting when you choose this craft at 3rd level, you\r\nknow the speech of the forest. As a bonus action,\r\nyou can attune yourself to the forest, granting you\r\nthe ability to speak with beasts and plants in a\r\nlimited manner until the end of your next turn. Most\r\nbeasts and plants lack the intelligence to convey or\r\nunderstand sophisticated concepts, but could relay\r\nwhat they have seen or heard in the recent past.\r\nWhile you can speak with them, you have advantage\r\non all Charisma checks you make to influence beasts\r\nand plants.\r\n\r\n[b]PRIMAL ALLY\r\n[br][\/b]\r\nAlso at 3rd level, whenever you summon your\r\nfamiliar, you conjure one that is hardier than normal.\r\nAdd three times your witch level, instead of twice\r\nyour witch level, to your familiar\u2019s maximum hit\r\npoints.\r\n\r\n[b]TWIN FAMILIAR\r\n[br][\/b]\r\nBy 6th level, when you summon your familiar,\r\nyou can divide its spirit into two bodies. When\r\nsummoned this way, your familiar is two identical\r\ncreatures which share a single pool of hit points.\r\nYour twin familiars roll only once for initiative and\r\nact on subsequent turns. You can use your bonus\r\naction to command one twin to attack and your\r\naction to command the other to attack. A spell or\r\nfeature which targets or dismisses your familiar\r\naffects both twins.\r\n\r\n[b]VITAL NOURISHMENT\r\n[br][\/b]\r\nBy 10th level, you exude an aura of Green\r\nMagic that restores and reinvigorates\r\nlife around you. When you finish a long\r\nrest, plant life within 100 feet of where you\r\nfinished your long rest grows as if a month had\r\npassed with abundant food, water, and other\r\nnecessities. If the plants would produce\r\nfruits, berries, or vegetables, the plants\r\ngrow enough food to feed six creatures\r\nfor one day.\r\n[br]\r\nAdditionally, choose up to six creatures\r\nyou can see at the end of the rest. Those creatures\r\neach gain temporary hit points equal to half your\r\nwitch level + your Charisma modifier. You can\r\nalso end one disease affecting each creature, or\r\nend one of the following conditions: blinded,\r\ndeafened, paralyzed, or poisoned.\r\n\r\n[b]SACRIFICIAL FAMILIAR\r\n[br][\/b]\r\nAt 14th level, whenever you are targeted by a melee\r\nattack while your familiar is within 5 feet of you,\r\nyou can use your reaction to command it to dive in\r\nthe way of the attack. This attack targets the familiar\r\ninstead.\r\n[br]\r\nYou can use this feature a number of times equal\r\nto your Charisma modifier (a minimum of once). You\r\nregain all expended uses when you finish a long rest.\r\n\r\n[h3]Purple Magic[\/h3]\r\nPurple magic holds sway over the domains of\r\nillusions and enchantments that take hold over\r\npeople\u2019s minds, and anything that is not quite as it\r\nseems. Practitioners of this form of magic are puppet\r\nmasters, shaping the apparent reality of those around\r\nthem to their advantage.\r\n\r\n[b]Purple Magic Bonus Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Spell level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]charm person, silent image[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]enthrall, invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]hypnotic pattern, major image[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]confusion, private sanctum[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]modify memory, seeming[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]HEX: HALLUCINATION\r\n[br][\/b]\r\nStarting at 3rd level, you can infect the minds of\r\nother creatures. As an action, choose one creature\r\nyou can see within 60 feet to make a Wisdom saving\r\nthrow. A creature that is immune to being charmed\r\nautomatically succeeds on this saving throw. On\r\na failed save, the target\u2019s perspective of the world\r\ndistorts into a horrific and alien place. The creature\r\nhas a \u22121 penalty on all attack rolls and ability checks\r\nit makes. Whenever the creature begins its turn, the\r\npenalty on all attack rolls and ability checks increases\r\nby 1, up to a maximum penalty of \u22125. This effect lasts\r\nuntil the end of your next turn.\r\n\r\n[b]FALSE AUTHORITY\r\n[br][\/b]\r\nBy 6th level, as an action, you can wrap yourself in\r\nan illusory air of expectation. Any creature which\r\nsees you perceives you as a figure of authority. A\r\nblacksmith might see you as a guild master, whereas\r\na soldier might see you as a captain. The changes\r\nperceived by a viewer fail to hold up to physical\r\ninspection. This illusion lasts for 1 hour or until you\r\nend it on your turn (no action required).\r\nTo discern that you are disguised, a creature can\r\nuse its action to inspect your appearance and must\r\nsucceed on an Intelligence (Investigation) check\r\nagainst your spell save DC.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]DECEITFUL TRANSPOSITION\r\n[br][\/b]\r\nStarting at 10th level, you can use your bonus action\r\nto create an illusory disguise over two creatures\r\nwithin 60 feet of you, making it seem as if they have\r\nteleported and switched places. The disguise makes\r\nit seem that the creatures are in one another\u2019s spaces,\r\nmoving all sounds, smells, and other effects caused\r\nby each creature to their correct points of origin.\r\nCreatures under the effect of the disguise do not\r\nperceive any part of the illusion.\r\n[br]\r\nA creature can use its action to examine\r\na magically disguised creature and make an\r\nIntelligence (Investigation) check against your spell\r\nsave DC. On a success, the creature can see both\r\nillusory creatures for what they are.\r\nThis illusion lasts for 1 minute, and ends early\r\nwhen one of the illusory creatures takes damage,\r\nor if one of the creatures performs any physical\r\ninteraction which reveals itself to be an illusion.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]WAKING NIGHTMARE\r\n[br][\/b]\r\nBy 14th level, you can warp everything a creature\r\nsees into a hellscape, full of terrible creatures that\r\nwish them harm. When a creature fails its saving\r\nthrow against your Hallucination hex, you can\r\nfurther distort its mind, causing it to lose the ability\r\nto distinguish friend from foe, regarding all creatures\r\nit sees as enemies until the hex ends. Whenever the\r\nhexed creature chooses a target for an attack, spell,\r\nor other ability, it must choose the target at random\r\nfrom among the creatures it can see within range.\r\nThe hexed creature must always use its reaction to\r\nmake an opportunity attack, if a creature provokes\r\none.\r\n[br]\r\nThis effect ends after 1 minute. Once you use\r\nthis ability, you can\u2019t use it again until you finish a\r\nlong rest.\r\n\r\n[h3]Red Magic[\/h3]\r\nArcane magic tied to channeling the elements is\r\ndeemed red magic, and is extremely hazardous when\r\nused. Witches that specialize in red magic are among\r\nthe deadliest spellcasters in existence, channeling\r\ntheir curse into unhindered arcane wrath.\r\n\r\nRed Magic Bonus Spells\r\n[table]\r\n[tr]\r\n[th]Spell level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]burning hands, magic missile[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]acid arrow, scorching ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]fireball, protection from energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]ice storm, wall of fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]cone of cold, telekinesis[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]HEX: IMPERIL\r\n[br][\/b]\r\nStarting at 3rd level, you know how to strip away\r\nyour foes\u2019 magical defenses. As an action, choose\r\none creature you can see within 60 feet to make\r\na Constitution saving throw, and choose any one\r\ndamage type. On a failed save, the creature loses\r\nresistance to the given damage type until the end of\r\nyour next turn, or is treated as having only resistance,\r\nif it is immune.\r\n\r\n[b]CONVOLUTE ENERGY\r\n[br][\/b]\r\nAt 6th level, whenever you cast a spell that deals acid,\r\ncold, fire, lightning, poison, or thunder damage, you\r\ncan gain resistance to that damage type until the end\r\nof your next turn.\r\n\r\n[b]INVULNERABILITY\r\n[br][\/b]\r\nBeginning at 10th level, when an attacker that\r\nyou can see hits you with an attack, you can use\r\nyour reaction to briefly become invulnerable.\r\nSubtract 50 from the damage dealt, to a\r\nminimum of 0.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it\r\nagain until you finish a long rest.\r\n\r\n[b]ELEMENTAL ANNIHILATION\r\n[br][\/b]\r\nStarting at 14th level, when you cast a witch spell\r\nwhich deals acid, cold, fire, lightning, or thunder\r\ndamage, you can expend another spell slot of\r\nequal or higher level to maximize the damage\r\ndealt.\r\n[br]\r\nOnce you use this ability, you can\u2019t use\r\nit again until you finish a long rest.\r\n\r\n[h3]Steel Magic[\/h3]\r\nSecret covens throughout the Material\r\nPlane practice their magic by drawing\r\nspells into their blades. Maniacally\r\ncackling and whirling their way across\r\nthe battlefield, these witches weave their\r\ncurses into a bloody tapestry whenever\r\nthey bring their steel to bear.\r\n\r\nSteel Magic Bonus Spells\r\n[table]\r\n[tr]\r\n[th]Spell level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]heroism, shield[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]heat metal, magic weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]blink, haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]death ward, freedom of movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]flame strike, telekinesis[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nBeginning when you choose this craft at 3rd\r\nlevel, you gain proficiency with battleaxes, flails,\r\nlongswords, morningstars, rapiers, scimitars,\r\ntridents, and warhammers.\r\n\r\n[b]HEX: MALEVOLENCE\r\n[br][\/b]\r\nAlso at 3rd level, you have learned a secret hex\r\nassociated with the profane rites of long-forgotten\r\ncovens. You can use your bonus action to shroud\r\nyourself with an evil smog until the end of your next\r\nturn. You don't need to make Constitution saving\r\nthrows to maintain concentration on this hex. You\r\ngain the following benefits:\r\n[ul]\r\n[li]Your Armor Class equals 12 + your Dexterity modifier + your Charisma modifier, as long as you are not holding a shield.[\/li]\r\n[li]When you make an attack with a melee weapon that lacks the Heavy property, you can use your Charisma modifier, instead of Strength or Dexterity, for its attack and damage rolls.[\/li]\r\n[li]Whenever you take damage from a creature which you can see that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.[\/li]\r\n[\/ul]\r\n[b]CACKLING KILLER\r\n[br][\/b]\r\nAt 6th level, when you use your Cackle feature, you\r\ncan attack twice, instead of once, whenever you take\r\nthe Attack action on your turn.\r\n\r\n[b]SOULSWORD FAMILIAR\r\n[br][\/b]\r\nStarting at 10th level, as a bonus action, you can\r\ndraw the essence of your familiar into your weapon,\r\nmanifesting in a cloak of green flame. Your familiar\r\nis dismissed, and can\u2019t be resummoned until you\r\nfinish a short or long rest. Until your familiar is\r\nresummoned, this weapon deals an additional 1d8\r\nfire damage on a hit.\r\n\r\n[b]SHRIEKING STRIKE\r\n[br][\/b]\r\nStarting at 14th level, your accursed magic has\r\nseeped into your weapon. Once per turn, when you\r\nhit another creature with a melee weapon attack,\r\nyou can perform a shrieking strike. The target must\r\nsucceed a Wisdom saving throw against your spell\r\nsave DC or be frightened of you until the end of your\r\nnext turn.\r\n[br]\r\nYou can use this feature a number of times equal\r\nto your Charisma modifier (a minimum of once).\r\nYou regain all expended uses when you finish a long\r\nrest.\r\n\r\n[h3]Tea Magic[\/h3]\r\nTea witches are among the calmest and friendliest of\r\nwitches, radiating warmth and contentment despite\r\ntheir hideous faces and hollow souls. At their very\r\nworst, they can be cranky (if forced to drink their tea\r\nin a hurry), or twitchy (after too much tea), but even\r\nthen, they are likely to look for peaceful solutions to\r\ntheir problems.\r\n\r\nTea Magic Bonus Spells\r\n[table]\r\n[tr]\r\n[th]Spell level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]hideous laughter, sanctuary[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]augury, calm emotions[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]clairvoyance, sending[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]divination, private sanctum[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]legend lore, scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]HEX: TASSEOGRAPHY\r\n[br][\/b]\r\nStarting when you choose this craft at 3rd level, you\r\ncan see glimpses of the future in your tea leaves. As\r\nan action, choose a friendly creature you can see\r\nwithin 60 feet, roll a d20, and record the number\r\nrolled. Until the end of your next turn, you can\r\nreplace any attack roll, saving throw, or ability check\r\nmade by the creature with this foretelling roll. You\r\nmust choose to do so before the roll. Once you\r\nreplace a roll in this way, this hex ends.\r\n\r\n[b]TEA CEREMONY\r\n[br][\/b]\r\nAlso at 3rd level, you can magically conjure enough\r\ntea for you and your allies whenever you take a short\r\nor long rest. A creature who drinks this tea loses one\r\nadditional level of exhaustion during that rest period.\r\n\r\n[b]SHAPES AND OMENS\r\n[br][\/b]\r\nBy 6th level, you can see deeper glimpses into the\r\nfuture through your tea leaves. When you finish a\r\nlong rest, you can examine the shape of your tea\r\nleaves. The GM tells you a shape which hints at\r\nfuture events. For example, if you see a tower in\r\nyour tea leaves, you might encounter a wizard on\r\nthe following day. If you see a serpent, you might\r\nencounter a liar or a monster.\r\n\r\n[b]HERBAL REMEDY\r\n[br][\/b]\r\nAt 10th level, you can cast the spell greater\r\nrestoration without expending a spell slot or material\r\ncomponents. Once you use this ability, you must\r\nfinish a short or long rest before using it again.\r\n\r\n[b]INVIGORATE\r\n[br][\/b]\r\nBy 14th level, as a bonus action, you can give yourself\r\nor a friendly creature you can see within 5 feet of\r\nyou a temporary rush of energy by drinking an\r\nenergizing cup of tea. On the target\u2019s next turn, the\r\ntarget can take one additional action on top of its\r\nregular action and a possible bonus action.\r\nOnce you use this ability, you must finish a long\r\nrest before using it again.\r\n\r\n[h3]Technicolor Magic[\/h3]\r\nTechnicolor Magic witches draw their power from\r\nthe friendships they find around them. They have\r\na penchant for collecting adorable animals of all\r\nshapes and sizes, which they will never endanger, no\r\nmatter how dire the situation. Above all, Technicolor\r\nwitches are defined by their relentlessly positive\r\noutlook, which empowers their arcana and spurs on\r\ntheir allies.\r\n\r\n[b]Technicolor Magic Bonus Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Spell level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]color spray, speak with animals[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]animal messenger, enhance ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]fly, speak with plants[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]freedom of movement, locate\r\ncreature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]animate objects, telepathic bond[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]ANIMAL FRIENDS\r\n[br][\/b]\r\nStarting when you choose this craft at 3rd level, you\r\nhave advantage on all Wisdom (Animal Handling)\r\nchecks you make to befriend beasts. You can use\r\nyour Charisma, instead of Wisdom, on these checks\r\nif the creature is Small or smaller. If you adopt a\r\nbeast as a pet, you can temporarily dismiss it into an\r\nextradimensional space, as you would a familiar.\r\n\r\n[b]HEX: MUSICAL INTERLUDE\r\n[br][\/b]\r\nAt 3rd level, you gain a hex which inspires your allies\r\nwith an uplifting speech or an encouraging musical\r\nnumber. As an action, you can grant each willing\r\ncreature you can see which can see you within 30\r\nfeet a number of temporary hit points equal to your\r\nCharisma modifier plus half your witch level. These\r\ntemporary hit points last until the end of your next\r\nturn.\r\n\r\n[b]FRIENDSHIP BRACELET\r\n[br][\/b]\r\nBeginning at 6th level, as an action, you can weave\r\na small bracelet of string, beads, or some other\r\ninexpensive material. You can always determine the\r\nlocation of a creature wearing one of these bracelets,\r\nas long as you and it are on the same plane of\r\nexistence. You can target the creature with spells and\r\neffects as if you could see it, even if an obstacle or\r\nenvironmental effect obscures the target from your\r\nview.\r\n\r\n[b]POSITIVITY\r\n[br][\/b]\r\nStarting at 10th level, you can leverage your bonds\r\nof friendship for protection. As an reaction, when a\r\ncreature you can see attacks you, you gain a bonus\r\nto your Armor Class equal to the number of friendly\r\ncreatures within 5 feet of you.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]REDEMPTIVE ARC\r\n[br][\/b]\r\nBeginning at 14th level, you can redeem your foes,\r\ninstead of slaying them. When a hostile creature you\r\ncan see is reduced to 0 hit points, you can use your\r\nreaction to protect the creature from harm, causing\r\nit to fall unconscious. When the creature awakens,\r\nit is freed of any magical effect which would charm,\r\ncurse, frighten, or possess it. Furthermore, the\r\ncreature loses one of its Bonds or Flaws which\r\ninspired it to be hostile towards you.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[h3]White Magic[\/h3]\r\nWhite magic is fundamentally good and benevolent\r\nfor all living things. Witches that adopt this craft,\r\nin spite of the hateful curse that infects them, often\r\ndedicate themselves to healing and caretaking, with\r\nthe intent of bettering the world.\r\n\r\nWhite Magic Bonus Spells\r\n[table]\r\n[tr]\r\n[th]Spell level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]bless, cure wounds[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]lesser restoration, prayer of\r\nhealing[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]beacon of hope, revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]death ward, guardian of faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]mass cure wounds, raise dead[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]HEX: REMEDY\r\n[br][\/b]\r\nAt 3rd level, you learn a hex which closes wounds\r\nand eases pain. As an action, choose one creature\r\nyou can see within 60 feet. This creature regains a\r\nnumber of hit points equal to 1d10 + your witch\r\nlevel. A creature which regains hit points from this\r\nhex can\u2019t be affected by it again until it finishes a\r\nshort or long rest.\r\n\r\n[b]TALISMAN OF PROTECTION\r\n[br][\/b]\r\nAt 6th level, you can craft a talisman which wards off\r\nharm. Creating a talisman takes one hour of work,\r\nwhich can be performed over the course of a short\r\nrest. You can only have one of these talismans at a\r\ntime; crafting a new talisman causes the previous\r\ntalisman to become mundane. Any creature that\r\nwears a talisman can add a d4 to all saving throws it\r\nmakes.\r\n\r\n[b]BENEVOLENT SURGE\r\n[br][\/b]\r\nAt 10th level, when you, your familiar, or one of your\r\nallies you can see within 30 feet takes damage, you\r\ncan use your reaction to cause that creature to regain\r\nhit points equal to 1d10 + your Charisma modifier.\r\nOnce you use this ability, you must finish a short or\r\nlong rest before using it again.\r\n\r\n[b]WITCH'S GIFT\r\n[br][\/b]\r\nStarting at 14th level, when you cast a spell or hex\r\nwhich restores a creature\u2019s hit points, that creature\r\ngains a +3 bonus to its Armor Class until the end of\r\nyour next turn.","table_data":"LEVEL | PROF. BONUS | FEATURES | HEXES KNOWN | CANTRIPS KNOWN | SPELLS KNOWN\r\n1st | +2 | Hexes, Spellcasting, Witch\u2019s Curse | 2 | 4 | 2\r\n2nd | +2 | Cackle, Familiar | 3 | 4 | 3\r\n3rd | +2 | Witch's Craft | 3 | 4 | 4\r\n4th | +2 | Ability Score Improvement | 3 | 5 | 5\r\n5th | +3 | Insidious Spell | 4 | 5 | 6\r\n6th | +3 | Craft feature | 4 | 5 | 7\r\n7th | +3 | Improved Familiar | 4 | 5 | 8\r\n8th | +3 | Ability Score Improvement | 4 | 5 | 9\r\n9th | +4 | Dying Curse | 5 | 5 | 10\r\n10th | +4 | Craft feature | 5 | 6 | 11\r\n11th | +4 | Grand Hex | 5 | 6 | 12\r\n12th | +4 | Ability Score Improvement | 5 | 6 | 12\r\n13th | +5 | Grand Hex | 6 | 6 | 13\r\n14th | +5 | Craft feature | 6 | 6 | 13\r\n15th | +5 | Grand Hex | 6 | 6 | 14\r\n16th | +5 | Ability Score Improvement | 6 | 6 | 14\r\n17th | +6 | \u2014 | 7 | 6 | 15\r\n18th | +6 | Grand Hex | 7 | 6 | 15\r\n19th | +6 | Ability Score Improvement | 7 | 6 | 15\r\n20th | +6 | Hexmaster | 7 | 6 | 15 \r\n\r\n[b]1ST | 2ND | 3RD | 4TH | 5TH | 6TH | 7TH | 8TH | 9TH[\/b]\r\n2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2014 | \u2014\r\n4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2014 | \u2014\r\n4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2014\r\n4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2014\r\n4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1045971","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}