{"name":"Witch","overview":"","hit_dice":"1d6","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1d6 (or 4) + your Constitution modifier per witch level after 1st","armor_proficiencies":"None","weapon_proficiencies":"Simple weapons","tools":" Two types of artisan\u2019s tools of your choice","saving_throws":"Wisdom, Charisma","skills":"Choose three from Animal Handling, Arcana, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, and Survival","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a light crossbow and 20 bolts or (b) 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) an explorer\u2019s pack[\/li]\r\n[li]Two daggers[\/li]\r\n[\/ul]\r\n","spellcasting":"As a custodian of old folkways and the balance between\r\nworlds, you can cast witch spells. Your magic works\r\nthrough subtle but emphatic suggestion, channeling your\r\nwill to influence the wellbeing, fate, or opinions of beings\r\nwho need a little (or not-so-little) nudge to exist in harmony with others.\r\n\r\n[h2]Cantrips[\/h2]\r\nAt 1st level, you know three cantrips of your choice from\r\nthe witch spell list. You learn additional witch cantrips\r\nof your choice at higher levels, as shown in the Cantrips\r\nKnown column of the Witch table.\r\n\r\n[h2]Preparing and Casting Spells[\/h2]\r\nThe Witch table shows how many spell slots you have to\r\ncast your witch spells of 1st level and higher. To cast one of\r\nthese spells, you must expend a slot of the spell\u2019s level or\r\nhigher. You regain all expended spell slots when you finish\r\na long rest.\r\n\r\nYou prepare the list of witch spells that are available\r\nfor you to cast, choosing from the [b]@[witch spell list](article:6e95257c-8a44-4965-9619-a1a6fe9d494c)[\/b]. When\r\nyou do so, choose a number of witch spells equal to your\r\nWisdom modifier + your witch level. The spells must be of\r\na level for which you have spell slots.\r\n\r\nFor example, if you are a 3rd-level witch, you have four\r\n1st-level and two 2nd-level spell slots. With a Wisdom of\r\n16, your list of prepared spells can include six spells of\r\n1st or 2nd level, in any combination. If you prepare the\r\n1st-level spell cure wounds, you can cast it using a 1st-level\r\nor 2nd-level slot. Casting the spell doesn\u2019t remove it from\r\nyour list of prepared spells.\r\n\r\nYou can also change your list of prepared spells when\r\nyou finish a long rest. Preparing a new list of witch spells\r\nrequires time spent practicing your craft: at least 1 minute\r\nper spell level for each spell on your list.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nWisdom is your spellcasting ability for your witch spells,\r\nsince your magic draws upon your profound attunement to\r\nthe presence of magic in all things. You use your Wisdom\r\nwhenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the\r\nsaving throw DC for a witch spell you cast and when making an attack roll with one.\r\n\r\n[center][b]Spell save DC [\/b]= 8 + your proficiency bonus + your Wisdom modifier[\/center][center][b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier[\/center]\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast a witch spell as a ritual if that spell has the\r\nritual tag and you have the spell prepared.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use an arcane focus as a spellcasting focus for\r\nyour witch spells. Witches may also have unusual, homemade, or repurposed objects as their arcane focuses, such\r\nas brooms, kitchen knives, kettles, dolls, or similar household objects. To use such an item as your arcane focus,\r\nyou must spend an hour-long meditation dedicating it to\r\nthat purpose.\r\n[br] \r\n[br]","class_features":"[h1]Witchcraft[\/h1]\r\nYou bring a touch of magic to everyday materials and\r\ntasks, and as a result, the fruits of your labor bear a subtle\u2014but potent\u2014power. Savvy witches soon learn that\r\ncommon chores can be just as useful as flashier forms\r\nof spellcasting; they can channel magic just as easily by\r\ncooking up restorative meals, growing strange medicines\r\nin their gardens, weaving charm bracelets, and stitching\r\nprotection into the seams of clothes. They also empower\r\ntheir familiars to aid them in spellcasting.\r\n\r\n[h2]Tokens[\/h2]\r\nThe minor results of a witch\u2019s craft\u2014potions, salves, oneuse charms, and favors\u2014are commonly called tokens, and\r\nany given witch can expect to make countless numbers of\r\nthem in their lifetime. Many witches make a living by trading tokens with those in need, although few ever become\r\nwealthy that way.\r\n\r\nAny 1st-level witch spell that targets one or more creatures can be crafted into a token with 1 hour of labor. To\r\ncraft it, you must have an unexpended spell slot of a high\r\nenough level to cast the spell (you need not have the spell\r\nprepared) and you must succeed on a Wisdom check using\r\nartisan\u2019s tools with a DC of 10 + the spell\u2019s level. On a failure,\r\nthe item isn\u2019t created; if the check fails by 5 or more, you\r\nalso expend a spell slot of the spell\u2019s level.\r\n\r\nYou can attempt to make a single token during a short\r\nor long rest. Tokens take a form appropriate to the artisan\u2019s\r\ntools you use to create them. An herbalism kit might produce a potion or salve; chef\u2019s tools might produce a cupcake.\r\n\r\nOnce created, a creature holding the token can cast the\r\nspell from it using your spell save DC, spell attack bonus,\r\nand spellcasting ability. If the spell requires concentration,\r\nthe creature must concentrate. The token then loses its\r\nmagical properties, becoming a mundane item of its kind.\r\n\r\nAt 9th level, you can create a token with any witch spell\r\nof 2nd level or lower. At 13th level, you can create a token\r\nwith any witch spell of 3rd level or lower.\r\n\r\nYou can maintain a number of active tokens equal to your\r\nproficiency bonus. If you make an additional token while at\r\nyour limit, the magic fades from your oldest token\r\n\r\n[h2]Talismans[\/h2]\r\nWhen you put your back into your craft and devote a little\r\npart of yourself to what you\u2019re making, you can weave your\r\nmagic into a talisman that will last forever. Many witches\r\nmake talismans of their hats, boots, cloaks, or walking\r\nsticks. Brooms, athames, keys, and tools are also popular.\r\nSome witches guard their talismans jealously, but others\r\ncraft them specifically for heroes, loved ones, or younger\r\nwitches under their tutelage.\r\n\r\nAny witch spell that doesn\u2019t require a costly material\r\ncomponent can be crafted into a talisman if you have an\r\nunexpended spell slot of a high enough level to cast it (you\r\nneed not have the spell prepared). To craft a talisman, you\r\nmust spend 24 hours of labor (this time need not be continuous) and make a DC 20 Wisdom check using artisan\u2019s\r\ntools. On a success, you permanently sacrifice a spell slot\r\nof the spell\u2019s level to complete the talisman.\r\n\r\nA creature holding the talisman can cast that spell from\r\nit, using your spell save DC, spell attack bonus, and spellcasting ability. Once the talisman is used to cast its spell, it\r\ncan\u2019t be used that way again until the next dawn.\r\n\r\nYou can add more spells to a talisman, or more uses of\r\nthe same spell, with an additional 24 hours of labor, another Wisdom check using artisan\u2019s tools, and another\r\nsacrificed spell slot of the appropriate level.\r\n\r\nYou can recover the sacrificed spell slot by holding the\r\ntalisman for 1 minute. The talisman ceases to be a magic\r\nitem, and you regain that spell slot the next time you finish a long rest. Similarly, if the talisman is destroyed, you\r\nregain the spell slot when you finish your next long rest.\r\n\r\nAlternatively, you can sacrifice a 3rd-level spell slot\r\nto craft an item from the Common or Uncommon Items\r\ntable, or a 6th-level spell slot to craft an item from the\r\nRare Items table.\r\n[row]\r\n[col]\r\n[table][tr][th]Common and Uncommon Items[\/th][th][\/th][\/tr]\r\n[tr][td][b]Magic Item[\/b][\/td]\r\n[td][b]Attunement[\/b][\/td]\r\n[\/tr]\r\n[tr][td]amulet of proof against detection and location[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]bag of tricks[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]boots of the winterlands[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]brooch of shielding[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]broom of flying[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]cloak of the manta ray[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]eversmoking bottle[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]gem of brightness[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]lantern of revealing[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]necklace of adaptation[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]periapt of health[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]periapt of wound closure[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]ring of mind shielding[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]slippers of spider climbing[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]stone of good luck[\/td]\r\n[td]Yes[\/td]\r\n[\/tr][\/table][\/col]\r\n[col] \r\n[table][tr][th]Rare Items[\/th][th][\/th][\/tr]\r\n[tr][td][b]Magic Item[\/b][\/td]\r\n[td][b]Attunement[\/b][\/td]\r\n[\/tr]\r\n[tr][td]cape of the mountebank[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]cloak of the bat[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]dagger of venom[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]folding boat[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]gem of seeing[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]handy haversack[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]horseshoes of speed[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]mantle of spell resistance[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]periapt of proof against poison[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]ring of feather falling[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]rope of entanglement[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]staff of withering[\/td]\r\n[td]Yes[\/td]\r\n[\/tr][\/table]\r\n[\/col][\/row]\r\n\r\n[h1]Witch\u2019s Familiar[\/h1]\r\nA witch\u2019s familiar is their lifelong companion and friend.\r\nYou can choose to invest a willing bat, cat, crab, frog\r\n(toad), hawk, lizard, octopus, owl, poisonous snake, fish\r\n(quipper), rat, raven, sea horse, spider, or weasel (or any\r\nother CR 0 creature approved by your GM) with magical\r\npower. Your familiar acts independently of you, but they\r\ngenerally heed your requests. In combat, they roll their\r\nown initiative and act on their own turn.\r\n\r\nWhen your familiar is reduced to 0 hit points, you can\r\nuse a reaction to expend a spell slot of 1st level or higher to\r\nmake them drop to 1 hit point instead. If your familiar dies,\r\nyou can perform a ritual to revive them during a short or\r\nlong rest. The ritual requires 10 gp of herbs or incense, and\r\nyour familiar returns to life with all their hit points.\r\n\r\nYou can communicate telepathically with your familiar,\r\nregardless of distance. Additionally, as an action, you can\r\nsee through your familiar\u2019s eyes and hear what they hear\r\nuntil the start of your next turn, gaining the benefits of\r\nany special senses the familiar has. During this time, you\r\nare deaf and blind with regard to your own senses.\r\n\r\nYou can\u2019t have more than one familiar at a time. If you\r\nchoose another animal as your witch\u2019s familiar, you lose\r\nyour connection to your previous familiar.\r\n\r\n[h1]Magical Assistant[\/h1]\r\nWhen you cast a spell with a range of touch, your familiar\r\ncan deliver the spell as if they had cast the spell. Your familiar must be within 100 feet of you, and they must use\r\ntheir reaction to deliver the spell when you cast it. If the\r\nspell requires an attack roll, they use your attack modifier\r\nfor the roll.\r\n\r\nWhile you are maintaining concentration on a spell\r\nand touching your familiar, you can transfer concentration to your familiar as a bonus action. Damage that you\r\ntake can\u2019t break your concentration on the spell, though\r\nthe spell your familiar is concentrating on ends if you cast another spell that requires concentration. You can transfer concentration on the spell back to yourself as a bonus\r\naction by touching your familiar.\r\n\r\nYour familiar can use your Constitution saving throw\r\nbonus in place of their own if they must make a saving\r\nthrow to maintain concentration. The spell ends if they\r\nlose concentration or if they are killed or incapacitated.\r\n\r\n[h1]Witchtongue[\/h1]\r\nAt 1st level, you learn Witchtongue, the language of witches. It is a strange and eerie language, one that alters magic when used and possessing beautiful sounds that some have described as ghostly singing. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message\u2019s presence and can recognize its script with a successful DC 15 Wisdom (Perception) check, but can\u2019t deicpher or understand it without having at least one level in this class or a @[Blessing of Vezenar](article:a0d8064b-e4f9-48ed-8cbc-61dd8a5db92a).\r\n\r\n[h1]Retributive Curses[\/h1]\r\nWitches are quick to punish those who wrong them. A\r\nwitch\u2019s curse carries a personal grudge, imbuing certain\r\nspells with additional potency, as shown in the Curse\r\nSpells table below.\r\n\r\nStarting at 3rd level, when a creature within 60 feet of\r\nyou deals damage to you or forces you to make a saving\r\nthrow, you can cast a curse spell on the triggering creature\r\nas a reaction. You must have the spell prepared, have a\r\nspell slot of a high enough level to cast it with, and can\r\nonly target the triggering creature. However, the spell\u2019s\r\nrange becomes 60 feet and you can cast it even if you can\u2019t\r\nsee the triggering creature.\r\n\r\nYou can also use this reaction when a creature within\r\nrange deals damage to or forces a saving throw from a\r\ncreature holding a token or talisman you\u2019ve created.\r\n\r\nAt the GM\u2019s discretion, you may be able to use this reaction when you come within range of someone who has\r\ndealt serious harm to you, or to people or things under\r\nyour care. Someone who burned down your house while\r\nyou were away might be subject to a curse as soon as you\r\ntrack them down.\r\n[table][tr][th][\/th][th]Curse Spells[\/th][th][\/th][\/tr]\r\n[tr][td][b]Spell\r\nLevel[\/b][\/td]\r\n[td][b]Spell[\/b][\/td]\r\n[td][b]Concentration[\/b][\/td]\r\n[\/tr]\r\n[tr][td]1st[\/td]\r\n[td]bane[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]1st[\/td]\r\n[td]hideous laughter[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]1st[\/td]\r\n[td]witch\u2019s grasp[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]blindness\/deafness[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]ray of enfeeblement[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]tongue-tie[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]bestow curse[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]phantasmal killer (Coven\r\nof the Wicked only)[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]othershoes[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]6th[\/td]\r\n[td]irresistible dance[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]6th[\/td]\r\n[td]flesh to stone[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]8th[\/td]\r\n[td]miser\u2019s menace[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]imprisonment[\/td]\r\n[td]No[\/td]\r\n[\/tr][\/table]\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th, 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h1]Wracking Curses[\/h1]\r\nA witch\u2019s curse inflicts added harm on any who have\r\nwronged them. Starting at 5th level, once per turn when you deal damage to a creature that is under the effects of a curse you cast with your Retributive Curses feature, you can deal an extra 1d10 psychic damage to it.\r\n\r\nWhen you reach 11th level in this class, the extra damage increases to 2d10.\r\n\r\n[h1]Willful Walls[\/h1]\r\nAt 18th level, a witch\u2019s labor bears so much of their connection to magic that the very sticks, stones, walls, and hearth of their dwelling respond. You may take 8 hours to fashion a place where you\u2019ve taken a long rest into a sanctum. If the place is already owned or inhabited, you must have permission from its owner to reside there. You determine the boundaries of your sanctum, but you must be able to traverse its perimeter in an hour or less.\r\n\r\nIf you have a sanctum that\u2019s at least 7 days old, it becomes highly resistant to intrusion; you can cast the hallow spell on one 60-foot-radius area within your sanctum without material components. If you are in your sanctum when a creature tries to force its way into this area, you can impose disadvantage on the Charisma saving throw it makes to ignore the spell\u2019s effects.\r\n\r\nYou can only have one sanctum at a time. Whenever you fashion a new sanctum, your old sanctum goes dormant, and if you decide to restore it, it takes another 8 hours of labor and another 7 days to regain its full power. If you designate a new sanctum, any hallow spell you cast on a previous sanctum with this feature immediately ends.\r\n\r\n[h1]True Craft[\/h1]\r\nTrue witchcraft knows no limits. At 20th level, you can\r\ncreate a token or talisman using a spell of 8th level or\r\nlower from another class\u2019s spell list by expending a spell slot one level higher than the spell you choose.","subclass_options":"[h1]Covens[\/h1]\r\nA witch\u2019s coven reflects their approach to practicing witchcraft, the intertwined discipline of high\r\nspellcasting with the rituals of daily life. A witch\u2019s\r\ncoven is usually shared by a mentor or small group of\r\nmore experienced witches, although some witches find\r\ntheir philosophy and coven drift from that of their fellows\r\ninto another, and some have even been known to find their\r\nway to a coven\u2019s philosophies self-taught.\r\n\r\n[h2]@[Coven of the Claw](article:34bb89d3-04e2-4b93-8be2-260f724b8778)[\/h2]\r\nLiving far from civilization in remote places of wilderness\r\nand isolation, the Coven of the Claw\u2019s wisdom is piercing,\r\ncontemplative, and often ascetic. Claw witches tend to\r\ntheir fellow outsiders, trappers and hunters and hermits\r\nwith no one else to watch over them, and to those compelled to travel the hard path, deep and far, to seek them\r\nout. Their care is harsh and truthful, but they fiercely protect their territory and those within it against harm and\r\nexploitation.\r\n[hr]\r\n[h2]@[Coven of the Green](article:6f88c367-9a79-447a-b666-b98114cd17cc)[\/h2]\r\nThe Coven of the Green are custodians of ancient medicinal wisdom, showing their care by attentively cultivating\r\nthings that grow and transforming them into nourishment, charms, salves and poultices. They understand best\r\nthe symmetry between people and the natural world, the\r\ndancing of bees and the games that hares and foxes play,\r\nand how the roots of trees and fungi lace together and\r\nsupport a stump that\u2019s been cut. But being so aware of the\r\nbig picture places them beyond and apart from it; green\r\nwitches tend to settle well outside of towns and villages, if\r\nonly a short trip away. A gardener tends the flower beds,\r\nbut she isn\u2019t herself a flower.\r\n[hr]\r\n[h2]@[Coven of the Heart](article:4cefc5a7-fe89-4175-9465-34fd6f31fd53)[\/h2]\r\nOf all witches, witches of the heart take the most interest\r\nin the lives and troubles of ordinary people, and they excel\r\nas matchmakers, advice-givers, and gossips. Whether they\r\ndwell in the charmingly odd house at the edge of town or\r\nin the attic apartments above a busy store, heart witches\r\ntend to live among the people that their magic serves and\r\nbecome fixtures of community life, attending town halls\r\nand festivals and helping out around town until others\r\nhardly think there\u2019s anything remarkable about a witch\r\nliving among them.\r\n[hr]\r\n[h2]Coven of the Wicked[\/h2]\r\nNo witch sets out to be wicked, and no witch chooses the\r\nwicked coven. [b]Players may not pick the Coven of the Wicked\r\nat 2nd level[\/b]; this coven is a doom that befalls witches whose\r\ncare turns to selfishness and whose magic sours\r\nwith misuse. Members of this coven like to paint\r\nthemselves as misunderstood victims, but it\u2019s\r\nnot tragedy that turns a witch\u2019s heart to darkness\u2014it\u2019s the inability to let go of their suffering.\r\nA wicked witch might claim to be an enemy\r\nto all the world, but they always have one kind\r\nof person in particular\u2014usually related to their\r\npast self, and what soured their magic\u2014that they\r\ndespise above all else. When you become wicked,\r\nchoose a virtue that is anathema to you: courage, fairness, generosity, innocence, loyalty,\r\nkindness, optimism, prudence, selflessness, or\r\nbeing in love. Beings that display this virtue\r\nare especially tempting targets for your ire.","table_data":"","source":"World's Beyond Number","jsondata":"","tags":"Class","isShared":"on","templateId":"5460","blockId":"1321606","world":"ce321e87-8541-44a1-9d42-cfcd0ba589c3","folder":"23776"}