{"name":"Witch","overview":"","hit_dice":"1d6 per witch level","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":"Light armor","weapon_proficiencies":" Clubs, daggers, darts, quarterstaffs, scimitars, sickles, slings","tools":"Herbalism kit","saving_throws":"Wisdom, Charisma","skills":"Choose two from Arcana, History, Insight, Medicine, Nature, Religion, and Persuasion","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 component pouch or (b) an arcane focus or (c) a druidic focus[\/li]\r\n[li](a) a priest's pack or (b) a scholar's pack[\/li]\r\n[li]Any simple weapon and two daggers[\/li]\r\n[\/ul]\r\n","spellcasting":"Your contact with the spirit world and intuitive knowledge\r\nof the magic which allows it to persist grants you the use\r\nof spells.\r\n[h3]Cantrips[\/h3]\r\nYou know three cantrips of your choice from the witch\r\nspell list. You learn additional witch cantrips of your\r\nchoice at higher levels, as shown in the Cantrips Known\r\ncolumn of the Witch table.\r\n[h3]Spell Slots[\/h3]\r\nThe Witch table shows how many spell slots you have to\r\ncast your spells of 1st level and above. To cast one of these\r\nwitch spells, you must expend a spell slot of the spell's\r\nlevel or higher. You regain all expended spell slots when\r\nyou finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell cure wounds\r\nand you have a 1st-level and a 2nd-level spell slot available,\r\nyou can cast cure wounds using either slot.\r\n\r\n[h3]Spells Known of 1st Level and Higher[\/h3]\r\nYou know three 1st-level spells of your choice from the\r\nwitch spell list.\r\n\r\nThe Spells Known column of the Witch table shows\r\nwhen you learn more witch spells of your choice. Each of\r\nthese spells must be of a level for which you have spell\r\nslots, as shown on the table. For instance, when you reach\r\n3rd level in this class, you can learn one new spell of 1st or\r\n2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can\r\nchoose on of the witch spells you know and replace it with\r\nanother spell from the witch spell list, which also must be\r\nof a level for which you have spell slots.\r\n[h3]Spellcasting Ability[\/h3]\r\nCharisma is your spellcasting ability for your witch spells,\r\nsince your magic comes from bargaining with spirits. You\r\nuse your Charisma whenever a spell refers to your\r\nspellcasting ability. In addition, you use your Charisma\r\nmodifier when setting the saving throw DC for a witch\r\nspell you cast and when making an attack roll with one.\r\n\r\n[center][b]Spell Save DC [\/b]= 8 + your proficiency bonus +[\/center][center]your Charisma modifier[\/center][center][b]Spell attack modifier[\/b] = your proficiency bonus +[\/center][center]your Charisma modifier[\/center][h3]Ritual Casting[\/h3]\r\nYou can cast any witch spell you know as a ritual if that\r\nspell has the ritual tag.\r\n[h3]Spellcasting Focus[\/h3]\r\nYou can use an arcane focus or druidic focus as a\r\nspellcasting focus for your witch spells.","class_features":"[color:#000000][h1]Quickening[\/h1]\r\n[\/color]\r\nAt 1st level, you gain the ability to enter a trance known as\r\nthe witch\u2019s quickening, letting you see beyond the borders\r\nof the material world. As an action you can enter this\r\ntrance to see into the Ethereal Plane up to 60 feet.\r\nAdditionally you also gain insight into the emotional\r\nenergy surrounding you, you know if and what spirits are\r\nbound within 60 feet, and you gain advantage on Wisdom\r\n(Insight) checks.\r\n\r\nThe trance lasts for 1 minute, or until you end it as an\r\naction. You can use this feature a number of times equal to\r\nyour Charisma modifier (minimum 1). You regain any\r\nexpended uses when you finish a long rest.\r\n[h1]Witch Covenant[\/h1]\r\nAt 2nd level you commit yourself to a spiritual philosophy\r\nknown as a witch's covenant: the Covenant of Blood, the\r\nCovenant of Charm, the Covenant of Ruin, the Covenant\r\nof Shadows, Covenant of Silver, Covenant of Steel, or the\r\nCovenant of Unity, detailed at the end of the class\r\ndescription. Your choice grants you features at 2nd level\r\nand again at 6th, 10th, and 14th level.\r\n[h3]Covenant Spells[\/h3]\r\nEach covenant has a list of spells that you gain at the witch\r\nlevels noted in the covenant description. Once you gain a\r\ncovenant spell, you know it, and it doesn't count against\r\nthe number of spells you know.\r\n\r\nIf you have a covenant spell that doesn't appear on the\r\nwitch spell list, the spell is nonetheless a witch spell for\r\nyou.\r\n[h1]Binding Rites[\/h1]\r\nAt 2nd level you can bind spirits to your service. Binding a\r\nspirit requires 10 minutes of uninterrupted meditation.\r\n\r\nDuring this time, the witch speaks the invocations\r\nrequired to summon the spirit forth and enacts the rite of\r\nbinding depending on which philosophy the witch\r\nsubscribes to. A blood witch might utilize a bone fragment\r\nto bind the spirit, while a shadow witch might bargain with\r\nthe summoned spirit, exchanging a secret for the spirit\u2019s\r\nservice. A witch may perform this ritual at any time to\r\nswap a bound spirit for a new one, losing the old passive\r\nbenefit and gaining the new (or simply to change the spell\r\nslot level the same spirit is occupying).\r\n\r\nYou choose a spirit to bind from the list [b][u]@[here](article:996647e5-e50e-45f4-b27f-e2e728122fb2)[\/u][\/b], and you fill one of your available spell\r\nslots with the spirit. The spell slot used is no longer\r\navailable for casting spells, and it remains unavailable for\r\nas long as the spirit filling it remains bound to you. The\r\nspirit is said to be of a level equal to the spell slot used to\r\nbind it. Thus, a Spirit of Passion occupying a 6th level\r\nspell slot is a level 6 spirit. You cannot have more than one\r\nspirit with the same name bound at once.\r\n\r\nDepending on the type of spirit, you gain certain benefits\r\nwhile the spirit remains bound and an additional effect\r\nwhen you release the spirit, as detailed in the Binding\r\nRites section. Releasing a spirit is a bonus action, although\r\nsome spirits allow release as a reaction. Once a spirit has\r\nbeen released, it no longer provides its passive effect and\r\nthe spell slot it occupied is expended.\r\n\r\nYou can bind a number of spirits up to the number shown\r\nfor your witch level in the Bonds column of the witch table.\r\n[h1]Spirit Ward[\/h1]\r\nAt 3rd level, you learn a rite that offers protection against\r\nspirits who wish you or your allies harm. As an action, you\r\ncan create a spirit ward with a radius of 15 feet, centered\r\non a point you touch. The ward lasts 1 minute. While\r\ninside the ward, creatures you choose who you can see\r\ncannot be charmed, frightened, or possessed by undead\r\nand have resistance to all damage from incorporeal\r\nundead. Additionally, if an affected creature is reduced to 0\r\nhit points within the ward but is not killed outright, the\r\ncreature becomes stable at the beginning on their first\r\nturn inside the ward.\r\n\r\nOnce you use this feature, you must finish a short or long\r\nrest to use it again. Beginning at 9th level, you can use\r\nyour Spirit Ward twice between rests, and beginning at\r\n18th level you can use it three times between rests.\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of your\r\nchoice by 1. As normal, you can't increase an ability score\r\nabove 20 using this feature.\r\n[h1]Spiritual Spellcasting[\/h1]\r\nAt 7th level you call upon the spirits you have bound to\r\nhelp you cast your spells. You can dismiss a spirit as a\r\nbonus action to recover a spell slot of a level equal to that\r\nof the spell slot used to bind the spirit. The release effect\r\nof the spirit you dismissed is not activated.\r\n[h1]Channel Spell[\/h1]\r\nBeginning at 11th level, damage from spells you cast on\r\nundead and creatures on a different plane of existence\r\nignores resistance to that damage.\r\n[h1]Strength of Spirit[\/h1]\r\nAt 15th level, you learn to sap additional fortitude from the\r\nspirits you bind. When you finish a long rest, you gain a\r\nnumber of temporary hit points equal to the combined\r\nlevel of all the spirits you have bound.\r\n[h1]Familiar Spirit[\/h1]\r\nAt 18th level, you learn the find familiar spell.\r\nAdditionally, when you cast find familiar or if you already\r\nhave a familiar, you can awaken spiritual energy within the\r\nanimal as part of an additional ritual that takes 10\r\nminutes. Once complete, you choose one spirit from the\r\nlist at the end of the class description. Your familiar\r\nprovides you with the spirit\u2019s passive effect as long as your\r\nfamiliar is within 100 feet of you. Its level is equal to your\r\nCharisma modifier (minimum 1). If the familiar dies, the\r\nspirit produces its release effect if there is a valid target\r\nwithin range of the familiar.\r\n[h1]Ghostly Step[\/h1]\r\nAt 20th level you gain the ability to enter the spirit realm\r\nas a bonus action by projecting part of yourself beyond the\r\nmaterial plane. This projection lasts for 10 minutes or\r\nuntil you rematerialize as a bonus action. You and all your\r\nbelongings become invisible. You have resistance to all\r\nnon-magical damage, and cannot be grappled, paralyzed,\r\npetrified, poisoned, or restrained.\r\n\r\nFor the duration, you can pass through solid objects as if\r\nthey were difficult terrain. If you end your turn in an\r\nobject, you take 1d10 force damage. If you rematerialize in\r\na location occupied by a creature or solid object, you are\r\nshunted to the nearest unoccupied space and take damage\r\nequal to twice the number of feet you are moved as a\r\nresult.\r\n\r\nOnce you use this feature, you must finish a long rest\r\nbefore you can use it again.","subclass_options":"[h2]Covenants[\/h2]\r\nThe covenant that a witch swears by at 2nd level\r\nexemplifies the witch's personal philosophy on spirits.\r\nWhen entering a covenant, the witch gains abilities which\r\nalign with these core philosophies. Though witches of\r\ndifferent covenants can hold similar opinions of spirits, it\r\nis important to think on how each covenant's teachings\r\nshape your character's attitudes towards the binding and\r\nutilization of spirits.\r\n[hr][h1]@[Covenant of Blood](article:001a06cd-fa12-41a7-8948-9dc1d0fae67e)[\/h1]\r\nWitches of the Covenant of Blood believe in strong\r\nconnections between the physical world and the spiritual\r\none. Spirits are connected to the physical world through\r\nobjects that were important to them while they were alive.\r\nThis knowledge allows a witch to bind spirits more easily\r\n\u2014 as long as they know something of the spirit's life.\r\nThough not always, witches from the Covenant of Blood\r\ntend to dominate the spirits under their control. They\r\ngenerally take care to leave spirits intact and in a state no\r\nworse than before they were bound, but nevertheless are\r\ncapable of using a spirit's weaknesses against them,\r\ntaking advantage of their connections to the physical\r\nworld in order to gain great control of them.\r\n[hr][h1]@[Covenant of Charm](article:5227bd9e-9c78-43dd-a2a6-ef00715d5147)[\/h1]\r\nWitches of the Covenant of Charm tap deep into the\r\nemotions which govern lingering spirits\u2019 behaviours. They\r\nuse these emotions as signposts and guides to manipulate\r\nthe desires and shape the aspirations of the living. They\r\nbelieve that although lingering spirits are echoes of the\r\npast, they hold the key to individual futures. By harnessing\r\nthe raw emotional energy of the beyond, one can gain\r\nabsolute control over the hearts and minds of those\r\naround them.\r\nWitches of this philosophy vary in their treatment of\r\nspirits. Some befriend and learn from the spirits they bind,\r\nusing that knowledge to further their own ends. Others\r\ntake only cursory notice of the spirits they enslave \u2013 an\r\nattitude that often carries over into their living\r\ninteractions, manipulating and charming those they will,\r\nwithout any true regard for the desires of those they meet.\r\n[hr][h1]@[Covenant of Ruin](article:24773278-9264-4829-b352-70b82e8b02e8)[\/h1]\r\nThe Covenant of Ruin has less respect for spirits than the\r\nother covenants. Witches who bind these spirits utilize\r\ntheir magic to torture and pressure spirits in order to\r\nextract power from them. Their philosophy revolves\r\naround invoking ruin and causing as much damage as\r\npossible.\r\nThough good witches of this covenant are rare, they are\r\nnot unknown. Good witches who share this covenant's\r\nideology typically aim to bind evil spirits, turning these\r\nbeings into weapons for good against their will (though\r\nthis can hardly be considered to be completely benign).\r\nSuch witches often claim their actions are for the greater\r\ngood \u2014 using evil to combat greater evil.\r\n[hr][h1]@[Covenant of Shadows](article:57abd214-9dac-4e0c-abbf-d21a5fc3b557)[\/h1]\r\nThe Covenant of Shadows subscribes to the belief that\r\neverything that exists, both physically and metaphysically,\r\nis a shadow cast by that which came before it. Shadows\r\nare windows into worlds beyond the material plane \u2014 as\r\none world becomes dimmer, others become brighter and\r\neasier to see by comparison.\r\nThere is reason to be wary of the dark. Witches from this\r\ncovenant are more cautious dealing with spirits. They\r\nknow that dangers lurk in the shadows, and they are\r\ncareful with their dealings lest the spirits they bind show\r\ntheir dark side.\r\n[hr][h1]@[Covenant of Silver](article:d5d0bad5-5ef6-4200-b939-d36861bc96c5)[\/h1]\r\nSilver is a powerful weapon in any witch's arsenal but a\r\nwitch who holds to the Covenant of Silver understands\r\nhow to unlocking the transformative and soul-binding\r\npowers of a simple looking glass. It is through this window\r\nto the soul that the Silver witch draws their power.\r\nReflections are the silver chains that bind the worlds\r\ntogether.\r\nWitches of the covenant of silver know that everything\r\nliving has a reflection in the otherworld, and everything\r\ndead must reciprocate. Their craft is full of risk and\r\nreward, and through reflections, they come to understand\r\nand manipulate those outcomes.\r\n[hr][h1]@[Covenant of Steel](article:5e438793-7f1e-4b26-8c32-89fe8ffd994d)[\/h1]\r\nWitches who tie themselves to the Covenant of Steel are a\r\nselect few who combine their spiritual connection with a\r\ngrounding in eldritch combat. These witches traditionally\r\ndevote themselves to the grim task of binding or banishing\r\nmalign spirits, and then bending such spirits to their\r\ncause.\r\nThose of the Covenant of Steel often cannot afford to\r\ndwell on the wellbeing of their spirits, having often bound\r\nthem to keep them from endangering the living. They\r\nknow better than most the danger and power of these\r\nrogue entities, and lesser minds have been driven mad by\r\ntheir ethereal influence. For witches of this coven, any\r\ninteraction with spirits is often kept to a necessary\r\nminimum, and even then with great suspicion.\r\n\r\n[hr]\r\n[h1]@[Covenant of Unity](article:69f542e5-918a-4c60-acfa-b46932e96115)[\/h1]\r\nThe Covenant of Unity subscribes to a philosophy that all spiritual entities are connected by a collective\r\nconsciousness. They use this knowledge to surmount\r\npower over the spiritual realm itself. In other words, these\r\nwitches gain their abilities by harnessing the secrets\r\nwhich govern the very basis of spiritual existence, rather\r\nthan focusing on the relationships between the\r\nmetaphysical and the material world.\r\nThe Covenant of Unity is perhaps more sympathetic to\r\nthe spirits such witches bind. Witches of this covenant\r\ntend to see spirits as allies instead of tools. They trust the\r\nspirits they bind enough to allow their power to grow\r\nunder their command with the purpose of sharing this\r\npower.","table_data":"","jsondata":"","tags":"Class,Witch","isShared":"on","templateId":"5460","blockId":"693158","world":"9aaee05a-a562-4ee5-a9b0-6a03fbf9082b","folder":"6865"}