{"name":"Witch","overview":"Witches are spellcasters who utilize esoteric magic and occult powers. They may seem similar to wizards and druids, but the source of their magic and nature of their powers are very different. Wizards utilize magic they learn, druids use the power given to them by primeval sources, but Witches study that magic combining it with other sources, in a sense stealing it for themselves. Some witches are seen as Hags and are feared by other peoples.","hit_dice":"1d6","hit_points_at_1st_level":"6 + Constitution Modifer","hit_points_at_higher_levels":"1d6 (or 4) + your Constitution Modifier per Witch level after first.","armor_proficiencies":"None","weapon_proficiencies":" Club, Dagger, Handaxe, Quarterstaff, Sickle, Sling ","tools":"Herbalism Kit, and one from the following list Brewer\u2019s Supplies, Cook\u2019s Tools, Poisoner\u2019s Kit, Weaver\u2019s Tools, Woodcarver\u2019s tools.","saving_throws":"Intelligence, and Wisdom.","skills":"Choose two from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Perception, Persuasion, Religion, Survival.","starting_equipment":"You start with the following equipment in addition to the equipment granted by your background:\r\n(a) a quarterstaff or (b) two daggers\r\n(a) Explorer\u2019s pack or (b) Priest\u2019s pack\r\n(a) Component Pouch or (b) an Occult Focus","spellcasting":"[b]Cantrips.[\/b]\r\nAt 1st Level you know 3 cantrips from the Witch Spell List of your choice. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips Known table. Each time you level up, you can replace one Cantrip you know with another from the Witch Spell List.\r\n\r\n[b]Spell Slots.[\/b]\r\nThe Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To Cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\n[b]Learning Spells of 1st Level and Higher.[\/b]\r\nYou know 4 first Level Spells of your choice from the Witch spell list.\r\nThe Spells Known column of the witch table shows when you can learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For example when you reach 3rd Level in this class you can learn one spell of 1st or 2nd level.\r\nAdditionally, when you level up in this class, you can choose spells equal to your Spell Casting Modifier (minimum of 1) to replace with another spell(s) from the Witch Spell List, which also must be of a level for which you have the slots.\r\n\r\n[b]Spellcasting Ability.[\/b]\r\nWisdom is your Spellcasting ability for your witch spells. Your magic comes from strange weird places, that most people have to wrap their minds around. You Use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.\r\nSpell Save DC = 8 + your proficiency bonus + your Wisdom modifier\r\nSpell Attack Modifier = your proficiency bonus + your Wisdom Modifier\r\n\r\n[b]Ritual Casting.[\/b]\r\nYou can cast any Witch spell you know as a ritual.\r\n\r\n[b]Occult Focus.[\/b]\r\nYou can use an occult focus as a spell casting focus for your spells.\r\n\r\n[b]Occult Focuses:[\/b]\r\n[ul]\r\n[li]Dowsing rod[\/li]\r\n[li]Geode, or Crystal[\/li]\r\n[li]Crystal Orb[\/li]\r\n[li]Wand[\/li]\r\n[li]Fortune Cards[\/li]\r\n[li]Spirit Board[\/li]\r\n[li]Candles[\/li]\r\n[li]Cauldron[\/li]\r\n[li]Witch Doll[\/li]\r\n[\/ul]\r\n","class_features":"[h3]Spellcasting[\/h3]\r\n[b]Cantrips[\/b]\r\nAt 1st Level you know 3 cantrips from the Witch Spell List of your choice. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips Known table. Each time you level up, you can replace one Cantrip you know with another from the Witch Spell List.\r\n\r\n[b]Spell Slots[\/b]\r\nThe Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To Cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\n[b]Learning Spells of 1st Level and Higher[\/b]\r\nYou know4 first Level Spells of your choice from the Witch spell list.\r\nThe Spells Known column of the witch table shows when you can learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For example when you reach 3rd Level in this class you can learn one spell of 1st or 2nd level.\r\nAdditionally, when you level up in this class, you can choose spells equal to your Spell Casting Modifier (minimum of 1) to replace with another spell(s) from the Witch Spell List, which also must be of a level for which you have the slots.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nWisdom is your Spellcasting ability for your witch spells. Your magic comes from strange weird places, that most people have to wrap their minds around. You Use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.\r\nSpell Save DC = 8 + your proficiency bonus + your Wisdom modifier\r\nSpell Attack Modifier = your proficiency bonus + your Wisdom Modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast any Witch spell you know as a ritual that has the ritual tag.\r\n\r\n[b]Occult Focus[\/b]\r\nYou can use an occult focus as a spell casting focus for your spells.\r\nOccult Focuses:\r\n[ul]\r\n[li]Dowsing rod[\/li]\r\n[li]Geode, or Crystal[\/li]\r\n[li]Crystal Orb[\/li]\r\n[li]Wand[\/li]\r\n[li]Fortune Cards[\/li]\r\n[li]Spirit Board[\/li]\r\n[li]Candles[\/li]\r\n[li]Cauldron[\/li]\r\n[li]Witch Doll[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[h3]Supernatural Sigils[\/h3]\r\nAs a witch, you are a master of Sigils, weaving them through reality with ease. When you reach first level in this class you select two sigils to have memorized. Sigils take an action unless otherwise stated. You may learn additional sigils when you reach levels 3, 8, 13, and 17. Whenever you gain a level in this class you may change a sigil you know for one you don\u2019t already have. You have 2 Sigils you can cast per short rest. You gain additional Sigil slots at levels 3, 8, 13, and 17.\r\n\r\n[h3]Weird Magic[\/h3]\r\nBeginning at 2nd level you can cast ritual spells using your Occult Focus, instead of the standard material components, unless the spell has a gold cost. You must use the material that has the cost, but your occult focus can be used in their place.\r\nAlternatively, you can expend your Sigil slots to cast a spell from a different class. Sigil slots can only replicate spells up to 5th level.\r\n\r\n[h3]Occult Covens[\/h3]\r\nChoose one of the Covens from The Beyond, The Inferno, The Oracle, The Court, The Sylph, or The Primordial. Your choice grants you Occult spells and other features when you select them at level 2.\r\n\r\nOccult Spells & Unique Sigils\r\nEach coven has a list of spells or sigils that you gain when you reach a level in the Witch class noted in the coven description. These spells are automatically known by you, and do not count against your spells known. If you have a spell that does not appear on the witch spell list, the spell still counts as a witch spell for you. You learn sigils unique to your coven automatically and they don\u2019t count against your Sigils known.\r\n\r\n[h3]Ability Score Improvement[\/h3]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h3]Abhorrent Vexations[\/h3]\r\nYour mastery over Sigils has excelled. When you reach 11th level in this class, you gain access to Vexations, which are similar to sigils but more powerful and much more potent. Vexations cost an action unless otherwise stated. You have 2 Vexations that you can use per long rest. Whenever you gain a level in this class you may change what Vexations you know in favor of ones you don\u2019t.\r\nAdditionally, When you reach 15th level you gain one more Vexation you can cast before you need to rest.\r\n\r\n[h3]Occult Foreknowledge[\/h3]\r\nBeginning at 18th level, every day before you take a long rest, you can select up to 3 spells that you can cast without using a spell slot for that day.\r\n\r\n[h3]Master of Sigils[\/h3]\r\nWhen you reach 20th level in this class, you regain your vexations whenever you finish a short rest, and you gain one more Vexation slot.\r\nAdditionally, you choose two Sigils which now return to you after 1 minute until you finish a long rest when you may choose new sigils.\r\n\r\n\r\n[h2]SIGILS[\/h2]\r\nSome sigils may require a target to make a saving throw. The DC against your Sigils is equal to your spell save DC.\r\n\r\nSigil of Hexes:\r\nYou cast the Hex spell. You do not need to concentrate on it, but when the hexed creature dies the spell is dispelled. You may only have one version of this sigil active at a time.\r\n\r\nSigil of Spunk:\r\nYou grant temporary hit points equal to twice your level to three creatures you can see within 60 feet.\r\n\r\nSigil of Dispelling:\r\nYou Choose a spell level you have access to, and grant one creature you touch immunity to a spell of that level if it is cast upon them. Using this sigil also consumes the spell slot of the appropriate level.\r\n\r\nSigil of the Bumbling Fool:\r\nYou target a creature you can see within 120 feet of you. If the target fails a Charisma Saving throw, for 1 minute, they have a penalty to Charisma and Dexterity Checks equal to your proficiency bonus.\r\n\r\nSigil of the Elemental Newt:\r\nYou grant one creature you touch resistance to fire, cold, lightning, poison, or acid damage for 1 minute.\r\n\r\nSigil of the Hearth:\r\nChoose creatures equal to your Intelligence modifier. For 8 hours, those creatures may roll an extra hit die when they take a short rest, or another ability allows them to use a hit die.\r\n\r\nSigil of the Lunatic:\r\nYou target one creature you can see within 30 feet. The target creature must make an intelligence saving throw against your spell save DC. If the target creature fails, they suffer a short-term madness.\r\n\r\nSigil of the Outsider:\r\nYou grant one creature you touch resistance to Thunder, radiant, necrotic, force, or psychic damage for 1 minute.\r\n\r\nSigil of the Clover:\r\nYou target one allied creature within 30 feet to receive your blessing. For 1 minute you can expend your reaction to grant advantage on an attack or ability check your ally makes.\r\n\r\nSigil of the Black Cat:\r\nYou target one hostile creature, the creature must make a saving throw against your spell save DC, or become cursed with bad luck. For 1 minute you can expend your reaction to grant disadvantage on an attack or ability check the cursed creature makes. The target creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.\r\n\r\nSigil of the Prime Light:\r\nYou summon 3 orbs of light that you control that last for an hour. Each orb has 10 hit points and an armor class equal to 10 + your spellcasting ability modifier. The lights shine bright light in a 30 foot radius and dim light for 20 feet. You can use the orbs to attack a creature within 30 feet of you, dealing 2d6 radiant damage on a successful hit. You use your spellcasting ability to make a ranged attack. When the orbs are reduced to 0 hit points, or dispelled if you so choose, they explode in a 10 foot radius, dealing 2d6 radiant damage to creatures that fail a dexterity saving throw equal to your spellcasting ability modifier.\r\n\r\nSigil of the Moon:\r\nYou grant three creatures that you can see the gift of darkvision up to 60 feet for an hour. If a creature already has darkvision the range on their darkvision is doubled.\r\n\r\nSigil of Dying Embers:\r\nWhen a creature within 60 feet of you drops to 0 hit points, you can expend your reaction to cause it to erupt into flames that heal your allies. Up to 3 creatures you chose within 15 feet of the deceased target, they regain 2d6 hit points.\r\n\r\n[h2]VEXATIONS[\/h2]\r\nVexation of Neuropathy:\r\nAs an action, you force one target you can see within 60 feet to make an intelligence saving throw. Taking 3d10 + your proficiency bonus psychic damage. On a failed saving throw they are stunned for 1 minute. The target can repeat the saving throw at the end of each of their turns.\r\n\r\nVexation of Vulnerability:\r\nYou expend a bonus action to learn the vulnerabilities, Immunities, and resistances of one creature you can see within 120 feet of you. While this Vexation is active your cantrips and weapon attacks deal double the amount of damage until the end of your next turn. Additionally, you can expend your action to impose vulnerability to fire, cold, lightning, poison, or acid damage to the Vexed creature until the end of your next turn.\r\n\r\nVexation of Dizziness:\r\nYou target one creature you can see within 30 feet of you. The creature is forced to succeed a Wisdom saving throw or become disoriented, gaining disadvantage on all its melee and ranged spell and weapon attacks for 1 minute. The target creature can use its action on its turn to steady itself, ending the effect on a success.\r\n\r\nVexation of Insanity:\r\nYou target one creature you can see within 60 feet. The target creature must make a wisdom saving throw against your spell save DC, suffering a long-term madness on a failed save. This madness can be cured by the use of a greater restoration, wish, or other magic.\r\n\r\nVexation of Anemia:\r\nYou summon a 30 foot aura of malediction around you. Creatures that enter this space must make a dexterity saving throw against your spell save DC, taking 2d10 poison damage on a failed save. If a creature fails the save by 5 or more, they are also frightened of you until the start of your next turn.\r\n\r\nVexation of Fatigue:\r\nYou target one creature you can see within 30 feet. That creature must succeed a constitution saving throw, or become fatigued by you for one minute. While affected in this way, you can expend your reaction to grant disadvantage and a penalty equal to your proficiency bonus to any attack roll or skill check. At the end of the vexed creature\u2019s turn, they can repeat the save ending the effect on a success.\r\n\r\nVexation of Agony: \r\nYou Target one creature you can see within 60 feet of you. The target creature must make a constitution saving throw, or become vexed with necrosis until the start of their next turn. While cursed in this way, whenever they take damage from any source, the Vexed creature takes an additional 3d8 necrotic damage.\r\n\r\n[h2]Spell List[\/h2]\r\nCantrips (0 Level)\r\nChill Touch\r\nDancing Lights\r\nDruidcraft\r\nFirebolt\r\nFrostbite\r\nGuidance\r\nGust\r\nInfestation\r\nMage Hand\r\nMagic Stone\r\nMending\r\nMessage\r\nMinor Illusion\r\nPoison Spray\r\nSpare the Dying\r\nToll the Dead\r\n\r\n1st Level\r\nAbsorb Elements\r\nAlarm\r\nAnimal Friendship\r\nBless\r\nCatapult\r\nCause Fear\r\nCharm Person\r\nChromatic Orb\r\nComprehend Languages\r\nCreate or Destroy Water\r\nCure Wounds\r\nDetect Magic\r\nDetect Poison and Disease\r\nDisguise Self\r\nDissonant Whispers\r\nEntangle\r\nGoodberry\r\nGuiding Bolt\r\nFind Familiar\r\nHail of Thorns\r\nHealing Word\r\nHex\r\nIdentify\r\nMage Armor\r\nProtection from Evil and Good\r\nSilent Image\r\nSleep\r\nSpeak with Animals\r\nCaustic Brew\r\nHideous Laughter\r\nUnseen Servant\r\nWitchbolt\r\n\r\n2nd Level\r\nAlter Self\r\nAnimal Messenger\r\nAugury\r\nBeast Sense\r\nContinual Flame\r\n\r\nCrown of Madness\r\nDetect Thoughts\r\nEnhance Ability\r\nEnlarge\/Reduce\r\nEnthrall\r\nFlaming Sphere\r\nGentle Repose\r\nGust of wind\r\nHold Person\r\nInvisibility\r\nLesser Restoration\r\nLevitate\r\nLocate Object\r\nEarthen Grasp\r\nMelf\u2019s Acid Arrow\r\nMind Spike\r\nMirror Image\r\nMisty Step\r\nMoonbeam\r\nPass Without Trace\r\nRay of Enfeeblement\r\nSee Invisibility\r\nSilence\r\nSpider Climb\r\nSpike Growth\r\nSuggestion\r\nMind Whip\r\nWeb\r\n\r\n3rd Level\r\nBestow Curse\r\nClairvoyance\r\nConjure Animal\r\nCounterspell\r\nCreate Food and Water\r\nDaylight\r\nFear\r\nFeign Death\r\nFly\r\nGlyph of Warding\r\nLeomund\u2019s Tiny Hut\r\nMass Healing Word\r\nPlant Growth\r\nRemove Curse\r\nRevivify\r\nSending\r\nSpeak With Dead\r\nSpeak with Plants\r\nSpirit Shroud\r\nStinking Cloud\r\nSummon Fey\r\nSummon Shadowspawn\r\nSummon Undead\r\nThunder Step\r\nTiny Servant\r\nTongues\r\nWater Breathing\r\nWater Walk\r\n\r\n4th Level\r\nArcane Eye\r\nBanishment\r\nBlight\r\nCharm Monster\r\nCompulsion\r\nDeath Ward\r\nDimension Door\r\nDivination\r\nDominate Beast\r\nElemental Bane\r\nFabricate\r\nFreedom of Movement\r\nGiant Insect\r\nGuardian of Nature\r\nPolymorph\r\nSummon Elemental\r\nStoneskin\r\n\r\n5th Level\r\nAnimate Objects\r\nBigby\u2019s Hand\r\nCloudkill\r\nCommune with Nature\r\nContact Other Plane\r\nContagion\r\nDawn\r\nDispel Evil and Good\r\nDream\r\nGeas\r\nGreater Bestow Curse\r\nGreater Restoration\r\nHallow\r\nInsect Plague\r\nLegend Lore\r\nMass Cure Wounds\r\nPlanar Binding\r\nRaise Dead\r\nReincarnate\r\nScrying\r\nSeeming\r\nTransmute Rock\r\n\r\n6th Level\r\nArcane Gate\r\nBones of the Earth\r\nConjure Fey\r\nCreate Homunculus\r\nDisintegrate\r\nInstant Summons\r\nEyebite\r\nFind the Path\r\nForbiddance\r\nGlobe of Invulnerability\r\nGuards and Wards\r\nHarm\r\nHeal\r\nHero\u2019s Feast\r\nMagic Jar\r\nMass Suggestions\r\nMental Prison\r\nPlanar Ally\r\nPrimordial Ward\r\nScatter\r\nSoul Cage\r\nSunbeam\r\nTrue Seeing\r\nWall of Thorns\r\n\r\n7th Level\r\nDream of the Blue Veil\r\nEtherealness\r\nFinger of Death\r\nForce Cage\r\nMirage Arcane\r\nPlane Shift\r\nPrismatic Spray\r\nProject Image\r\nRegenerate\r\nSequester\r\nSimulacrum\r\nSymbol\r\nTeleport\r\n\r\n8th Level\r\nHorrid Wilting\r\nAnimal Shapes\r\nAntipathy\/Sympathy\r\nClone\r\nControl Weather\r\nDemiplane\r\nDominate Monster\r\nFeeblemind\r\nGlibness\r\nMaddening Darkness\r\nMaze\r\nMighty Fortress\r\nPower Word Stun\r\nTelepathy\r\n\r\n9th Level\r\nAstral Projection\r\nForesight\r\nGate\r\nImprisonment\r\nMass Heal\r\nMass Polymorph\r\nPower Word Heal\r\nPrismatic Wall\r\nPsychic Scream\r\nTrue Polymorph\r\nTrue Resurrection\r\nWeird\r\nWish","subclass_options":"[h1]Occult Covens[\/h1]\r\n\r\n[h3]Coven of the Beyond[\/h3]\r\nWitches of the Coven of the Beyond specialize in the forces of death, and undeath. Some Witches merely wish to use undead as servants for themselves in their strange practices. Others may wish to hunt these horrors down, using the undead against themselves.\r\n\r\nThe Beyond Features\r\nWitch level\r\nFeature\r\n3rd\r\nExpanded Spell list, Unique Sigil, Bonus language\r\n6th\r\nHexing Tongue\r\n10th\r\nInured to Undeath\r\n14th\r\nSubtle Bewitching\r\n\r\n\r\n[b]Bonus Language.[\/b]\r\nWhen you choose this coven at 3rd level you learn the Abyssal Language.\r\n\r\n[b]Unique Sigil.[\/b]\r\n[i]Sigil of Liminal Rest[\/i].\r\nWhen you take a long rest you can designate up to 3 creatures, for those three creatures their long rest takes half as long, to a maximum of 4 hours.\r\n\r\n[b]Expanded Spell List:[\/b]\r\nWitch Level\r\nSpells\r\n3rd\r\nBlindness\/Deafness, Phantasmal Force\r\n5th\r\nAnimate Dead, Vampiric Touch\r\n7th\r\nShadow of Moil, Phantasmal Killer\r\n9th\r\nNegative Energy Flood, Danse Macabre\r\n\r\n\r\n[b]Hexing Tongue[\/b]\r\nStarting at 6th level as a bonus action you can speak a curse upon a creature you can see within 120 feet. The creature must succeed a wisdom saving throw equal to your spell save DC or suffer the effects of your curse. This curse can come in three forms:\r\n[ul]\r\n[li]Jinx: for the next minute, at any point you can force a creature to reroll any ability check, attack, or damage roll. Once you force them to reroll the curse ends.[\/li]\r\n[li]Hexation: for the next minute, your target moves in a random direction of your choice, or falls prone and is incapable of moving. At the end of each of its turns it can repeat the saving throw, ending the effect on a success.[\/li]\r\n[li]Damnation: for the next minute, you can grant advantage on one attack against the target. If the attack hits, the damage taken is doubled. Once the attack hits the effect ends.[\/li]\r\n[\/ul]\r\nYou can use this ability once per long rest, and all of these curses can be dismissed as a bonus action.\r\n\r\n[b]Inured to Undeath[\/b]\r\nBeginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can\u2019t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to their worst effects.\r\n\r\n[b]Subtle Bewitching[\/b]\r\nStarting at 14th level when you use your Hexing Tongue ability the curses can be used three times against a creature. If you have an item that belongs to said creature, or was a part of them, the ability lasts until the duration ends. Additionally, If you have an item belonging to a creature and you attach it to your Occult Focus, then you have advantage on attack rolls made against the creature. You can only affect one creature in this way at a time.\r\n\r\n\r\n[h3]Coven of the Elemental[\/h3]\r\nWitches of the coven of the elementals worship the basic elements of creation, calling them and claiming them as their own.\r\n\r\n[b]The Courts Features[\/b]\r\nWitch Level\r\nFeature\r\n3rd\r\nUnique Sigils, Bonus Language, Expanded spell list\r\n6th\r\nElemental Ward\r\n10th\r\nPrimal Defense\r\n14th\r\nChaotic Purge\r\n\r\n\r\n[b]Bonus Language[\/b]\r\nWhen you choose this coven at 3rd level you learn the Primordial Language.\r\n\r\n[b]Unique Sigil[\/b]\r\n[i]Sigil of the Primeval[\/i]\r\nYou touch a weapon, causing it to take the aspects of the elementals. For the next hour the weapon deals an extra d8 fire, cold, thunder, or acid damage whenever an attack is made with it.\r\n\r\n[b]Expanded Spell List:[\/b]\r\nWitch Level\r\nSpells\r\n3rd\r\nImmovable Object, Enlarge\/Reduce\r\n5th\r\nErupting Earth, Elemental Weapon\r\n7th\r\nElemental Bane, Stoneskin\r\n9th\r\nMaelstrom, Creation\r\n\r\n\r\n[b]Elemental Ward[\/b]\r\nWhen you reach 6th level, as a bonus action, you can touch a creature to place a ward upon it. You choose which form thus ward takes:\r\n[ul]\r\n[li]Boon: for the next minute you can grant the warded creature resistance to acid, cold, fire, poison, or lightning damage.[\/li]\r\n[li]Fortune: for the next minute the warded creature has the effects of a sanctuary spell placed on them, but only for elemental attacks. If there are no other creatures that are able to be attacked, the attacker has disadvantage on the attack.[\/li]\r\n[li]Grace: for the next minute the warded creature has advantage on saving throws made to resist elemental attacks.[\/li]\r\n[\/ul]\r\nYou can use this ability once per short or long rest, and all of these wards can be dismissed as a bonus action.\r\n\r\n[b]Primal Defense.[\/b]\r\nYou permanently gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources. Additionally, your armor class increases by a number equal to your wisdom modifier.\r\n\r\n[b]Chaotic Purge.[\/b]\r\nBeginning at 14th level, whenever you take fire, cold, lightning, acid, or poison damage from an attack, you may unleash half the damage back upon your attacker as a reaction. You can use this ability as many times as your proficiency bonus per short rest.\r\n\r\n[h3]Coven of the Inferno[\/h3]\r\nCovens of the Inferno draw their magic from the very negative planes themselves. Utilizing the strength of devils, the chaos of demons, or the skills of Yugoloths to achieve their unholy goals, whatever they may be.\r\n\r\n[b]The Inferno Features[\/b]\r\nWitch Level\r\nFeature\r\n3rd\r\nExpanded Spell List, Bonus Language, Special Familiar\r\n6th\r\nDevilish Branding\r\n10th\r\nHeartstone\r\n14th\r\nFiendish Constitution\r\n\r\n\r\n[b]Bonus Language[\/b]\r\nWhen you choose this coven at 3rd level you learn the Infernal Language.\r\n\r\n[b]Expanded Spell List:[\/b]\r\nWitch Level\r\nSpells\r\n3rd\r\nBane, Hellish Rebuke\r\n5th\r\nFireball, Spirit Guardians (evil attributes only)\r\n7th\r\nEvard\u2019s Black Tentacles, Mordenkainen\u2019s Faithful Hound\r\n9th\r\nDominate Person, Infernal Calling\r\n\r\n\r\n[b]Special Familiar[\/b]\r\nStarting at 3rd level, if you have the Find Familiar spell you can have your familiar take the form of an Imp, or Quasit. Additionally you can make your familiar take the attack action, by using your bonus action to command it to do so.\r\n\r\n[b]Devilish Branding[\/b]\r\nStarting at 6th level you gain the ability to brand a creature as a bonus action on your turn you can force one creature of your choice to make a Wisdom saving throw equal to your spell save DC within 120 feet. If the target creature fails it takes 3d6 fire damage, and the next three attacks against it have advantage, taking no damage on a success and the advantage isn\u2019t given. You can use this ability once per long rest.\r\n\r\n[b]Heartstone[\/b]\r\nStarting at 10th level your occult focus can now be a Lustrous Black gem that can allow you to become ethereal while in your possession. As an action you can shift into the ethereal plane. Additionally once per long rest you can use the heartstone to cure one disease afflicting a creature.\r\nWhile in the ethereal plane you cannot interact with creatures on any other plane, and vice versa.\r\n\r\n[b]Fiendish Constitution[\/b]\r\nWhen you reach 14th level you gain resistance to fire, and poison damage, and nonmagical bludgeoning, piercing, and slashing damage not made with silvered weapons.\r\nAdditionally you can see through magical darkness if you couldn\u2019t before, and you gain darkvision out to 120 feet.\r\n\r\n[h3]Coven of the Sylph[\/h3]\r\nWitches sworn to the coven of the Sylph specialize in healing magic, helping others with as much ease as the wind blows through hair. These witches may have close ties to Djinis, other elemental spirits, or divine creatures.\r\n\r\n[b]The Sylph Features[\/b]\r\nWitch Level\r\nFeature\r\n3rd\r\nExpanded Spell List, Bonus Languages, Unique Sigil\r\n6th\r\nChimes of Life\r\n10th\r\nWhispers of Wonder\r\n14th\r\nSonorous Spellwork\r\n\r\n[b]Bonus Languages.[\/b]\r\nWhen you choose this coven at 3rd level you learn the Sylvan Language, and one other language of your choice.\r\n\r\n[b]Unique Sigil.[\/b]\r\nSigil of the Flute\r\nYou target one creature and attempt to charm them with your words and wiles. The target creature must succeed a wisdom save or become charmed by you for an hour. While charmed in this way the creature is friendly to you and your allies and will follow your commands as long as it isn\u2019t obviously lethal.\r\nAberrations, Dragons, Celestials, and Devils are immune to this effect.\r\n\r\nExpanded Spell List:\r\nWitch Level\r\nSpells\r\n3rd\r\nHealing Spirit, Warding Bond\r\n5th\r\nAura of Purity, Wind Wall\r\n7th\r\nConfusion, Greater Invisibility\r\n9th\r\nAntilife Shell, Passwall\r\n\r\n\r\n[b]Chimes of Life[\/b]\r\nWhen you reach 6th level in this class you can create minor trinkets which can be used to store extra health. You can create as many trinkets as your proficiency bonus. Each trinket stores 1d6+ your wisdom modifier points of healing, which can be activated as a bonus action on a creature\u2019s turn. Every time you gain an ability score improvement after gaining this ability, you can store an extra d6 in the trinket.\r\n\r\n[b]Whispers of Wonder[\/b]\r\nBy 10th level, your mastery of witchcraft allows you to embolden your allies with your presence. As an action on your turn you can invoke one of the following abilities on yourself or another creature within 15 ft. of you.\r\n[ul]\r\n[li]Lucidity. You clear the minds of fog around you. Creatures of your choice, while within range, have advantage on Wisdom, Intelligence, and Charisma checks and saving throws. Additionally, these creatures can\u2019t be charmed.[\/li]\r\n[li]Dauntless. You encourage your allies with your words and wisdom. Creatures of your choice, while within range, have advantage on Strength, Dexterity, and Constitution checks and saving throws. Additionally, these creatures can\u2019t be frightened.[\/li]\r\n[li]Mysticism. Your marvelous capabilities, expand to your companions. The creatures you select can choose to either gain 2d10 hit points, or one spell slot (maximum 5) for which they\u2019re able to cast. Once a creature uses this ability they are unable to benefit from this feature until they complete a long rest.[\/li]\r\n[\/ul]\r\nYou can use this ability once per short or long rest, and you can dismiss your whispers as a bonus action.\r\n\r\n[b]Sonorous Spellwork[\/b]\r\nUpon reaching 14th level in this class, you can add your proficiency bonus and wisdom modifier (minimum of 1) to your spells damage or healing. You can use this ability as many times as your wisdom modifier before you have to take a long rest.\r\n\r\n[h3]Coven of the Oracle[\/h3]\r\nWitches who follow the coven of the Oracle dedicate their time to prophecies, and soothsaying. Many work in secluded temples, or deep in the woods to test the worth of those who seek their knowledge.\r\n\r\n[b]The Oracle Features[\/b]\r\nWitch Level\r\nFeature\r\n3rd\r\nExpanded Spell List, Bonus Language, Limited Telepathy\r\n6th\r\nSeer\u2019s Senses\r\n10th\r\nAdumbration\r\n14th\r\nProphetic Vision\r\n\r\n\r\n[b]Bonus Language[\/b]\r\nWhen you choose this coven at 3rd level you learn the Celestial language.\r\n\r\n[b]Limited Telepathy[\/b]\r\nAt 3rd level, you can choose three creatures to form a telepathic bond with as an action. This link lasts for 1 hour and you can communicate telepathically with the bonded creatures. If the creatures go beyond 120 ft. the link ends. You regain this ability when you complete a short or long rest.\r\n\r\nExpanded Spell List:\r\n[table]\r\n[tr]\r\n[td]Witch Level[\/td]\r\n[td]Spells[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Augury, Mind Spike[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Dispel Magic, Clairvoyance[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Divination, Private Sanctum[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Contact Other Plane, Dream[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Seer\u2019s Senses[\/b]\r\nBeginning at 6th level, you can use a bonus action to have a glimpse into the future. You can choose one of the following visions to occur. These visions last for one minute.\r\n[ul]\r\n[li]Cataclysm: You foresee an assault on you or one of your allies. You can choose which creature gains the benefit of your vision. Anytime within the duration, you can impose disadvantage on any attack roll or spell cast against the target.[\/li]\r\n[li]Bereavement: You witness one of your companions being dealt a devastating attack. For the duration, when an ally of yours within 30 feet of you takes damage you can use your reaction to reduce the damage by half.[\/li]\r\n[li]Exhortation: You receive a warning from a mysterious source, bringing you or an ally to alertness. For the duration you have advantage on Perception and Investigation checks, and Dexterity saving throws.[\/li]\r\n[\/ul]\r\nYou can use this ability once per short or long rest, and you can dismiss your vision as a bonus action.\r\n\r\n[b]Adumbration[\/b]\r\nWhen you reach 10th level you can gain superior insight into a creature. When you spend one minute outside of combat observing a creature or object you can see its true form. If there is an illusion concealing its form, or if it is a shapeshifter, you can tell it is an illusion. Additionally, you can choose to forfeit your occult focus to cast truesight on yourself without expending a spell slot. Once you use this ability in this way you cannot do so again until you take a long rest and replace your occult focus.\r\n\r\n[b]Prophetic Vision[\/b]\r\nUpon reaching 14th level you can, at the end of every long rest, roll 3d10 to modify the roll of another creature. These numbers last until the start of your next long rest, or until you use them, and you can apply whatever number you rolled to an ability check, attack roll, or saving throw, provided you are within 30 feet of it when it happens.\r\n\r\n","table_data":"Level | Prof. Bonus | Features | Cantrips Known | Spells Known | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | Lv 9\r\n1st | +2 | Spellcasting, Supernatural Sigils| 3 | 4 | 2 | - | - | - | - | - | - | - | -\r\n2nd | +2 | Weird Magic | 3 | 5 | 3 | - | - | - | - | - | - | - | -\r\n3rd | +2 | Occult Coven | 3 | 6 | 3 | 2 | - | - | - | - | - | - | -\r\n4th | +2 | Ability Score Improvement| 3 | 7 | 4 | 3 | - | - | - | - | - | - | -\r\n5th | +3 | - | 4 | 8 | 4 | 3 | 2 | - | - | - | - | - | -\r\n6th | +3 | Occult Coven Feature| 4 | 9 | 4 | 3 | 3 | - | - | - | - | - | -\r\n7th | +3 | - | 4 | 10 | 4 | 3 | 3 | 2 | - | - | - | - | -\r\n8th |+3 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | - | - | - | - | -\r\n9th | +4 | - | 4 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - |-\r\n10th | +4 | Occult Coven Feature | 4 | 13 | 4 | 3 | 3 | 3 | 2 | - | - | - |-\r\n11th | +4 | Abbhorent Vexations | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n12th |+4 |Ability Score Improvement | 6 | 16 |4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n13th | +5 | - | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n14th | +5 | Occult Coven Feature | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n15th | +5 | - | 6 | 19| 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | -\r\n16th | +5 | Ability Score Improvement | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | -\r\n17th | +6 | - | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n18th | +6 | Occult Foreknowledge| 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n19th | +6 | Ability Score Improvement| 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th |+6 | Master of Sigils | 6 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 |1","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"984914","world":"c7d77560-bf75-454c-8d2c-4aeb787dd470","folder":""}