October 2, 2020

Witch Redux

Witch
Comments from the Finger: We're back to our regularly scheduled programming. Expect more posts on the regular!

Witch

Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one cackles loudly at what she sees.
A young girl sits underneath a tree, far from where the other children play. She glances about to make sure noone is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree’s bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavy-set boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy’s eyes.
A young elf intently mutters something underneath his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony.
Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.

Cursed
While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With gruesome effort, they can warp this power into spells to wrack others with the same torture which plagues them. 

Pariahs and Outcasts
Almost without exception, witches are feared and hated. They are victim to a number of misconceptions, usually relating them to hags and other evil creatures of the night which prey on innocent people. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them.
In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer, to healer, to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches relocate frequently, never residing in one place for too long.

Familiar Masters
It is rare to find a witch without his or her constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a witch’s familiar is ubiquitous to common folk for good reason. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars, and command them more swiftly than other spellcasters.

Creating a Witch
Creating a witch necessarily involves a powerful, malicious curse in your backstory. Who cast it? Did you take a curse upon yourself for power? Was your entire lineage cursed generations ago, leading to a bloodline of witches, or did another spellcaster use sinister, forbidden magic to curse you for life? Decide on the nature of your witch’s curse and think about how you relate to it. Do you feel like the curse was secretly a blessing, or does the desire for vengeance burn in your heart?
What negative effects does the curse leverage on your personality and mind? Are you haunted by spirits, or is your mind plagued by destructive thoughts? How do you feel manipulating the power of this curse outwards into hexes and spells?
Work with your GM to determine how witches are perceived in the world. Are they feared, burned, and persecuted? Are you an openly-known witch? Do the other characters in your party know of your witchhood? Some witches keep the source of their magic a secret, or claim to be wizards or sorcerers to conceal the true darkness of their magic.

Quick Build
To build a witch quickly, make Charisma your highest ability score, followed by Constitution. Then, choose the chill touch and minor illusion cantrips, and the spells hideous laughter and thunderwave. Lastly, choose the Hideous witch’s curse, and the hexes Evil Eye and Misfortune.

The Witch
Level
Proficiency
Bonus
FeaturesHexes
Known
Cantrips
Known
Spells
Known
1st2nd3rd4th5th6th7th8th9th
1st+2Hexes, Spellcasting, Witch’s Curse2422
2nd+2Cackle, Familiar3433
3rd+2Witch's Craft34442
4th+2Ability Score Improvement35543
5th+3Insidious Spell456432
6th+3Craft feature 457433
7th+3Improved Familiar4584331
8th+3Ability Score Improvement4594332
9th+4Dying Curse551043331
10th+4Craft feature561143332
11th+4Grand Hex5612433321
12th+4Ability Score Improvement5612433321
13th+5Grand Hex66134333211
14th+5Craft feature66134333211
15th+5Grand Hex661443332111
16th+5Ability Score Improvement661443332111
17th+67615433321111
18th+6Grand Hex7615433331111
19th+6Ability Score Improvement7615433332111
20th+6Hexmaster7615433332211

Class Features
As a witch, you have the following class features.

Hit Points
Hit Dice: 1d8 per witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, blowguns, shortswords, and whips
Tools: Alchemist supplies, poisoner’s kit

Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Nature, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a whip and blowgun, (b) a light crossbow and 20 bolts or, (c) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and a dagger
Spellcasting
You have learned to mold and reshape the magic that curses you into spells.

Cantrips
You know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots
The 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’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.

Spells Known of 1st Level or Higher
You know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice.
Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.

Witch’s Curse
You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the options below. 
Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the cantrip produce flame, which does not count against your total number of cantrips known.
Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.
Hideous. Your appearance is ghastly to behold. You have proficiency with the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn.
Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your witch level + Charisma modifier (minimum of 1).
Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed. 
Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells do not count against your total number of spells known.

Hexes
You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic which cursed you.
At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.
Unless otherwise stated, if a hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. All hexes require verbal or somatic components (caster’s choice at the time of casting.)
Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You can concentrate on a hex and a spell at the same time, and you make only one check to maintain your concentration on both.

Cackle
At 2nd level, you can use your bonus action to cackle. The duration of your hex extends by 1 round for each creature affected within 60 feet of you.
Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.

Familiar
At 2nd level, you learn the find familiar spell and can cast it as a ritual without material components. The spell doesn’t count against your number of spells known. The spell is improved in the following ways:
  • Once per turn as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
  • Your familiar uses your spell attack bonus instead of its own attack bonus on attack rolls.
  • Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
  • You add twice your witch level to your familiar’s maximum hit points.
  • When you cast a spell, you can deliver it through your familiar as if it had cast the spell, even if the spell doesn’t have a range of touch.
  • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: homunculus, pet rock, pseudodragon, and sprite.

Witch’s Craft
Your knowledge of magic has culminated in learning a Craft, an innate variety of magic which exists apart from the schools of magic. When you reach 3rd level, choose one Witch’s Craft. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Craft Spells
Each craft is associated with a branch of arcana, represented by a number of spells which you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you and don’t count against your total number of spells known.

Insidious Spell
Starting at 5th level, when you cast a witch spell that affects a creature that is under the effect of your hex, that creature has disadvantage on its first saving throw against the spell. This feature only applies to a hostile creature which is the sole target of your hex.

Improved Familiar
At 7th level, your familiar’s attacks count as magical for the purposes of overcoming damage resistance and immunity. Additionally, you can choose the following forms for your familiar: brass dragon wyrmling (without breath weapons), fright, grep, imp, or quasit. The statistics for these creatures are in Chapter 2.

Dying Curse
Beginning at 9th level, when a creature reduces you to 0 hit points but does not kill you outright, you can lay a nefarious curse upon them. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. This curse ends early if you regain consciousness, and can be ended by the remove curse spell. Once you use this ability, you can’t use it again until you finish a long rest.

Grand Hex
By 11th level, you have perfected deeply malevolent forms of magic. You learn one Grand Hex, and you learn another at 13th, 15th, and 18th level. Grand hexes are detailed at the end of the class description.

Hexmaster
By 20th level, you have mastered your foul magic. Humanoid creatures have disadvantage on saving throws against your hexes.

Hexes
The Hexes below are presented in alphabetical order. 

Abate
As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the creature can’t take reactions until the end of your next turn.

Apathy
As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, until the end of your next turn, the creature becomes indifferent toward one creature of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by a spell by the creature to which it is indifferent. When the hex ends, the creature becomes hostile again, unless the GM rules otherwise.

Beckon Familiar
You can cast the find familiar spell as an action without expending a spell slot or spell components. Once you cast this spell in this manner, you can’t do so again for 1 minute.
You must have the Familiar feature to choose this hex.

Bleeding
As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, each time this creature takes damage, it takes an additional 1d4 damage. This effect lasts until the end of your next turn.

Charm
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.

Cripple
As an action, choose one creature you can see within 60 feet of you to make a Strength saving throw. On a failed save, the creature’s movement speed reduced to 10 feet until the end of your next turn. If the creature is flying, it falls.

Dire Familiar
As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points is increased by twice your witch level and it gains a bonus to its damage rolls equal to your Charisma modifier.
You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires.
You must have the Familiar feature to choose this hex.

Disorient
As an action, choose one creature that you can see within 60 feet to make a Constitution saving throw. On a failed save, whenever this target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.

Doomward
As an action, choose one friendly creature other than yourself you can see within 60 feet. If this creature drops to 0 hit points before the end of your next turn and doesn’t die outright, it drops to 1 hit point instead. This hex then ends and can’t be used to target the same creature until you finish a short or long rest.

Duplicity
As an action, you can create a duplicate self, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack roll misses. This effect lasts until the end of your next turn or until you attack or cast a spell.

Evil Eye
As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.

Fortune
As an action, choose one friendly creature other than yourself you can see within 60 feet. The creature has advantage on saving throws until the end of your next turn.

Go Unseen
As an action, you and your familiar become invisible. The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell.
Once you cast this hex, you can’t cast it again for 1 minute.

Hesitate
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, if the creature moves on its turn, it can’t use its action to attack, or vice versa. This effect lasts until the end of your next turn.

Mire
As an action, you can transform the ground within 30 feet of where you cast this hex into murky swamp, which is difficult terrain. You can move without penalty in this area. This effect lasts until the end of your next turn.

Misfortune
As an action, choose one creature you can see within 60 feet. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.

Obfuscate
As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Pox
As an action, choose one creature you can see within 5 feet to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn. 

Ruin
As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.

Slumber
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures which are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.

Tremors
As an action, you can create a small quake. Each creature on the ground within 10 feet of you must succeed a Dexterity saving throw or be knocked prone.

Ward
As an action, choose 1 creature you can see other than yourself within 60 feet. Each time the creature takes damage before the end of your next turn, it reduces the damage it takes by 3.

Grand Hexes
The Grand Hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. Grand hex features do not count as hexes.

Cauldron
You can brew potions in a bubbling cauldron using raw components scavenged from nature. To this end, you have a pool of alchemy points equal to half your witch level, rounded down. You regain all expended alchemy points when you finish a long rest. 
You can spend 10 minutes and expend any number of alchemy points to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your spell save DC.
The potions available for you to brew are given on the Cauldron Potions table below. 

Cauldron Potions
PotionAlchemy Points
Potion of Animal Friendship 1
Potion of Growth1
Potion of Healing1
Potion of Water Breathing1
Oil of Slipperiness 2
Philter of Love2
Potion of Greater Healing 2
Potion of Heroism 2
Potion of Resistance2
Potion of Clairvoyance3
Potion of Diminution3
Potion of Gaseous Form3

Coven
You can induct others into your insidious coven. By performing a special ritual over the course of 8 hours, which can be done during a long rest, you can intermingle your cursed magic with a willing creature which has the Spellcasting or Pact Magic feature. This creature enters into your coven. You can have up to two creatures other than yourself in your coven at one time.
While two or more members of your coven are within 30 feet of one another, they gain the ability to cast additional spells, as shown on the Coven Spellcasting table. Additionally, members of your coven gain access to a shared pool of 5 spell slots—one of each level, from 1st to 5th level—which they can use to cast any spell known to them. Expended spell slots are regained when all members of the coven finish a long rest.
Coven members use their own spellcasting ability to determine spell attack bonuses and spell save DCs. A coven member can’t cast spells of a level for which they do not have personal spell slots, even if using a higher level shared spell slot. A shared spell slot can be used, for instance, to cast a lower level spell at higher levels, but it can’t be used to cast a spell normally too high-level for a spellcaster. 

Coven Spellcasting
Spell Level Spells
1stbane, hideous laughter
2ndinvisibility, ray of enfeeblement
3rdbestow curse, counterspell
4thbanishment, polymorph
5thcontagion, scrying

Dual Hex
When you cast a hex which targets one creature, you can target two creatures instead. For these creatures, you gain the benefits of your Insidious Spell feature against both of them, provided they fall under the effect of the same hex.

Forceful Personality
Your Charisma score increases by 2, to a maximum of 22. 

Possession
As an action, your body becomes immaterial, and your spirit dives into a Large or smaller creature you can see within 10 feet of you in an attempt to possess it. This target must make a Charisma saving throw. A creature with a challenge rating greater than your witch level automatically succeeds on this save. On a failed save, you disappear and the target becomes incapacitated and possessed; you gain control of its body but don’t deprive the target of its awareness. While possessing the creature, you can’t be targeted by any attack, spell, or other effect. You maintain your Intelligence, Wisdom, and Charisma ability scores and your alignment, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, or proficiencies. 
For the purposes of spells and effects which can end possession, such as the spell dispel evil and good, you are treated as an undead spirit and can be banished from the target, returning to your own body, which rematerializes within 5 feet of the target.
This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a spell or other magical effect that ends possession.
Once you use this ability, you can’t do so again until you finish a long rest.

War Hex
When you cast a hex that targets a single creature, you can use your bonus action to cast a cantrip targeting the same creature.

Witch’s Broom
You can use your action to enchant a mundane object—like a broom, cauldron, or rug—to fly for you. You gain a flying speed of 60 feet while holding this item with one hand, as long as you are not wearing medium or heavy armor, or wielding a shield. You can only enchant one object using this ability at a time. If you target another object using this effect, the enchantment on the previous object ends.

Witch’s Hut
You can perform a 24-hour long ritual to enchant a structure which can fit within a 15-foot cube, animating it as a Huge object, as per the animate objects spell. The structure rises up on a pair of magical legs and follows your commands. 
The entrance to the structure is linked to an extradimensional abode, as per the magnificent mansion spell. You can command the structure from inside this abode. If the structure is destroyed, the extradimensional abode is unharmed, but its occupants are ejected to unoccupied spaces adjacent to the structure.
As an action, you can teleport the structure to an unoccupied space within 60 feet of you. Once you teleport the structure, you can’t do it again until you finish a long rest.
You can repeat the 24-hour ritual to end the enchantment on your previous structure and enchant a new one.

Witch’s Crafts
A witch’s craft is distinct from a school of magic. Whereas magical schools seek to categorize spells, crafts are defined by the use of magic, and seek to capture the essence of spells. There are dozens of varieties, from those practiced by covens in secret, to those plied in marketplace potion shops.
Each craft has a number of Craft Spells. Spells on these lists which are new to this class are marked with an asterisk.

Black Magic
Black magic is associated with hexes that cause pain and suffering, and spells which give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.

Black Magic Bonus Spells
Spell Level Spells
1stfalse life, inflict wounds
2ndgentle repose, magic weapon
3rdanimate dead, vampiric touch
4thblight, death ward
5thcloudkill, contagion

Hex: Decay
When you adopt this craft at 3rd level, you learn to drain the vitality from a living being. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature takes 1d4 necrotic damage at the beginning of each its turns until the hex ends and its hit point maximum is reduced by the amount of necrotic damage taken. This reduction lasts until the hex ends. The target dies if this effect reduces its hit point maximum to 0. This hex ends at the end of your next turn.

Undeath Command
Starting at 6th level, you have intertwined the magic of your familiar with the magic you use to animate the dead. When you use your bonus action to command your familiar, you can use the same bonus action to issue a command to any undead you control via the animate dead spell or similar magic.

Life Tether
At 10th level, as a reaction when you take damage from a creature you can see, you can transfer some of that damage to a creature which is the sole target of your hex. You take half the damage (rounded down) and the hexed creature takes the remaining damage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Black Sacrifice
Beginning at 14th level, you can use your action to sacrifice your familiar, if it is within 5 feet of you, destroying it to release a torrent of necromantic energy. Each creature you choose within 20 feet must make a Dexterity saving throw against your spell save DC. A creature takes 8d10 necrotic damage on a failed save, or half as much on a successful one, and its hit point maximum is reduced by the amount of necrotic damage taken. A target dies if this effect reduces its hit point maximum to 0. Once you use this ability, you can’t summon your familiar again until you finish a long rest.

Green Magic
Plants, nature, and things that grow are the domain of green magic. Normally a type of arcana championed by druids, some witches have a close tie to the powers of green magic, and can coax plants and animals into their bidding.

Green Magic Bonus Spells
Spell Level Spells
1stentangle, goodberry
2ndbarkskin, beast sense
3rdconjure animals, plant growth
4thconjure woodland beings, stoneskin
5thawaken, tree stride

Hex: Elder Tongue
Starting when you choose this craft at 3rd level, you know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with beasts and plants in a limited manner until the end of your next turn. Most beasts and plants lack the intelligence to convey or understand sophisticated concepts, but could relay what they have seen or heard in the recent past. While you can speak with them, you have advantage on all Charisma checks you make to influence beasts and plants.

Primal Ally
Also at 3rd level, whenever you summon your familiar, you conjure one that is hardier and more primal than you would normally. Add three times your witch level, instead of twice your witch level, to your familiar’s maximum hit points.

Twin Familiar 
By 6th level, when you summon your familiar, you can divide its spirit into two bodies. When summoned this way, your familiar is two identical creatures which share a single pool of hit points. Your twin familiars roll only once for initiative and act on subsequent turns. You can use your bonus action to command one twin to attack and your action to command the other to attack. A spell or feature which targets or dismisses your familiar affects both twins. 

Great Oak
Beginning at 10th level, you can use your action to plant a seed at your feet and grow a fully-grown tree in mere seconds. At the end of your turn, a tree shoots forth from the soil, rapidly rising to a height of 20 feet and thickening to a 5-foot diameter trunk. The tree’s growth avoids fixed objects, and so can’t destroy fixed structures, but can shove any creature of Large size or smaller high up into its branches. If a creature doesn’t expect the sudden tree growth, it must make a Dexterity saving throw against your spell save DC or take 6d6 bludgeoning damage, or half as much on a successful save.
Once you use this ability, you can’t use it again until you finish a short or long rest.

Sacrificial Familiar
At 14th level, whenever you are targeted by a melee attack while your familiar is within 5 feet of you, you can use your reaction to command it to dive in the way of the attack. This attack targets the familiar instead. 
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Red Magic
Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in red magic are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath.

Red Magic Bonus Spells
Spell Level Spells
1stburning hands, magic missile
2ndacid arrow, scorching ray
3rdfireball, protection from energy
4thice storm, wall of fire
5thcone of cold, telekinesis

Hex: Imperil
Starting at 3rd level, you know how to strip away your foes’ magical defenses. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw, and choose any one damage type. On a failed save, the creature loses resistance to the given damage type until the end of your next turn, or is treated as having only resistance, if it is immune.

Convolute Energy
At 6th level, whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can gain resistance to that damage type until the end of your next turn.

Invulnerability
Beginning at 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to briefly become invulnerable. Subtract 50 from the damage dealt, to a minimum of 0.
Once you use this ability, you can’t use it again until you finish a long rest.

Elemental Annihilation
Starting at 14th level, when you cast a witch spell which deals acid, cold, fire, lightning, or thunder damage, you can expend another spell slot of equal or higher level to maximize the damage dealt.
     Once you use this ability, you can’t use it again until you finish a long rest.

White Magic
White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.

White Magic Bonus Spells
Spell Level Spells
1stbless, cure wounds
2ndlesser restoration, prayer of healing
3rdbeacon of hope, revivify
4thdeath ward, guardian of faith
5thhallow, raise dead

Hex: Remedy
At 3rd level, you learn a hex which closes wounds and eases pain. As an action, choose one creature you can see within 60 feet. This creature regains a number of hit points equal to 1d10 + your witch level. A creature which regains hit points from this hex can’t be affected by it again until it finishes a short or long rest.

Talisman of Protection
At 6th level, you can craft a talisman which wards off harm. Creating a talisman takes one hour of work, which can be performed over the course of a short rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous talisman to become mundane. Any creature that wears a talisman can add a d4 to all saving throws it makes.

Benevolent Surge
At 10th level, when you, your familiar, or one of your allies you can see within 30 feet takes damage, you can use your reaction to cause that creature to regain hit points equal to 1d10 + your Charisma modifier. Once you use this ability, you must finish a short or long rest before using it again.

Witch’s Gift
Starting at 14th level, when you cast a spell or hex which restores a creature’s hit points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.




Changelog: 
10/4/20: Black Magic: Spells fixed
Black Magic: Decay: Wording fixed so that the damage applies each turn while the hex is active

9 comments:

  1. Happy to see posts will be more frequent!
    So, in the spirit of happiness, it's time for me to complain about your awesome work.

    Potion of growth is generally much more useful and powerful than a potion of diminution. So why does it cost more?

    The coven gives 3 party members Counterspell... That seems kinda gamebreaking.

    Black magic gives the exact same spells as coven- which makes sense, but kinda punished you for having both. At the least, it should get Animate Dead, as it gets a feature that specifically affects this spell, and it isn't even on the Witch spell list.

    Is Decay really bad, or does it reduce the (max) hp by 1d4 every round if you cackle?

    Benevolent Surge compares really badly to Invulnerability. Sure, its 1/short and works on allies. But it has 1/5th of the effect...

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    1. Huh. Weird. Why the hell is a potion of diminution rare...

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    2. In order:

      I've always overpriced potion of diminution because of the weird rarity thing. It's a weird thing, but it's sort of following system precedence.

      I'm not convinced having a lot of counterspell going on is necessarily gamebreaking for Coven. Mage enemies are ultimately a bit rare, and shouldn't be singular threats when the witch gets coven at 11th level.

      Black Magic should have its own spell list -- that was a copy-error -- and it's now fixed. It even gets animate dead!

      I believe Decay is _supposed_ to damage every round, but now that you mention it, the wording is rather poor.

      I'll look at the heal calculation on Benevolent Surge and get back to you.

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  2. Will the Complete Witch be updated with this version, or will we have to buy it again?

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    Replies
    1. It will be updated. You shouldn't have to buy it again.

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    2. So has the update email gone out yet? I just checked my email and didn't see it.

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    3. I just purchased the Complete witch and its outdated already is there a way to get the full redux then..

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  3. Replies
    1. It's in complete witch. Black, White, Red and Green are really the 'core' options, kind of like how WotC only gives you a handful of subclasses for free in the SRD.

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