TEXT:  
  Steel Magic Bonus Spells 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Witch’s Craft 
  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. Though others also exist, there are two 
  primary crafts, White Magic, which seeks to mend and 
  restore, and Black Magic, which seeks to rend and destroy. 
  Steel Magic 
  Secret covens throughout the Material Plane practice their 
  magicks by weaving spells into their blades. Maniacally 
  cackling and whirling their way across the battlefield, these 
  witches weave their curses into a bloody tapestry whenever 
  they bring their steel to bear. 
   
   
   
  Spell Level 
  Spells 
  1st 
  identify, mage armor 
  3rd 
  heat metal, magic weapon 
  5th 
  blink, haste 
  7th 
  death ward, freedom of movement 
  9th 
  animate objects, hallow 
  Bonus Proficiencies 
  At 3rd level, you have proficiency with three martial melee 
  weapons of your choice. These weapons cannot have the 
  two-handed property. 
  Hex: Dark Steel 
  Starting at 3rd level, you have learned a secret hex 
  associated with the profane rites of long-forgotten covens. 
  When you grasp a weapon in one hand, and nothing in your 
  other hand, you can use your bonus action to spread your 
  curse into its steel. You gain the following benefits until the 
  end of your next turn: 
  • The weapon serves as an arcane focus. 
  • You add your Charisma modifier to AC, as long as you 
  are not wearing medium or heavy armor or holding a 
  shield. 
  • You can use your Charisma modifier for the attack and 
  damage rolls you make with a one-handed weapon. 
  Cackling Killer 
  Also at 6th level, when you use you Cackle feature, you 
  can make one additional weapon attack when you take the 
  Attack action on your turn. 
  Soul Eater 
  Starting at 10th level, as a bonus action, you can plunge 
  your weapon into your familiar, drawing it forth cloaked in 
  green flame. Your familiar dies instantly. Until you take a 
  short or long rest, you can't summon your familiar again, 
  and that weapon deals an additional 1d8 fire damage on a 
  hit. 
  Shrieking Strike 
  Starting at 14th level, your accursed magic has seeped into 
  your weapon. When you make a melee attack against a 
  hostile creature, the target must make a Wisdom saving 
  throw against your witch spell save DC. On a failed save, it 
  is frightened until the end of your next turn. 
       You can use this feature a number of times equal to your 
  Charisma modifier and regain all expended uses when you 
  finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Complete Witch - Steel Magic.pdf