TEXT: The Witch
  A 5th-Edition Homebrew Class
  by VESPER BURJOSKI
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  The Witch
  Three young women cackle in tandem, 
  identical black cats cradled in their arms and 
  their teeth stained virulent blue as they 
  unleash mottled rays of sickening magic.
  An ancient dwarven man sits cross­legged 
  on the floor, eyes closed, as the table begins 
  shaking and rattling before him, startling 
  screams from the young nobles gathered 
  around for the seance.
  An elf, her hair matted and her face 
  bloody, turns from where she is cornered on 
  the edge of a cliff by a druid growling in wolf 
  form and a ranger with bow drawn. She 
  snarls, and her flesh contorts as she 
  transforms into a winged flash of teeth and 
  tentacles and then turns to dive off the cliff.
  Often reviled, sometimes revered, and 
  always respected, witches are practitioners of 
  magics based on kinship ­ between objects 
  and creatures, mortals and spirits, and 
  among magic users. Although their innate 
  abilities were modest before their initiation, 
  their arcane kinships lend them impressive 
  supernatural power.
  Grassroots Arcana
  Unlike other arcane casters, witches pull 
  themselves to power by their muddy magical 
   bootstraps. Rather than being blessed by 
  magical heritage, a keen intellect, or the 
  interest of a patron, witches play off the raw 
  resonance of kinship. Messy and 
  unglamorous in the beginning no matter how 
  elegant they ultimately become, witches grow 
  their power as a gardener cultivates a fragile 
  bloom ­ patiently, and with dirty hands.
  Creating a Witch
  As you make your witch character, spend 
  some time thinking about your alliances ­ the 
  other spellcasters that are part of your coven, 
  the spirits that guide you, or the monsters 
  that fascinate you. Consider how you became 
  a witch ­ were you born into a family coven, 
  or were you chosen by the spirits of your 
  ancestors to work their will? Are you haunted 
  by their attention, or do you see it as an 
  honor? 
  If you choose the Transmaugre witch 
  archetype, how did you become fascinated 
  with monsters? Were you a survivor of an 
  attack on your village as a child, or have you 
  spent your life reading about the wicked 
  beasts that roam the world? If you are a 
  Coven­Keeper and your party is part of your 
  coven, spend some time working with your 
  DM and the other players to decide how they 
  met and decided to form this kinship that you 
  share.
  Witches are often outcasts from society at 
  large, hated and feared for their abilities. Do 
  you fall into this pattern, or were you an 
  exception? If so, how have you managed to 
  escape social censure? Have you forged 
  alliances with powerful and respected 
  individuals, such as a mayor or court wizard? 
  Or have you simply restricted your unnerving 
  experiments to the privacy of a locked 
  basement or hidden lab in the sewers of your 
  city?
  
  The Witch
  Level
  Proficiency 
  Bonus
  Features
  Cantrips 
  Known
  Spells 
  Known
  Spell 
  Slots
  Slot 
  Level
  Kennings 
  Known
  1st
  +2
  Witch Archetype, Craft Magic
  2
  2
  1
  1st
  ─
  2
  1st
  2
  3
  2
  Kennings
  +2
  2nd
  2
  2nd
  2
  4
  2
  Idol Activity, Witch 
  Archetype Feature
  +2
  3rd
  +2
  Ability Score Improvement
  3
  5
  2
  2nd
  2
  4th
  5th
  +3
  ─
  3
  6
  2
  3rd
  3
  8th
  +3
  Ability Score Improvement
  3
  9
  2
  4th
  4
  6th
  +3
  Trivium
  3
  7
  2
  3rd
  3
  7th
  +3
  ─
  3
  8
  2
  4th
  4
  9th
  +4
  ─
  3
  10
  2
  5th
  5
  10th
  +4
  Witch Archetype Feature
  4
  10
  2
  5th
  5
  Trembling Kenning (6th level)
  4
  11
  3
  5th
  5
  +4
  11th
  Ability Score Improvement
  4
  11
  3
  5th
  6
  +4
  12th
  Trembling Kenning (7th level)
  4
  12
  3
  5th
  6
  +5
  13th
  Witch Archetype Feature
  4
  12
  3
  5th
  6
  +5
  14th
  Trembling Kenning (8th level)
  4
  13
  3
  5th
  7
  +5
  15th
  Ability Score Improvement
  4
  13
  3
  5th
  7
  +5
  16th
  Trembling Kenning (9th level)
  4
  14
  4
  5th
  7
  +6
  17th
  ─
  4
  14
  4
  5th
  8
  +6
  18th
  Ability Score Improvement
  4
  15
  4
  5th
  8
  +6
  19th
  20th
  +6
  Witch Archetype Feature
  4
  15
  4
  5th
  8
  Class Features
  As a witch, you gain 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) plus 
  your Constitution modifier per witch level 
  after 1st
  Proficiencies
  Armor: light armor
  Weapons: simple weapons
  Tools: Choose one from the following: 
  Woodcarver's tools, Alchemist's supplies, 
  Weaver's tools, or Painter's supplies.
  Saving Throws: Wisdom and Charisma
  Skills: Arcana and one of the following: 
  Deception, Insight, Medicine, Nature, Stealth, 
  or Survival
  Equipment
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background:
  • (a) a light crossbow and 20 bolts or (b) 
  any simple weapon
  • (a) a component pouch or (b) an arcane 
  focus
  • (a) a scholar's pack or (b) an explorer's 
  pack
  • leather armor, any simple weapon, and 
  two daggers
  
  Witch Archetypes
  At 1st level, you have come into your own as a 
  novice witch following in the uncanny 
  footsteps of one of the following three witch 
  archetypes: Coven, Medium, or Transmaugre, 
  each of which is detailed at the end of the 
  class description. Your choice grants you 
  features at 1st level and again at 3rd, 10th, 
  14th, and 20th levels.
  Craft Magic
  Your training and research have fomented the 
  magical potential latent within you and 
  granted you the ability to cast spells. See 
  chapter 10 in the Player’s Handbook for the 
  general rules of spellcasting.
  Cantrips
  You know two 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. The table also shows what the level 
  of those slots is; all your slots are the same 
  level. To cast one of your witch spells of 1st 
  level or higher, you must expend a spell slot. 
  You regain all expended slots when you finish 
  a short or long rest.
  Spells Known of 1st Level and Higher
  At 1st level, you know two 1st­level 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 of 1st level and higher. A spell 
  you choose must be of a level no higher than 
  what’s shown in the table’s Slot Level column 
  for your 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 
  must also be of a level for which you have 
  spell slots.
  Spellcasting Ability
  Charisma is your spellcasting ability for your 
  witch spells, so 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.
  Feature Ability
  As a witch, Wisdom is the ability that governs 
  the number of times you are able to use 
  certain class and witch archetype features. 
  You can use these features, as marked, a 
  number of times equal to your Wisdom 
  modifier. For some features, your Wisdom 
  modifier determines how long they last.
  Ritual Casting
  You can cast a spell as a ritual if that spell 
  has the ritual tag and it is on your list of 
  spells known.
  
  Spellcasting Focus
  You can use an arcane focus as a spellcasting 
  focus for your witch spells.
  Kennings
  As part of your training and exploration as a 
  witch, you have discovered certain perplexing 
  rhymes and sigils that you can imbue with 
  magical power. These kennings are tattooed 
  upon your body and grant you permanent 
  magical abilities.
  At 2nd level, you gain two kennings of 
  your choice. Your kenning choices are 
  detailed at the end of the class description. 
  When you gain certain witch levels, you gain 
  additional kennings of your choice, as shown 
  in the Kennings Known column of the Witch 
  table.
  Additionally, when you gain a level in this 
  class, you can choose one of the kennings you 
  know and replace it with another kenning 
  that you could learn at that level.
  Idol Activity
  Starting at 3rd level, you gain the ability to 
  craft small material representations, or idols, 
  of individual creatures, spending an hour 
  fashioning the object. These idols must be 
  small enough to fit in your hand, and require 
  the incorporation of a connective item of some 
  kind, often a piece of the target creature or 
  one of its possessions. The idol can take any 
  form you like; a doll, a wooden carving, a 
  rough clay sculpture, etc. In order to craft an 
  idol, you must contribute arcane materials 
  worth gold per Hit Die of the target and 
  succeed on an Arcana check, the DC of which 
  is determined by the type of connective item 
  you wish to use in its construction. 
  Alternatively, you may spend a number of 
  hours gathering the arcane materials required 
  for an idol from the wild, as shown in the 
  Time column of the Idol Crafting Costs table. 
  Spending the indicated amount of time 
  gathering these materials replaces the 
  monetary expense for crafting that idol.
  Idol Crafting Difficulty 
  Idol Crafting Costs
  If you succeed on this check, you forge a 
  magical bond with the target through the idol 
  you have created. If you fail, the idol is 
  destroyed and all materials used in its 
  construction are rendered useless and 
  worthless. A functional idol can be used as an 
  arcane focus, and when used to cast spells 
  against the target it grants a +1 to your spell 
  save DC, attack rolls, and damage against 
  that creature. Once per long rest, you may 
  also spend 10 minutes focusing on the idol in 
  order to discern the general direction and 
  approximate distance the creature is from 
  you. You may only attempt to create an 
  arcane idol once per long rest, and can only 
  have a number of active idols equal to your 
  Wisdom modifier. When you create a new idol 
  that causes you to exceed your limit, you 
  choose which of your other idols loses its 
  connection to its target. At 9th level, your idol 
  bonus increases to +2. At 17th, it increases to 
  +3.
  Trivium
  At 6th level, your practice with spells, potions, 
  and arcane creations has unveiled three paths 
  your talents might take. You gain one of the 
  following features of your choice.
  Familiar Wiles
  You learn the find familiar spell and can cast 
  it as a ritual. When you do so, you can also 
  choose from the following additional 
  creatures: blink dog, boggle, crawling claw, 
  gazer, dust/ice/mud/smoke/steam mephit, 
  thorny, or twig blight. In addition to the 
  Item
  DC
  Likeness or picture
  17
  Possession or garment
  15
  Body part, lock of hair, etc.
  10
  Foraging Time
  Hit Die
  d4
  1 hour
  2 hours
  d6
  d8
  4 hours
  Cost
  20 gp
  30 gp
  40 gp
  50 gp
  d10
  8 hours
  16 hours
  75 gp
  d12
  d20
  100 gp
  32 hours
  
  normal effects of the spell, however, your 
  familiar gains the ability to empower your 
  spells. Once per round, as its reaction to 
  seeing you cast a spell that requires an attack 
  roll or seeing a creature make a saving throw 
  against your spell, your familiar can add 1d4 
  to your attack roll or subtract 1d4 from the 
  target’s saving throw. Your familiar can use 
  this feature a number of times equal to your 
  Wisdom modifier and regains all uses on a 
  long rest. At 10th level, your familiar regains 
  all uses of this feature on a short or long rest.
  Guile
  You have learned to attune to more than the 
  normal allotment of magic items. You gain a 
  corollary attunement slot known as a Guile. 
  You gain no benefits or features from items 
  attuned in your Guile slot. As a bonus action, 
  however, you can swap a magical item from 
  your Guile slot to a regular attunement slot, 
  immediately gaining the benefits of the new 
  item and immediately losing those of the item 
  transferred into the Guile slot. If either of the 
  magical items involved in this swap are not on 
  your person, the swap fails. You can use this 
  feature a number of times equal to your 
  Wisdom modifier, regaining all uses on a 
  short rest.
  As well, if you have an open Guile or 
  attunement slot, you can use an action to 
  attempt to usurp control of a magic item that 
  you can see from its attuned user (that you 
  can also see) within 60 feet. To do so, you 
  must succeed in a Charisma contest with the 
  attuned user of the target magic item. If you 
  win this contest, the magical item appears in 
  your hand; if it occupies a Guile slot, you can 
  use a bonus action on your turn to swap it 
  into an attunement slot; if it occupies an 
  attunement slot, you immediately gain the 
  benefits of having attuned to it. The 
  previously attuned user automatically knows 
  who snatched the item and your current 
  location, and failing the contest consumes one 
  use of this feature. You can use this feature a 
  number of times equal to your Wisdom 
  modifier, regaining all uses on a long rest.
  Spoiler
  You can immerse one of your idols in a potion 
  to affect the idol’s target, "spoiling" them. 
  When you do this and the target of the idol is 
  within 1 mile of you, it must make a 
  Constitution saving throw against your spell 
  save DC. On a failure, the target gains the 
  effects of the potion as though they had 
  consumed it. On a success, there is no effect. 
  If the target knows this is going to happen, 
  they may choose to fail. Either way, the potion 
  is rendered inert after the attempt and the 
  target knows an attempt was made to affect 
  them magically. If the target is more than 1 
  mile away from you, the spoil automatically 
  fails, leaving the potion viable.
  Alternatively, you can immerse one of your 
  idols in simple acid, poison, or plain water. 
  When you do so and the target of your spoil is 
  within 1 mile of you, it must make a 
  Constitution saving throw against your spell 
  save DC. On a failure, the target gains one of 
  the following effects based on the substance 
  used for the spoil:
  • Acid: The target takes 8d6 acid damage
  • Poison: The target takes 8d6 poison 
  damage OR enters a magical slumber for 1d4 
  hours (depending on the type of poison 
  procured)
  • Water: Water fills the target’s mouth, 
  causing them to begin drowning after a 
  number of minutes equal to 1 + their 
  Constitution modifier. At the end of each 
  minute before the target falls unconscious 
  from drowning, they make an additional 
  Constitution saving throw, ending the effect 
  on a success. If the target does not need to 
  breathe, they are unaffected by this feature.
  You may use any version of this feature 
  only once per long rest.
  Ability Score Improvement
  When 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't increase an ability 
  score above 20 using this feature.
  Trembling Kennings
  At 11th level, you learn a kenning of 
  incredible power. This kenning cannot be 
  contained in a tattoo, but you have 
  memorized it and can call forth its power. 
  Choose one 6th level spell from the witch list 
  as this trembling kenning. You gain one 6th 
  level spell slot; you regain use of this spell slot 
  
  after you have completed a long rest.
  At higher levels, you gain more spell slots 
  and witch spells of your choice: one 7th­level 
  spell and spell slot at 13th level, one 8th­level 
  spell and spell slot at 15th level, and one 9th­
  level spell and spell slot at 17th level. You 
  regain all uses of your Trembling Kenning 
  spell slots when you finish a long rest.
  Witch Archetypes
  Coven-Keeper
  A witch that draws power from their strong 
  magical bonds with other spellcasters is 
  known as a Coven­Keeper. Coven­Keepers rely 
  upon the other members of their coven, 
  sharing a pool of magical energy that allows 
  them to communicate telepathically and 
  eventually cast communal spells.
  Coven­Keeper Expanded Spell List
  The Bond
  At 1st level, you gain the ability to forge a 
  magical bond with one or more spellcasters, 
  By spending an hour performing a ritual that 
  involves mingling your blood with that of 
  another willing creature with the 
  Spellcasting, Pact Magic, or Craft Magic 
  feature, you join yourself to them in a 
  state of magical kinship known as a 
  coven. All creatures who have 
  performed this ritual with you or 
  another member of your coven with 
  the Bond feature gain the ability to 
  communicate telepathically with 
  other members of the coven within a 
  1 mile radius. Any member of a 
  coven can remove themselves from it 
  by performing another hour­long 
  ritual to do so. If you are the only 
  Coven­Keeper in a coven and you die 
  or leave the coven, the coven dissolves 
  immediately.
  Resonant Skill
  At 3rd level, the energies that resonate 
  between you and the members of your coven 
  enhance your magical sensitivities. You gain a 
  +1 bonus to Intelligence (Arcana) checks for 
  each member of your coven within 30 feet of 
  you when you make the check.
  Coven Casting
  At 10th level, the bonds of your coven have 
  become strong enough to allow its members to 
  share arcane energies. You or a member of 
  your coven may cast a spell that they know 
  and/or have prepared by expending the 
  appropriate level of spell slot of another 
  willing member of the coven, as long as that 
  coven member is within 1 mile. This feature 
  can be used a number of times equal to your 
  Wisdom modifier, regaining all expended uses 
  when you complete a long rest.
  Charmed Life
  At 14th level, your tie to your coven allows 
  you to spare them from death. As your 
  reaction when you see a member of your 
  coven fall to 0 hit points, you can cause them 
   
  Spells
  sanctuary, charm person
  aid, nystul's magica aura
  glyph of warding, haste
  Spell Level
  1st
  2nd
  3rd
  4th
  death ward, freedom of movement
  geas, seeming
  5th
  
  to instead remain conscious with 1 hit point. 
  Once you have used this feature, you cannot 
  use it again until you complete a long rest.
  Resonant Witchery
  At 20th level, the bonds of your coven 
  resonate with intense arcane energy, a shared 
  pool that any member can draw on. Your 
  coven gains a shared pool of spell slots: one 
  5th level, one 6th level, and one seventh level. 
  As long as they are on the same plane of 
  existence as at least one other member, you 
  or any member of your coven may cast a spell 
  that they know and/or have prepared using 
  one of these slots. You regain use of expended 
  shared spell slots at dawn. 
  Medium
  Witches that draw their power from 
  communion with ancestral or fey spirits are 
  known as Mediums. Mediums learn and 
  derive power from the spirits that speak to 
  them... regardless of whether or not they 
  welcome those spirits.
  Medium Expanded Spell List
  Communion
  At 1st level, you have learned to consult your 
  spiritual counselors on matters of lore and 
  learning. You gain proficiency in Arcana, 
  Nature, History, and Religion for the purpose 
  of recalling information.
  Servant of Shadow
  At 3rd level, the necrotic aura of the spirits 
  that guide you causes your shadow to become 
  animate. Your shadow now has the game 
  statistics of a Shadow (Monster Manual pg. 
  269) and is under your control. It remains 
  disguised as a normal shadow except when 
  you command otherwise. If your shadow dies, 
  it reforms after you complete a long rest. If 
  your shadow causes new undead shadows to 
  form from the deaths of non­evil humanoids, 
  those shadows are not under your control.
  Wraith­Wooer
  At 10th level, one of the spirits that guide you 
  has taken a particular interest in your life and 
  hovers just beyond the veil at all times. You 
  are followed by an invisible ghost companion 
  that remains in the Border Ethereal plane. 
  The ghost can communicate with you 
  telepathically, allowing you to consult it 
  individually on questions of lore and history, 
  and it alerts you to activity in the Border 
  Ethereal plane that might be of interest. 
  Additionally, the ghost can imbue your spells 
  and attacks and those of your allies with 
  necrotic energy. When you hit with a spell or 
  weapon attack, you can use your bonus 
  action to deal an additional 1d10 necrotic 
  damage. Alternatively, when you see an ally 
  hit with a spell or weapon attack, you can use 
  your reaction to cause the blow to deal an 
  additional 1d10 necrotic damage. You can use 
  this feature a number of times equal to your 
  Wisdom modifier, regaining all uses after 
  completing a long rest.
  Spells
  false life, detect evil and good
  augury, zone of truth
  animate dead, speak with dead
  Spell Level
  1st
  2nd
  3rd
  4th
  death ward, shadow of moil
  contact other plane, hallow
  5th
  
  Spiritual Guardian
  At 14th level, you have truly won the loyalty 
  or interest of your ghost companion and 
  forged a permanent bond with it, gaining 
  thereby the ability to call it into the Material 
  plane. As a bonus action, you call your 
  ghostly companion into the Material plane in 
  an unoccupied space within 5 feet of you. It 
  must then immediately use its movement to 
  reach a target and attempt to possess them; if 
  it cannot reach a target with its movement, 
  that use of this feature fails and the ghost 
  returns to the Border Ethereal. When using 
  this feature, the ghost's possession can target 
  a creature of any type. 
  If the possession attempt succeeds, the 
  target is under your companion's control and 
  acts as your ally. The possession lasts a 
  number of hours equal to your Wisdom 
  modifier. If the possession fails, your ghostly 
  companion immediately returns to the Border 
  Ethereal plane. You can use this feature a 
  number of times equal to your Wisdom 
  modifier, regaining all uses after completing a 
  long rest.
  Your spirit companion can also act on its 
  own to defend you, entering the Material 
  plane with its Etherealness ability. Your DM 
  decides if and when your companion deems 
  this necessary. If it does so, it acts on your 
  initiative count. If your ghost companion dies, 
  it reforms in the Border Ethereal plane near 
  you after you complete a long rest.
  Undeathly Indwelling
  At 20th level, your bond with your spiritual 
  companion is nigh unbreakable; the two of 
  you are so close as to seem one being, at 
  times. If your ghost companion is not dead, 
  you can use a bonus action to bring it from 
  the Border Ethereal into your own body. 
  When you do so, you gain 45 temporary hit 
  points, resist acid, fire, lightning, thunder, 
  poison; bludgeoning, piercing, and slashing 
  from nonmagical weapons; immunity to cold, 
  necrotic; immunity to paralyzed, petrified, and 
   restrained, and you can move through other 
  creatures and objects as if they were difficult 
  terrain. You take 1d10 force damage if you 
  end your turn inside an object or creature. 
  These effects last for ten minutes, until you 
  end the effect as a bonus action, or until 
  these temporary hit points are expended.
  When the effects end, you gain one level of 
  exhaustion and your spiritual companion 
  returns to the Border Ethereal. Once you have 
  used this feature, you cannot use it again 
  until you have completed a long rest.
  Transmaugre
  Condemned to wildernesses and wastelands 
  for their unnatural arcana, transmaugres are 
  witches who use their magics to wreak 
  hideous transformations on creatures of all 
  kinds ­ including themselves. From their 
  hidden dens and underground laboratories 
  crawl forth horrible monstrosities, nursed into 
  existence by the clever hands of a witch. 
  Transmaugres are particularly hated by 
  druids and rangers for their perversion of the 
  natural world.
  Transmaugre Expanded Spell List
  Horror Buff
  At 1st level, your fascination with and love for 
  monstrous creatures has culminated into an 
  expertise in all things monster­related. You 
  have advantage on Intelligence checks to 
  recall information about monstrosities, as well 
  as on Animal Handling or Nature checks 
  made to calm, train, direct, or heal 
  monstrosities. 
  Spells
  speak with animals, cure wounds
  alter self, enlarge/reduce
  meld into stone, haste
  Spell Level
  1st
  2nd
  3rd
  4th
  charm monster, stone shape
  animate objects, cure mass wounds
  5th
  
  Recombinants
  At 3rd level, you are visited by an unsettling 
  inspiration and learn how to instill horrific 
  permanent changes into the bodies of 
  defenseless subjects. By spending 8 
  uninterrupted hours performing a ritual 
  involving your own blood, you can transform 
  a beast of CR 1/8 or less into a monstrosity 
  known as a recombinant. Doing so requires 
  the expenditure of 100 gp worth of materials.
  Your recombinant acts on your initiative 
  count and has the game statistics it had in its 
  previous form, except that its type is 
  monstrosity, its hit point maximum is 10, and 
  it loses any multiattack it may have had. In 
  addition, it gains your choice of a number of 
  the following recombinant characteristics 
  equal to your Wisdom modifier at the 
  time of its creation:
  • Bioluminescence: You outfit 
  your recombinant's body with a 
  glowing tail or phosphorescent 
  spots. Your recombinant gains the 
  ability to cast light on itself at­will 
  without verbal, somatic, or 
  material components.
  • Bug­Eyed Freak: You 
  replace your recombinant's eyes 
  with a pair of bulbous, organic 
  magical sensors you grew in a 
  jar. Your familiar gains 
  darkvision 60 feet and has 
  advantage on Wisdom 
  (Perception) checks.
  • Carapace: You graft a 
  tough carapace onto the 
  outside of your 
  recombinant's body. Its AC 
  increases by 3.
  • Wings: You stitch wings 
  of any type onto your 
  recombinant's body. It gains 
  a fly speed of 30 feet.
  • Chameleon Skin: You 
  imbue your recombinant's 
  skin or fur with the ability to 
  change color to blend in with 
  its surroundings. It has 
  advantage on stealth checks 
  and can take the Hide action 
  when lightly obscured.
  • Extradimensional 
  Pouch: Your recombinant has a 
  pouch with an extradimensional space. This 
  space functions like a bag of holding with the 
  following exceptions: the space is a 4­foot 
  deep cylinder with a diameter of 6 inches, and 
  can hold a maximum of 100 lbs worth of 
  contents. When your recombinant dies, the 
  contents of the pouch spill out in an 
  unoccupied space within 5 feet.
  • Fangs: You stimulate the growth of your 
  recombinant's teeth, causing them to swell 
  into vicious fangs slaked in acidic saliva. Your 
  recombinant can make a bite attack with 
  these new fangs, adding its melee attack 
  bonus to hit and dealing 1d6 + its melee 
  ability modifier points of piercing damage + 
  1d6 acid damage on a hit.
  • Mutable Form: Your recombinant 
  gains the ability to cast the 
  enlarge/reduce spell on itself at­will 
  without verbal, somatic, or material 
  components. When it does so, the 
  spell lasts until it chooses to end it 
  as a bonus action.
  • Regeneration: The 
  regenerative magics you imbued 
  into your recombinant are 
  particularly strong. Your 
  recombinant regains 1 hit point 
  at the beginning of each of its 
  turns unless it has taken fire 
  damage since the end of its 
  last turn.
  • Spider Legs: You 
  replace your recombinant's 
  legs with eight chitinous 
  spider legs. It gains a climb 
  speed of 40 feet and can 
  climb on difficult surfaces, 
  such as upside down on a 
  ceiling, without needing to 
  make an ability check.
  • Stinger: You augment 
  your recombinant with a 
  poisonous stinger. It gains 
  the ability to make an attack 
  with this stinger, adding its 
  melee attack bonus to the 
  roll and doing 1d6 piercing 
  damage on a hit. On a hit, the 
  target must also make a DC 
  10 Constitution saving throw, 
  taking 3d6 poison damage on 
  a failed save, or half as much
  
  on a successful one.
  • Tentacles: You have grafted two fleshy 
  or segmented tentacles onto your 
  recombinant's body. It gains an extra reaction 
  that it can only use to make an opportunity 
  attack with a tentacle. This attack uses your 
  recombinant's melee attack bonus, has a 10 
  foot reach, and deals 1d8 bludgeoning 
  damage on a hit. Your recombinant can spend 
  both of its reactions at once to make two 
  opportunity attacks on a single target, but 
  both must be tentacle attacks.
  The recombinant obeys your commands, 
  and considers you its parent or master. You 
  can only control a single recombinant in this 
  way at one time; if you create a new 
  recombinant, your control over the previous 
  one fades, it is no longer considered a 
  recombinant, and it becomes hostile to you 
  and all other creatures.
  As part of the creation of your 
  recombinant, you imbue it with regenerative 
  magics. Because of this, when your 
  recombinant dies you can restore it to life by 
  gathering its head and at least 30% of its 
  body; if you spend one hour stitching these 
  parts back together, the recombinant comes 
  back to life with 1 hit point and regenerates 
  any lost limbs or body parts after you 
  complete a long rest.
  You can use your familiar to create a 
  recombinant. After the transformation, it is 
  still considered to be your familiar and you 
  retain all associated benefits. However, if you 
  create a new recombinant, your familiar 
  recombinant still becomes hostile. 
  Alternatively, you can cast find familiar on 
  your existing recombinant if you know it. If 
  you do so, it is considered a familiar.
  Metamorphosis
  At 10th level, your transformative magics 
  allow you to grant and assume temporary 
  monstrous forms. Choose one monstrosity of 
  CR 2 as your metamorph. You can use your 
  action to magically transform into that 
  creature, or to allow your recombinant to do 
  so. You can use this feature twice, regaining 
  all uses when you finish a long rest. You gain 
  new metamorphs at 12th, 15th, 18th and 
  20th levels. When you gain a new metamorph, 
  you may pick a monstrosity of CR equal to or 
  less than one quarter of your witch level, 
  rounded down. Alternatively, you may pick 
  the form of a recombinant you have previously 
  created.
  You or your recombinant can stay in a 
  metamorph for a number of hours equal to 
  your Wisdom modifier, reverting to your 
  normal form at the end of this time unless 
  you expend another use of this feature. You 
  can revert to your normal form earlier, or 
  cause your recombinant to do so, by using a 
  bonus action on your turn. You automatically 
  revert if you fall unconscious, drop to 0 hit 
  points, die, or if this feature is used by your 
  recombinant (or vice versa). While you or your 
  recombinant are transformed, follow the rules 
  that apply for a druid's wild shape (page 67 in 
  the Player's Handbook). In addition, you can 
  now create recombinants from beasts of CR 
  1/4 or less.
  Evolution
  At 14th level, you learn to twist the pain of a 
  killing blow into renewed abomination. 
  Choose a monstrosity of CR 5. As your 
  reaction when you see you or your 
  recombinant  reduced to 0 hit points, you can 
  cause that creature to instead immediately 
  transform into the chosen monstrosity as 
  though with your Metamorphosis ability. You 
  may also use this ability when you see your 
  recombinant drop to 0 hit points in its normal 
  form, causing it to transform into one of your 
  metamorphs instead of dying. Once you have 
  used either version of this feature, you cannot 
  do so again until you complete a long rest. At 
  20th level, you may replace your previous 
  choice of monstrosity with one of CR 6.
  Additionally, you have learned to wreak 
  further transfigurations on your recombinant. 
  By spending 8 uninterrupted hours carrying 
  out a ritual involving your own blood, you can 
  permanently transform your recombinant into 
  a monstrosity of CR 2 or less. At 20th level, 
  you can use this feature to permanently 
  transform your recombinant into a 
  monstrosity of CR 3 or less.
  Alternatively, you may choose to use this 
  ritual to upgrade your recombinant's current 
  form. If you do, it gains 2 (4 at 20th level) of 
  the following greater recombinant 
  characteristics, active even when it is in a 
  metamorph:
  • Arcane Hide: You imbue your
  
  recombinant with powerful magical 
   dampening. It has advantage on saves against 
  spells and magical effects. 
  • Blink: You have taught your 
  recombinant to travel through the Border 
  Ethereal plane. As a bonus action, it can 
  enter the Border Ethereal plane from the 
  Material plane or vice versa.
  • Blood of the Hydra: You have given 
  your recombinant a transfusion of hydra 
  blood, granting it powerful regenerative 
  abilities. It regains 5 hit points at the end of 
  each of its turns unless it has taken fire 
  damage since the end of its last turn.
  • Engorgement: You have overstimulated 
  your recombinant's growth factor, causing it 
  to swell to a size unprecedented for a normal 
  creature of its type. If it was Medium or 
  smaller, it is now Large. If it was Large, its 
  new size is Huge. Its maximum hit points 
  increase by a number equal to its 
  Constitution modifier multiplied by half your 
  witch level rounded down. Its Strength 
  increases by 2, its attacks deal an additional 
  1d4 damage, and it gains the ability to 
  swallow a grappled creature of Medium size or 
  smaller as an action, succeeding on a 
  Strength (Athletics) contest to do so. A 
  swallowed creature is blinded and restrained, 
  takes 1d6 acid damage at the start of each of 
  the recombinant's turns, and can escape with 
  a successful DC 12 Strength (Athletics) check, 
  causing the recombinant to vomit it out prone 
  in an unoccupied space within 5 feet.
  • Magic Flesh: You instill your 
  recombinant's body with magical power, 
  causing it to resist blows from nonmagical 
  sources. Your recombinant gains resistance to 
  bludgeoning, slashing, and piercing damage 
  from nonmagical weapons that are not 
  silvered.
  • Monstrous Surge: Your recombinant 
  learns to draw from your well of arcane power 
  to heal itself. As a bonus action, it can restore 
  a number of hit points equal to 1d10 + your 
  witch level. It can use this feature once, 
  regaining all uses on a short or long rest.
  Either version of this ritual requires the 
  expenditure of 500 gp worth of rare 
  components.
  Transmogrify
  At 20th level, you have learned to curse 
  creatures with abomination. As an action, you 
  can attempt to curse a creature that you can 
  see within 60 feet. The creature must make a 
  Constitution saving throw against your spell 
  save DC. If the saving throw fails by 5 or 
  more, the creature is instantly transformed 
  into a monstrosity of your choosing of CR 5 or 
  less (of a size category that is no more than 
  one size different from that of the target 
  creature). Otherwise, a creature that fails the 
  save begins to transform into the monstrosity 
  you chose. They fall prone as they are 
  wracked with pain, and are considered 
  incapacitated. The incapacitated creature 
  must repeat the saving throw at the end of its 
  next turn, completing the transformation on a 
  failure and ending the effect on a success. 
  Upon completing the transformation, both you 
  and the target creature immediately gain one 
  level of exhaustion. If you target your 
  recombinant with this feature, the bond 
  between you is immediately broken and it is 
  no longer considered a recombinant.
  A creature transformed by this feature is 
  
  charmed by you for 30 days. This charm is 
  immediately broken if you or your allies harm 
  the creature in any way. At the end of the 30 
  days, the creature becomes independent and 
  judges you based on your treatment of it. It is 
  only hostile to you if you were unkind to it 
  during its servitude, but may choose to leave 
  your company unless you treated it 
  particularly well. This transformation lasts 
  until the creature is freed by greater 
  restoration, remove curse, or other restorative 
  magic.
  Once you use this feature, you cannot use 
  it again until you complete a long rest.
  Multiclassing
  When multiclassing as a witch to a class with 
  the Spellcasting feature, you can use the spell 
  slots you gain from the Craft Magic class 
  feature to cast spells you know or have 
  prepared from classes with the Spellcasting 
  class feature, and you can use the spell slots 
  you gain from the Spellcasting class feature to 
  cast witch spells you know.
  When multiclassing as a witch with 
  warlock, you calculate the level of your witch 
  and warlock spell slots and the number of 
  slots together. Add together your witch and 
  warlock levels and determine your level and 
  number of spell slots using either class's 
  table. These slots count as both witch and 
  warlock slots for you.
  Witch Kennings
  If a kenning has prerequisites, you must meet 
  them to learn it. You can learn the kenning at 
  the same time as you meet its prerequisites. A 
  level prerequisite refers to your level in this 
  class.
  Arcane Boost
  Prerequisite: 9th level, the Coven­Keeper witch 
  archetype
  As your reaction when you see a member of 
  your coven cast a spell that requires an attack 
  roll or saving throw, you can add 1d6 to the 
  attack roll or subtract 1d6 from the target's 
  saving throw. You can use this feature a 
  number of times equal to your Wisdom 
  modifier, regaining all expended uses on a 
  short or long rest. 
  Athame
  Prerequisite: the Idol Activity class feature
  You have learned to anoint a dagger for use as 
  a ritual tool known as an athame, spending 
  an hour to do so. You can only have one 
  athame at a time. You can use your athame 
  as your arcane focus. Choose one of the 
  following effects:
  • While holding your athame, you can use 
  an action to cause a nonmagical item worn or 
  carried by a creature that you can see to 
  momentarily sharpen into magical keenness. 
  The target must make a Dexterity saving 
  throw against your spell save DC, accidentally 
  pricking themself on the sharpened item on a 
  failed save (taking no damage). When a 
  creature fails this save, a single drop of their 
  blood beads on the tip of your athame and 
  can be collected for use in the creation of 
  idols.
  • You learn the control flame cantrip.
  
  Besom
  Prerequisite: 9th level
  You have learned to anoint a broom for ritual 
  purposes, spending an hour to do so. You can 
  cast greater restoration using a witch spell slot 
  while holding this broom. Once you have used 
  this feature, you cannot use it again until you 
  complete a long rest.
  Blessed Be
  Prerequisite: the bless spell
  You can cast bless at­will as a 1st­level spell 
  without expending a spell slot.
  Blood Bather
  Prerequisite: 15th level
  You have learned how to extend your life by 
  bathing in the blood of goats and other 
  ungulates. You age 1 year for every 10 that 
  passes and retain a youthful appearance until 
  the end of your lifespan. In addition, you can 
  drink a bottle of fresh blood to regain 2d4 + 2 
  Hit Points.
  Book of Shadows
  Prerequisite: the Idol Activity feature
  You bind yourself to a grimoire that you 
  create or inherit. This magical tome, known 
  as a book of shadows, contains your and/or 
  your coven's knowledge of arcane lore and 
  magical secrets. By spending an hour 
  recording what you have learned, you can 
  create an entry for a creature for whom you 
  currently possess an active idol. The entry 
  contains information on the creature's habits, 
  abilities, and weaknesses, and details how to 
  craft an idol for creatures of that kind in the 
  future. Creating an entry requires rare inks 
  costing 10 gp.
  You are able to craft idols based solely on 
  your book of shadows entries. When you do, 
  the idol is attuned to creatures of that kind in 
  general, rather than to a single creature. An 
  idol crafted in this way grants you your idol 
  bonus to damage rolls against any creature of 
  the kind whose entry you used to craft it.
  For example, if you wrote an entry for 
  Strahd von Zarovich in your book of shadows, 
  you would be able to craft idols attuned to 
  vampires in general. Idols crafted based on 
  humanoid entries are attuned only to 
  humanoids of the same race as the subject of 
  the entry. Idols of this type cannot be used 
  with the Spoiler feature.
  If you inherit your book of shadows, it 
  contains entries on 1d10 individual creatures 
  of the DM's choosing.
  Buffed Buddy
  Prerequisite: the Recombinants feature
  Choose one additional recombinant 
  characteristic from the list given in the 
  description of that feature. Your recombinant 
  gains that characteristic, and when you create 
  a new recombinant in the future, you can 
  choose a number of characteristics equal to 
  your Wisdom modifier + 1.
  Canny
  Prerequisite: 15th level, the Guile feature
  You gain a second Guile attunement slot.
  Chalice
  Prerequisite: the Idol Activity feature
  You have learned to anoint a cup or goblet for 
  use as a ritual tool known as a chalice, 
  spending an hour to do so. You can only have 
  one chalice at a time. You can use your 
  chalice as your arcane focus. Choose one of 
  the following effects:
  
  • You can place an idol that you have 
  crafted into the chalice filled with any fluid. 
  For 1 minute after you do so, you can cast a 
  spell with a range of touch on the target of 
  that idol as long as you are touching the idol 
  and can also see the target. Once you have 
  used this feature, you cannot do so again 
  until you complete a short or long rest.
  • You learn the shape water cantrip.
  Child-Charmer
  You can cast charm person as a 1st­level spell 
  on children at­will without expending a spell 
  slot. When you do, the target has 
  disadvantage on the save and the effect lasts 
  until dispelled.
  Doctrine of Signatures
  You maintain a collection of nonmagical herbs 
  that bear superficial resemblances to 
  humanoid body parts. As an action, you 
  touch a bundle of these herbs to an 
  unconscious creature with 0 hit points and 
  cause that creature to regain 1d4 hit points. 
  You can use this feature a number of times 
  equal to your Wisdom modifier, using a new 
  bundle of herbs for each use and regaining all 
  expended uses when you complete a long rest.
  Eldritch Kenning
  Prerequisite: 7th level
  Choose one Eldritch Invocation from the 
  warlock's list that has only a level 
  requirement that you equal or exceed in witch 
  levels. You gain that invocation as this 
  kenning.
  Fog Hag
  Prerequisite: 11th level
  You can cast gaseous form on yourself at­will 
  without expending a spell slot. 
  Ghost Grip
  Prerequisite: 5th level, the Medium witch 
  archetype
  You learn the mage hand cantrip if you do not 
  already know it. When you cast it, the hand is 
  invisible unless you choose otherwise, has a 
  range of 60 feet, and can lift up to 50 lbs. In 
  addition, the hand can tap, knock, or bang on 
  objects to create sounds that can be heard for 
  30 feet around.
  Greater Eldritch Kenning
  Prerequisite: 15th level
  Choose one Eldritch Invocation from the 
  warlock's list that has only a level 
  requirement that you equal or exceed in witch 
  levels. You gain that invocation as this 
  kenning.
  Hag-Ward
  You can cast protection from evil and good at­
  will without expending a spell slot.
  Hedge Spell
  Choose a spell from the witch spell list that is 
  of a level for which you have spell slots. You 
  add that spell to your list of spells known, and 
  ignore verbal component requirements for 
  that spell as well as material requirements 
  that have no specified value.
  Herb-Witch
  Prerequisite: 5th level
  You can cast speak with plants at­will without 
  expending a spell slot.
  Hurly Burly
  Prerequisite: 7th level
  You can cast haste without expending a spell 
  slot. Once you have used this feature, you 
  cannot use it again until you complete a long 
  rest.
  Improved Familiar Wiles
  Prerequisite: the Familiar Wiles feature
  When your familiar uses the Familiar Wiles 
  feature, it adds or subtracts 1d6 instead of 
  1d4 to or from the roll.
  The Left Hand Path
  Prerequisite: the bane spell
  You can cast bane as a 1st­level spell at­will 
  without expending a spell slot. If you are not 
  left handed, you become so.
  Library of Shared Experiences
  Prerequisite: 5th level, the Coven­Keeper witch 
  archetype
  Choose one spell from your list of spells 
  known. Everyone in your coven adds that 
  spell to their class spell list or list of spells 
  known. When you gain a level in this class, 
  you can replace the spell with another spell 
  from your list of spells known.
  
  Long-Distance Brewing
  Prerequisite: the Spoiler feature
  The radius of the Spoiler feature is increased 
  to 15 miles for you.
  Mimicry
  You can mimic animal sounds and humanoid 
  voices. A creature that hears the sounds can 
  tell they are imitations with a successful 
  Wisdom (Insight) check against your spell 
  save DC.
  Mutterer
  Prerequisite: 5th level
  You ignore the verbal component 
  requirements of spells.
  Monstrous Homunculus
  Prerequisite: 13th level, the Recombinants 
  feature
  You learn the create homunculus spell and 
  can cast it using a 6th­level witch spell slot. 
  When you do, choose two characteristics from 
  the list given in the description of the 
  Recombinants feature. The homunculus you 
  create gains those characteristics.
  Pentacle
  Prerequisite: the Idol Activity feature
  You have learned to craft and anoint a ritual 
  amulet inscribed with a pentacle, spending an 
  hour to do so. You can only have one pentacle 
  at a time. You can use your pentacle as your 
  arcane focus. Choose one of the following 
  effects:
  • Choose one creature that you can see 
  within 60 feet for whom you possess an idol. 
  As a bonus action, you can cause that 
  creature to immediately teleport to an 
  unoccupied space within 5 feet of you. Once 
  you have used this feature, you cannot do so 
  again until you complete a short or long rest.
  • You learn the mold earth cantrip.
  Reinforced Stitching
  Prerequisite: the Recombinants feature
  Your recombinant's maximum hit points are 
  10 + your Wisdom modifier multiplied by half 
  your witch level rounded down.
  Salem's Safety
  Prerequisite: 9th level
  You are resistant to fire damage.
  Skyclad
  When you are completely naked aside from 
  jewelry and a cloak or cape, your AC equals 
  10 + your Dexterity modifier + your Wisdom 
  modifier.
  Slippery Servant
  Prerequisite: the Recombinants feature
  Your recombinant gains the ability to take the 
  Dash, Disengage, Dodge, or Hide actions as 
  bonus actions.
  Song Stealer
  Prerequisite: 3rd level
  You add silence to your list of spells known. 
  When you cast it, you can choose to have it 
  target a single creature. When you do so, the 
  target must make a Charisma saving throw. If 
  they fail, they are silenced and can create no 
  vocal sounds for the duration. If you maintain 
  your concentration for the full duration of the 
  spell, this effect becomes permanent (until 
  dispelled by dispel magic, greater restoration, 
  remove curse, or similar magic).
  You can choose to speak with the voice of 
  a creature affected by your permanent casting 
  of this spell instead of your own. When you 
  do, your voice becomes indistinguishable from 
  that of the target, and you make Performance 
  and Persuasion checks using their game 
  statistics. You can maintain hold over a 
  number of stolen voices equal to your Wisdom 
  modifier, choosing one voice to return to its 
  owner when a new casting of silence would
  
  put you over your limit. When you do, the 
  effect immediately ends for the target whose 
  voice you released.
  Once you use this feature, you cannot use 
  it again until you complete a long rest.
  Spectral Reach
  Prerequisite: 5th level, the Medium witch 
  archetype
  You can use a bonus action to cause one of 
  your arms to become incorporeal up to the 
  shoulder. While this effect is active, your 
  reach increases by 10 feet and you can reach 
  into or through objects and creatures. You are 
  able to interact with objects or creatures that 
  you choose as though your hand was solid. 
  While this effect is active, you can make a 
  melee weapon attack with your spectral arm, 
  adding your Charisma modifier to hit and 
  dealing 1d6 + your Charisma modifier points 
  of force damage. You are considered proficient 
  for this attack. Maintaining this effect 
  requires your concentration.
  Vampire Prowl
  Prerequisite: 3rd level
  You add spider climb to your list of spells 
  known and can cast it on yourself at­will 
  without expending a spell slot.
  Wand
  Prerequisite: the Idol Activity feature
  You have learned to anoint a wand as a ritual 
  tool, spending an hour to do so. You can only 
  have one anointed wand at a time. You can 
  use your wand as your arcane focus. Choose 
  one of the following features:
  • Choose one creature that you can see 
  within 60 feet for whom you have an idol. As a 
  bonus action, you can tap the idol with the 
  wand and cause the target to either (a) have 
  disadvantage on their next attack or (b) have 
  advantage on their next saving throw. Once 
  you have used this feature, you cannot use it 
  again until you complete a short or long rest.
  • You learn the gust cantrip. 
  Witch Mercy
  Prerequisite: the healing word spell
  You can cast healing word as a 1st­level spell 
  without expending a spell slot. Once you have 
  used this feature, you cannot use it again 
  until you complete a short or long rest.
  Witch-Ray
  Prerequisite: the ray of sickness spell
  You can cast ray of sickness at­will as a 1st­
  level spell without expending a spell slot. 
  When you do so, it deals extra damage 
  according to your witch level: +1d8 at 5th 
  level, +2d8 at 11th, and +3d8 at 17th level.
  Witch-Spit
  Your saliva is blue, and can be used as ink. 
  Anything written in this ink appears to be 
  written in random squiggles and sigils and is 
  unintelligible to anyone but you and those 
  you designate. A reader may attempt a single 
  Intelligence (Investigation) check against your 
  spell save DC, successfully piercing the 
  illusion on a success. In addition, your spit 
  can be substituted for the rare inks required 
  to transcribe spells.
  
  Cantrips (0 Level)
  Blade Ward
  Chill Touch
  Control Flame
  Create Bonfire
  Dancing Lights
  Fire Bolt
  Friends
  Gust
  Mage Hand
  Magic Stone
  Mending
  Message
  Minor Illusion
  Mold Earth
  Prestidigitation
  Produce Flame
  Resistance
  Sacred Flame
  Shocking Grasp
  Toll the Dead
  1st Level
  Bane
  Bless
  Command
  Disguise Self
  Faerie Fire
  Feather Fall
  Find Familiar
  Healing Word
  Hex
  Identify
  Mage Armor
  Ray of Sickness
  Sleep
  Witch Bolt
  2nd Level
  Arcane Lock
  Blindness/Deafness
  Blur
  Continual Flame
  Detect Thoughts
  Hold Person
  Invisibility
  Knock
  Levitate
  Locate Object
  Moonbeam
  Phantasmal Force
  Suggestion
  Web
  3rd Level
  Bestow Curse
  Blink
  Conjure Animals
  Counterspell
  Dispel Magic
  Fly
  Gaseous Form
  Hypnotic Pattern
  Lightning Bolt
  Phantom Steed
  Plant Growth
  Remove Curse
  Summon Lesser 
  Demons
  Thunder Step
  Tiny Servant
  Vampiric Touch
  4th Level
  Arcane Eye
  Conjure Woodland 
  Beings
  Charm Monster
  Dimension Door
  Giant Insect
  Greater Invisibility
  Phantasmal Killer
  Polymorph
  Sickening Radiance
  Summon Greater 
  Demon
  5th Level
  Awaken
  Conjure Elemental
  Contagion
  Dream
  Enchanted Slumber
  Far Step
  Infernal Calling
  Modify Memory
  Scrying
  Synaptic Static
  Telekinesis
  Teleportation Circle
  6th Level
  Chain Lightning
  Conjure Fey
  Disintegrate
  Eyebite
  Flesh to Stone
  Guards and Wards
  Investiture of Flame
  Investiture of Ice
  Investiture of Stone
  Investiture of Wind
  Mass Suggestion
  Soul Cage
  True Seeing
  7th Level
  Conjure Celestial
  Crown of Stars
  Etherealness
  Finger of Death
  Plane Shift
  Simulacrum
  8th Level
  Control Weather
  Demiplane
  Dominate Monster
  Feeblemind
  Incendiary Cloud
  Maze
  9th Level
  Astral Projection
  Foresight
  Shapechange
  True Polymorph
  Weird
  Wish
  Witch Spell List
  Enchanted Slumber
  5th­level enchantment
  Casting Time: 1 hour
  Range: Touch
  Components: V, S
  Duration: 30 days
  You touch a Tiny nonmagical object and imbue it with a powerful witch's curse. A creature other than you 
  that touches the object must make a Constitution saving throw or fall into a state of slumbering suspended 
  animation for the duration. Time ceases to flow for it, and it doesn't grow older or require food or water. The 
  creature cannot be woken by any means, but you can end the spell early by using an action to dismiss it. A 
  remove curse, greater restoration, or wish spell also ends it. You can set a condition for the spell to end 
  early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target.
  At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. 
  When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells 
  mentioned above.
  
  Sample Witch NPCs
  This section presents statistics for 5 sample witch NPCs: the hex­brewer, the grave witch, the 
  mold mage, the sanguinarian, and the witch of the wilds. These NPCs were created as though they 
  were witch player characters, and serve to demonstrate possible builds for the class and provide 
  ready­made stat blocks for witch NPCs. Most of these NPCs were given a race according to what 
  best suited their character design,  but they can easily be altered to suit your needs.
  The Hex-Brewer
  The hex­brewer, grave witch, and mold mage make up a hypothetical coven for use in your 
  campaign, but can of course also be used individually. The coven is led by the hex­brewer, whose 
  talents help the other members of the coven to acquire blood for the creation of idols. The hex­
  brewer also maintains the coven's record of arcane lore and uses their talent with potions brewing 
  to both hurt and help from afar. In battle, the hex­brewer flies above the battle, draining life 
  energies from the coven's foes with vampiric touch, delivered via an idol dipped in their chalice.
  Hex-Brewer
  Medium humanoid (protector aasimar, any alignment)
  Armor Class 14 (studded leather)
  Hit Points 56 (8d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (­1)  14 (+2)  10 (+0) 10 (+0) 18 (+4) 18 (+4)
  Saving Throws. Wisdom +7, Charisma +7
  Senses passive Perception 14
  Skills Arcana +3, Deception +7, Insight +7, Persuasion 
  +7
  Languages common, infernal, celestial
  Challenge 4 (1,100 XP)
  Athame. The hex­brewer has an athame that can be 
  used according to the description of the athame 
  kenning on page 13 of this document.
  Book of Shadows. The hex­brewer has a book of 
  arcane knowledge that allows them to craft race­
  generalized idols.
  Chalice (Recharges on a Short or Long Rest).  The 
  hex­brewer has a chalice that can be used according to 
  the description of the athame kenning on page 13 of 
  this document.
  Coven­Keeper.The hex­brewer can create and maintain 
  covens, allowing the members of a coven to 
  communicate telepathically when within 1 mile of each 
  other.
  Long­Distance Spoilers. The hex­brewer can submerge 
  their idols in potions to affect the target, as long as the 
  target is within 15 miles. See the rules for the Spoiler 
  feature (page 6 of this document).
  Actions
  Healing Hand (1/day). The hex­brewer touches a 
  creature, causing them to regain 8 hit points.
  Radiant Soul (1/day). The hex­brewer sprouts spectral 
  wings, gaining a fly speed of 30 ft. In addition, for 1 
  minute or until they end this effect as a bonus action, 
  they can add 8 radiant damage once per turn to a hit 
  with their weapon or spell attack.
  Craft Magic: The hex­brewer is an 8th­level 
  spellcaster. Their spellcasting ability is Charisma (spell 
  save DC 17, +9 to hit with spell attacks) and they 
  regain 4th level slots on a long or short rest. They know 
  the following witch spells:
  Cantrips (at­will): dancing lights, resistance, toll the 
  dead
  1st­4th­level (2 4th level slots): blink, 
  blindness/deafness, healing word, hold person, hypnotic 
  pattern, remove curse, summon greater demon, tiny 
  servant, vampiric touch
  Items
  The hex­brewer has general idols against humans, 
  elves, dwarves, and halflings.
  
  Grave Witch
  Medium humanoid (high elf, any alignment)
  Armor Class 16 (studded leather)
  Hit Points 56 (8d8 + 0)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (­1)  18 (+4)  11 (+0) 10 (+0) 18 (+4) 16 (+3)
  Saving Throws. Wisdom +7, Charisma +6
  Senses passive Perception 17
  Skills Arcana +3, Deception +6, Insight +7, Perception 
  +7 Persuasion +6
  Languages common, elvish, infernal, celestial
  Challenge 4 (1,100 XP)
  Fey Ancestry. The grave witch has advantage against 
  being charmed and magic cannot put them to sleep.
  Ghost Grip. The grave witch knows mage hand, and 
  when they cast it the hand can be invisible, has a range 
  of 60 ft., can lift 50 lbs, and can make sounds.
  Hurly Burly (1/day). The grave witch can cast haste 
  without expending a spell slot.
  Mobile.  The grave witch has the Mobile feat.
  Shadow Servant. The grave witch's shadow is animate 
  and under their control.
  Actions
  Spectral Squeeze. Melee attack: +7 to hit, one target, 
  reach 15 ft. Hit: 1d6 + 3 force damage.
  Green Flame Grasp. Melee attack: +6 to hit, reach 15 
  ft., one target Hit: 1d6 + 3 force damage plus 2d8 fire 
  damage and an additional 2d8 + 3 fire damage to an 
  adjacent target.
  Guile Snatch (4/LR). The grave witch targets a magic 
  item that they can see within 60 feet that is attuned to 
  a creature that they can also see, also within 60 feet. 
  The grave witch enters a Charisma contest with the 
  attuned creature, causing the target magic item to 
  appear in the grave witch's hand, attuned to the grave 
  witch, on a success.
  Craft Magic: The grave witch is an 8th­level 
  spellcaster. Their spellcasting ability is Charisma (spell 
  save DC 14, +6 to hit with spell attacks) and they 
  regain 4th level slots on a long or short rest. They know 
  the following witch spells:
  Cantrips (at­will): green flame blade, mage hand, minor 
  illusion, toll the dead
  1st­4th­level (2 4th level slots): arcane eye, blink, 
  blur, counterspell, fly, greater invisibility, invisibility, 
  phantasmal killer, phantom steed
  The Grave Witch
  The grave witch is your garden­variety goth teenager who read a bit too far into granny's book of 
  shadows. They most likely wear heavy makeup and hang around in cemeteries. In combat, the 
  grave witch slashes with their flaming spectral arm and uses their spells (blink, blur, greater 
  invisibility) to dodge enemy attacks while their shadow distracts foes.
  
  Mold Mage
  Medium humanoid (dark elf, any alignment)
  Armor Class 13 (studded leather)
  Hit Points 64 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (­1)  12 (+1)  14 (+2) 10 (+0) 16 (+3) 16 (+3)
  Saving Throws. Wisdom +6, Charisma +6
  Senses passive Perception 16, devil's sight 120 ft.
  Skills Arcana +3, Insight +6, Perception +6, Sleight of 
  Hand +4, Stealth +4, Thieves' tools +4
  Languages common, elvish
  Challenge 4 (1,100 XP)
  Fey Ancestry. The mold mage has advantage against 
  being charmed and magic cannot put them to sleep.
  Eldritch Kenning (Devil's Sight). The mold mage can 
  see through magical darkness out to a range of 120 ft.
  Elven Accuracy. When the mold mage makes an 
  attack roll that uses Dexterity, Intelligence, Wisdom, or 
  Charisma, they can choose to re­roll one of the dice 
  once.
  Witch­Ray.  The mold mage can cast ray of sickness as 
  a 1st­level spell at­will without expending a spell slot. It 
  deals an additional 1d8 damage.
  Actions
  Ray of Sickness. Ranged Spell Attack: +6 to hit, 60 ft., 
  one target Hit: 3d8 poison damage and the target must 
  make a DC 14 Constitution saving throw or be poisoned 
  until the end of the mold mage's next turn.
  Craft Magic: The mold mage is an 8th­level spellcaster. 
  Their spellcasting ability is Charisma (spell save DC 14, 
  +6 to hit with spell attacks) and they regain 4th level 
  slots on a long or short rest. They know the following 
  witch spells:
  Cantrips (at­will): chill touch, dancing lights, mold 
  earth, toll the dead
  1st­4th­level (2 4th level slots): dimension door, detect 
  thoughts, dispel magic, find familiar, lightning bolt, plant 
  growth, ray of sickness, thunder step, web
  Innate Spellcasting: The mold mage can innately cast 
  dancing lights, faerie fire (1/day), and darkness (1/day).
  The Mold Mage
  The mold mage is a witch obsessed with fungi, either because they grew up in the Underdark or 
  because they just don't have any friends. In either case, they probably carry a small glass 
  terrarium filled with fungus now, and their trusty familiar is literally made of mold.
  Thorny Recombinant
  Medium humanoid (dark elf, any alignment)
  Armor Class 17 (natural armor, carapace)
  Hit Points 22
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
       13 (+1) 12 (+1) 13 (+1) 2 (­4)  10 (+0) 6 (­2)
  Damage Resistances lightning, piercing
  Senses darkvision 60 ft., passive Perception 14
  Skills Perception +4, Stealth +3
  Languages None
  Challenge 1 (200 XP)
  Familiar Wiles (3/day). The thorny recombinant 
  augments the mold mage's spells with a d4 (see page 6).
  Slippery Servant. The thorny recombinant can take 
  the Dash, Disengage, Dodge, or Hide actions as bonus 
  actions.
  Thorny Characteristics. The thorny recombinant has 
  the characteristics of a thorny (Volo's Guide to Monsters, 
  page 197).
  Actions
  Fangs. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 1d6 + 1 piercing plus 1d6 acid damage.
  
  Sanguinarian
  Medium humanoid (half­elf, neutral evil)
  Armor Class 16 (studded leather)
  Hit Points 101 (15d8 + 0)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (­1)  18 (+4)  10 (+0)  8 (­1)   18 (+4) 18 (+4)
  Saving Throws. Wisdom +9, Charisma +9
  Senses passive Perception 14, darkvision 60 ft.
  Skills Acrobatics +9, Deception +9, Perception +9, 
  Performance +9, Sleight of Hand +9, Stealth +9
  Languages common, infernal, elvish, dwarvish
  Challenge 9 (5,000 XP)
  Blood Bather. The sanguinarian keeps a youthful 
  appearance until the end of their lifespan and can 
  drink a bottle of fresh blood to regain 2d4 + 2 hit 
  points.
  Fey Ancestry. The sanguinarian has advantage against 
  being charmed and magic cannot put them to sleep.
  Guile. The sanguinarian has an extra attunement slot 
  that they can use to attune items without gaining their 
  benefits.
  Evolution (1/day). As their reaction when the 
  sanguinarian drops to 0 hit points in a metamorph, 
  they transform into a roper (Monster Manual page 261). 
  Bonus Actions
  Guile Swap (4/day). The sanguinarian swaps a magic 
  item from a guile slot to a regular attunement slot or 
  vice versa. They immediately gain the magical effects of 
  the item swapped into the attunement slot and 
  immediately lose the effects of the item swapped into 
  the guile slot.
  Actions
  Bite (alter self only). Melee attack: +5 to hit, reach 5 
  ft., one target Hit: 1d6 points of piercing damage 
  (counts as magical) and the sanguinarian regains an 
  equal number of hit points to the damage dealt.
  Ray of Sickness. Ranged Spell Attack: +9 to hit, 60 ft., 
  one target Hit: 4d8 points of poison damage and the 
  target must make a DC 17 Constitution saving throw or 
  be poisoned until the end of the sanguinarian's next 
  turn.
  Metamorphosis (2/day). The sanguinarian transforms 
  into one of their metamorphs: lesser vampire bat, 
  winter wolf, or greater vampire bat (see next page).
  Guile Snatch (4/day). The sanguinarian targets a 
  magic item that they can see within 60 feet that is 
  attuned to a creature that they can also see, also within 
  60 feet. The sanguinarian enters into a Charisma 
  contest with the attuned creature, causing the target 
  magic item to appear in the sanguinarian's hand, 
  attuned to the sanguinarian's guile or attunement slot. 
  This ability cannot be used unless the sanguinarian 
  has an empty guile or attunement slot.
  Craft Magic: The sanguinarian is a 15th­level 
  spellcaster. Their spellcasting ability is Charisma (spell 
  save DC 17, +9 to hit with spell attacks) and they 
  regain 5th level slots on a long or short rest and 6th 
  level and higher slots on a long rest. They know the 
  following witch spells:
  Cantrips (at­will): alter self, gaseous form (self only), 
  minor illusion, mold earth, prestidigitation, ray of 
  sickness, spider climb, toll the dead
  1st­5th­level (3 5th level slots): charm monster, 
  conjure animals, detect thoughts, fly, greater invisibility, 
  hold person invisibility, modify memory, polymorph, 
  scrying, suggestion, vampiric touch
  6th­level (1 slot): soul cage
  7th­level (1 slot): finger of death
  8th­level (1 slot): dominate monster
  The Sanguinarian
  The sanguinarian started out as one of those poor fools that romanticize vampires. Unlike most, 
  the sanguinarian never grew out of it and has spent their entire life attempting to emulate and 
  become a vampire themself. They have probably begged for undeath from actual vampires many 
  times, and been turned away in disgust by every single one. The sanguinarian lurks around near 
  graveyards, drinks blood habitually, and most likely sleeps in an incredibly ostentatious coffin.
  
  Lesser Vampire Bat
  Tiny monstrosity (bat, recombinant)
  Armor Class 12
  Hit Points 30
  Speed 5 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (­4)   15 (+2)   8 (­1)   2 (­4)  12 (+1)  4 (­3)
  Senses passive Perception 11, blindsight 60 ft.
  Languages none
  Challenge 0 (10 XP)
  Chameleon Hide. The lesser vampire bat has 
  advantage on Dexterity (Stealth) checks and can hide 
  when only lightly obscured.
  Echolocation. The lesser vampire bat can't use its 
  blindsight when deafened.
  Keen Hearing. The lesser vampire bat has advantage 
  on Wisdom (Perception) checks that rely on hearing.
  Mutable Form. The lesser vampire bat can cast 
  enlarge/reduce on itself without expending a spell slot 
  or using verbal, somatic, or material components. 
  When it does, the effect lasts until the bat ends it as a 
  bonus action.
  Regeneration. The lesser vampire bat regains 1 hit 
  point at the beginning of each of its turns, as long as it 
  starts its turn with at least 1 hit point and is not 
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target Hit: 1d6 + 1 points of piercing damage and 1d6 
  acid damage. If the lesser vampire bat is enlarged, it 
  deals an additional 1d4 points of piercing damage.
  Greater Vampire Bat
  Large monstrosity (giant bat, recombinant)
  Armor Class 16
  Hit Points 38
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 11 (+0) 2 (­4)  12 (+1)  6 (­2)
  Damage Resistances bludgeoning, piercing and 
  slashing from nonmagical weapons
  Senses passive Perception 11, blindsight 60 ft.
  Languages none
  Challenge 1 (200 XP)
  Chameleon Hide. The greater vampire bat has 
  advantage on Dexterity (Stealth) checks and can hide 
  when only lightly obscured.
  Echolocation. The greater vampire bat can't use its 
  blindsight when deafened.
  Keen Hearing. The greater vampire bat has advantage 
  on Wisdom (Perception) checks that rely on hearing.
  Mutable Form. The greater vampire bat can cast 
  enlarge/reduce on itself without expending a spell slot 
  or using verbal, somatic, or material components. 
  When it does, the effect lasts until the bat ends it as a 
  bonus action.
  Regeneration/Blood of the Hydra. The greater 
  vampire bat regains 6 hit points at the beginning of 
  each of its turns, as long as it starts its turn with at 
  least 1 hit point and is not incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target Hit: 1d6 + 2 points of piercing damage and 1d6 
  acid damage, plus 1d4 piercing if enlarged.
  
  Witch of the Wilds
  Medium humanoid (human, any alignment)
  Armor Class 18 (skyclad)
  Hit Points 131 (17d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (­1)  18 (+4) 10 (+0) 10 (+0) 18 (+4) 18 (+4)
  Saving Throws. Dexterity, +10, Wisdom +10, Charisma 
  +10
  Senses passive Perception 18
  Skills Arcana +6, Athletics +5, Insight +10, Perception 
  +10, Survival +10
  Languages common, giant, goliath
  Challenge 19 (22,000 XP)
  Child­Charmer. The witch of the wilds can cast charm 
  person on children as a 1st­level spell at­will without 
  expending a spell slot. When they do, the target has 
  disadvantage on the save and the effect lasts until 
  dispelled.
  Evolution (1/day). As a reaction when they or their 
  recombinant drop to 0 hit points in a metamorph, the 
  witch of the wilds causes the target creature to instead 
  transform into a young remorhaz as though with the 
  witch of the wild's Metamorphosis ability.
  Greater Eldritch Kenning (Witch Sight). The witch of 
  the wilds can see the true form of any shapechanger or 
  creature concealed by illusion or transmutation magic 
  while the creature is within 30 feet of them and within 
  line of sight.
  Hurly Burly (1/day). The witch of the wilds can cast 
  haste without expending a spell slot.
  Mimicry. The witch of the wids can mimic animal 
  sounds and humanoid voices. A creature that hears the 
  sounds can determine that they are imitations by 
  making a successful DC 16 Wisdom (Insight) check.
  Mutterer. The wild witch ignores verbal component 
  requirements.
  Spoiler. The wild witch has the Spoiler feature (see 
  page 6)
  Actions
  Metamorphosis (2/day). The witch of the wilds 
  transforms themself or their recombinant into one of 
  their metamorphs: owlbear, phase spider, or peryton.
  Craft Magic: The witch of the wilds is a 17th­level 
  spellcaster. Their spellcasting ability is Charisma (spell 
  save DC 18, +10 to hit with spell attacks) and they 
  regain 5th level slots on a long or short rest and 6th 
  level and higher slots on a long rest. They know the 
  following witch spells:
  Cantrips (at­will): control flame, fire bolt, mold earth, 
  shape water, speak with plants
  1st­5th­level (4 5th level slots): arcane eye, awaken, 
  charm monster, dimension door, disguise self, giant 
  insect, greater invisibility, healing word, locate object, 
  moonbeam, polymorph, suggestion, sleep, telekinesis
  6th­level (1 slot): mass suggestion
  7th­level (1 slot): crown of stars
  8th­level (1 slot): control weather
  9th­level (1 slot): true polymorph (adult red dragon)
  The Witch of the Wilds
  The witch of the wilds haunts moors, forests, and misty mountains, cast out by polite society for 
  her strange magic or born and raised in the wilderness. A formidable spellcaster, this witch roams 
  the world in her monstrous forms, occasionally lurking along the edges of settlements and using 
  her uncanny charm to lure children out into her clutches ­ whether to make a meal of them or 
  simply to ease her loneliness is up to you. In battle, the witch of the wilds transforms into one of 
  her metamorphs and fights alongside her recombinant, a griffon. As a last resort, she true 
  polymorphs into an adult red dragon.
  Witch of the Wilds
  Medium humanoid (human, any alignment)
  Armor Class 18 (skyclad)
  Hit Points 131 (17d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (­1)  18 (+4)  10 (+0) 10 (+0) 18 (+4) 18 (+4)
  Saving Throws. Dexterity +10, Wisdom +10, Charisma 
  +10
  Senses passive Perception 10
  Skills Arcana +6, Athletics +5, Insight +10, Perception 
  +10, Survival +10
  Languages common, giant, goliath
  Challenge 9 (5,000 XP)
  Child­Charmer. The witch of the wilds can cast charm 
  person on children as a 1st­level spell at­will without 
  expending a spell slot. When they do, the target has 
  disadvantage on the save and the effect lasts until 
  dispelled.
  Evolution (1/day). As their reaction when the witch of 
  the wilds or their recombin drops to 0 hit points in a 
  metamorph, they cause the target to instead transform 
  into a young remorhaz (Monster Manual page 258).
  Greater Eldritch Kenning (Witch Sight). The witch of 
  the wilds can see the true form of any shapechanger or 
  creature concealed by illusion or transmutation magic 
  while the creature is within 30 feet of them and within 
  line of sight.
  Herb Witch. The witch of the wilds can cast speak with 
  plants at­will without expending a spell slot.
  Hurly Burly (1/day). The wild witch can cast haste 
  without expending a spell slot.
  Mimicry. The witch of the wilds can mimic animal 
  sounds and humanoid voices. A creature that hears the 
  sounds can determine that they are imitations by 
  making a successful DC 18 Wisdom (Insight) check.
  Mutterer. The witch of the wilds ignores verbal 
  component requirements.
  Spoiler. The witch of the wilds has the Spoiler feature 
  (see page 6).
  Actions
  Metamorphosis (2/day). The witch of the wilds 
  assumes one of her metamorphs: owlbear, phase 
  spider, or peryton
  Craft Magic: The witch of the wilds is a 17th­level 
  spellcaster. Their spellcasting ability is Charisma (spell 
  save DC 18, +10 to hit with spell attacks) and they 
  regain 5th level slots on a long or short rest and 6th 
  level and higher slots on a long rest. They know the 
  following witch spells:
  Cantrips (at­will): control flame, fire bolt, mold earth, 
  shape water, speak with plants
  1st­5th­level (3 5th level slots): arcane eye, awaken, 
  charm monster, dimension door, disguise self, giant 
  insect, greater invisibility, healing word, locate object, 
  moonbeam, polymorph, suggestion, sleep, telekinesis
  6th­level (1 slot): mass suggestion
  7th­level (1 slot): crown of stars
  8th­level (1 slot): control weather
  9th­level (1 slot): true polymorph
  The Witch of the Wilds
  The witch of the wilds is a lonely prodigy, wandering moors, mountains, and swamps in 
  monstrous guise. Cast out from civilization for their strange magic or simply born far from the 
  purview of city councils and schoolmarms, the witch of the wilds has become a master of the 
  untamed crannies of the world and the unnatural creatures that inhabit them. Occasionally, they 
  lurk on the edges of towns and cities, using their mimicry and uncanny charm to lure children 
  out from the safety of civilization ­ to liven up their diet, perhaps, or simply to appease an aching 
  loneliness. The witch keeps a griffon as their recombinant, and spends much of their time in one 
  of their metamorphs. As a last resort in combat, when their metamorphs are fully expended, the 
  witch of the wilds true polymorphs into an adult red dragon.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/class Witch v1.0, by Vesper Burjoski.pdf