Base Class: Wizard
Witches are a bridge between the supernatural and the mundane. They are just as quick to curse a creature as to summon spirits to aid them. They are a link between the ancient secrets of nature and civilization.
Spirit Eye
2nd-level feature
As an action, you can glare at a creature within 30 feet of you, and if they can see you, you place a powerful hex on them. Choose one of the following features: Ability Checks, Armor Class, Attack Rolls, Damage Rolls, or Saving Throws.
The targeted creature must succeed on a Wisdom saving throw or they take a penalty to the feature you chose equal to half your Proficiency bonus (rounded down). This penalty lasts for 1 minute, or if they succeeded on their saving throw, until the end of their next turn. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. This ability has no effect if a creature can't be charmed.
You can only target a creature once per day with this ability and you can use this feature a number of times equal to your proficiency modifier, regaining all spent uses on a long rest
Spiritual Companion
2nd-level feature
You create bond with spiritual being which manifests as your animal companion.
If you don't know you learn Find Familiar. Your familiar count as your spell book. You can cast this spell without material components once per long rest.
While your familiar is 30ft of you it grants you following benefits:
- Your familiar count as a spellcasting focus for your wizard spells.
- Your familiar is intangible and doesn't occupy its space It can pass through creatures but not objects.
- Whenever you cast a wizard spell on your turn, you can cast it as if you were in the familiar space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- When you copy spell you doesn't need any material components to copy spell and it has no cost. Also the time required to copy spell is halved.
Your familiar shares your initiative and use your Wisdom, Charisma and Intelligence.
Familiar
Tiny or Small beast
Armor Class 10+PB (natural armor)
Hit Points Your Wizard level
Speed 30 ft.; 30 ft. climb, swim or fly (Your choice)
Senses darkvision 60 ft.
Condition Immunities Charmed, Frightened
Languages understands all languages you know but cannot speak
Spiritual Wisdom You can add your Intelligence to Wisdom checks
Protective Spirits
6th-level feature
You gain the ability to call on the spirits to save your allies. When a creature you can see takes damage, you can use your reaction the targeted creature gains a number of Temporary Hit Points equal 3 times your wizard level.
You can use this feature a number of times equal to your proficiency modifier, regaining spent uses on a long rest.
Hexes
10th-level feature
You learn how to use one of your hexes:
Agony
As an action, you can expend a 5th level spell slot or higher and target a creature within 30 feet of you and twist their innards. They must succeed on a Constitution saving throw or become wracked with pain and they suffer one level of exhaustion. On subsequent turns, you can continue to use your action to twist their guts and they must continue to make Strength saving throws, suffering additional levels of exhaustion on a failed save.
On a successful save, the creature loses all levels of exhaustion and is no longer affected by this hex.
A creature immune to being charmed automatically succeeds on this saving throw. If you do not use your action on this ability on subsequent turns, the target can repeat their saving throw at the end of their turn.
Blessing of Mother Night
You become shielded from divination magic as if you are under the protection of a Nondetection spell.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Fade Away
As a bonus action, you can fade into the Ethereal Plane for 1 minute. You can return to the Material Plane as a bonus action on a subsequent turn or return back to the Ethereal Plane. If you are still on the Ethereal Plane after 1 minute, you return to the Material Plane. If you are inside of an object, like a wall or statue, you are deposited at the nearest empty location you can occupy, taking force damage equal to twice the number of feet you are moved.
If you use another one or use it on another target previous one is canceled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Warrior Spirit
14th-level feature