
Level |
Proficiency Bonus |
Cantrips Known |
Spells |
Features |
1 |
+ 2 |
3 |
* |
Book of Shadows, Witchcraft |
2 |
+ 2 |
3 |
* |
Arcane Sense, Rule of Three |
3 |
+ 2 |
3 |
* |
Coven Calling, Hex Rituals |
4 |
+ 2 |
3 |
* |
Ability Score Increase |
5 |
+ 3 |
3 |
* |
- |
6 |
+ 3 |
3 |
* |
Coven Casting |
7 |
+ 3 |
3 |
* |
AF |
8 |
+ 3 |
4 |
* |
Ability Score Increase |
9 |
+ 4 |
4 |
* |
- |
10 |
+ 4 |
4 |
* |
Empowered Hex Rituals |
11 |
+ 4 |
4 |
* |
AF |
12 |
+ 4 |
4 |
* |
Ability Score Increase |
13 |
+ 5 |
4 |
* |
- |
14 |
+ 5 |
4 |
* |
Forbidden Hex Rituals |
15 |
+ 5 |
4 |
* |
AF |
16 |
+ 5 |
5 |
* |
Ability Score Increase |
17 |
+ 6 |
5 |
* |
- |
18 |
+ 6 |
5 |
* |
Witch Trial |
19 |
+ 6 |
5 |
* |
Ability Score Increase |
20 |
+ 6 |
5 |
Refer to Witch Table |
A Mastery Feature |
Spellcasting Table
Level |
Cantrips Known |
Spells Known |
1st level slots |
2nd level slots |
3rd level slots |
4th level slots |
5th level slots |
1 |
3 |
2 |
2 |
-- |
-- |
-- |
-- |
2 |
3 |
2 |
2 |
-- |
-- |
-- |
-- |
3 |
3 |
3 |
3 |
- |
-- |
-- |
-- |
4 |
3 |
3 |
3 |
- |
-- |
-- |
-- |
5 |
4 |
4 |
4 |
1 |
-- |
-- |
-- |
6 |
4 |
4 |
4 |
1 |
-- |
-- |
-- |
7 |
4 |
5 |
4 |
2 |
- |
-- |
-- |
8 |
4 |
5 |
4 |
2 |
- |
-- |
-- |
9 |
4 |
6 |
4 |
2 |
1 |
-- |
-- |
10 |
4 |
6 |
4 |
3 |
1 |
- |
-- |
11 |
4 |
7 |
4 |
3 |
2 |
- |
-- |
12 |
4 |
7 |
4 |
3 |
2 |
- |
-- |
13 |
5 |
8 |
4 |
3 |
3 |
1 |
- |
14 |
5 |
8 |
4 |
3 |
3 |
1 |
- |
15 |
5 |
9 |
4 |
3 |
3 |
2 |
- |
16 |
5 |
9 |
4 |
3 |
3 |
2 |
- |
17 |
5 |
10 |
4 |
3 |
3 |
3 |
1 |
18 |
5 |
10 |
4 |
3 |
3 |
3 |
1 |
19 |
5 |
10 |
4 |
3 |
3 |
3 |
2 |
20 |
5 |
10 |
4 |
3 |
3 |
3 |
2 |
Features:
🕮 1st Level – Book of Shadows
You imbue a mundane tome with personal arcane essence, creating your Book of Shadows.
This functions identically to a Wizard’s spellbook, allowing you to inscribe spells and rituals. Your Book of Shadows often contains handwritten entries, symbols of power, personal reflections, and drawings of your familiar or magical symbols.
- You prepare spells each day from your spellbook.
- When you find a spell on the Witch spell list, you can copy it using the same rules as the Wizard class.
- The book is magically bound to you, and a special ritual allows you to recreate it if lost, though it costs time and resources.
🌒 1st Level – Witchcraft
Your study of the arcane through folklore, herbology, and whispered secrets grants you magical power.
- You are a half caster, meaning you use the Paladin/Ranger spell progression table (if you're keeping them lower-tier magically).
- You can prepare a number of spells equal to your Charisma modifier + half your Witch level (rounded down).
- You also gain proficiency with brewer’s supplies and herbalism kits, and can craft potions over long rests if you have the ingredients.
- Your spellcasting ability is Charisma, and your spell save DC and attack mod follow normal caster rules.
🔍 2nd Level – Arcane Sense
You develop an intuitive sensitivity to arcane presence.
- As an action, you can “sense spellcasters” within 60 feet of you, as long as they are visible.
- This includes any creature currently concentrating on a spell, any creature with innate spellcasting, or with an arcane feature (e.g., Warlock Eldritch Invocations).
- This feature is blocked by magical concealment like Nondetection or Mind Blank, or features that protect against divination magic.
- You can use this feature a number of times per long rest equal to your Charisma modifier (minimum 1).
🧿 Rule of Three
Unlocked at 2nd level.
“The third time is power. The fourth is temptation. The fifth is folly.”
— Witches’ Proverb
Witches understand the sacred balance of the world, and none hold it more sacred than the Rule of Three. It governs intention, action, and consequence. When a witch weaves their magic too deeply into the same thread, reality pushes back.
Feature Mechanics:
You may target the same creature or area with a spell, Hex Ritual, or magical effect up to three times within a 24-hour period (or during a single combat encounter) without penalty. However:
- Upon the fourth instance of magical targeting (whether via spell, Hex Ritual effect, or repeated buffs/debuffs against the same target), you must roll a Rule of Three Consequence Check.
Rule of Three Consequence Check
Roll a DC 13 Charisma saving throw. On a failure, choose or roll from the Backlash Table (see below). On a success, the magic works as normal—but the DC increases by 2 for each subsequent use (DC 15 on 5th use, 17 on 6th, etc.).
📉 Backlash Table (Rule of Three Consequences)
d6 |
Consequence |
1 |
Magic Overload – You take 2d8 force damage, and the spell fizzles. |
2 |
Arcane Disruption – You cannot cast spells until the start of your next turn. |
3 |
Fractured Thread – You suffer disadvantage on concentration checks for the next minute. |
4 |
Reversal – Your spell or ritual affects you instead, if applicable. If not, you lose the spell slot. |
5 |
Manifested Curse – Gain a Minor Coven Curse (see Coven Casting rules) lasting until your next long rest. |
6 |
Mystical Detonation – Magical energy erupts from you. All creatures within 10 feet take 1d6 force damage per level of the spell you tried to cast. You are pushed 10 feet away. |
