Witch Image

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.

 

Witch Image