A Blood Witch's power is not drawn from dusty tomes, divine favor, or fey bargains, but from the very essence of life itself: blood. Theirs is an ancient, often feared tradition, passed down through lineages, where vitality is the currency of potent magic. They walk a dangerous path, sacrificing their own life force to weave spells, a constant dance on the edge of power and peril. Their iconic, generationally-passed ornamental dagger is not just a weapon, but a conduit for their sanguine arts.
Class Features
Hit Dice: 1d8 per Blood Witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Blood Witch level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Deception, Intimidation, Medicine, Nature, Perception, 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
Your Heirloom Dagger (see below)
(a) A component pouch or (b) an arcane focus
(a) An explorer’s pack or (b) a scholar’s pack
An Herbalism Kit
Level 1: Heirloom Dagger You carry an ornamental dagger, a precious heirloom passed down through generations of Blood Witches in your family. This dagger is a finesse weapon that deals 1d6 piercing damage instead of the usual 1d4 for a dagger. You can use this dagger as a spellcasting focus for your Blood Witch spells. If you lose this dagger, you can perform a 1-hour ritual during a short or long rest, costing 25 gp in rare herbs and incense, to attune to another dagger, transforming it into your Heirloom Dagger. The previous one loses its special properties.
Level 1: Unarmored Defense While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Level 1: Blood Magic Your innate connection to the vital essence of life allows you to cast spells. See the Spellcasting chapter of the Player's Handbook for the general rules of spellcasting. The Blood Witch spell list is detailed at the end of this class description.
Cantrips: You know two cantrips of your choice from the Blood Witch spell list. You learn additional Blood Witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Witch table.
Spell Slots: The Blood Witch table shows how many spell slots you have to cast your Blood Witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the Blood Witch spell list. The Spells Known column of the Blood Witch table shows when you learn more Blood Witch spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Blood Witch spells you know and replace it with another spell from the Blood Witch spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability: Constitution is your spellcasting ability for your Blood Witch spells, since your magic relies on manipulating your own life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Blood Witch spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Constitution modifier
Spell Attack Modifier = your proficiency bonus + your Constitution modifier
Vital Casting: When you cast a Blood Witch spell of 1st level or higher using a spell slot, you must sacrifice a portion of your own vitality. You take necrotic damage equal to the spell's level x 2. This damage cannot be reduced or prevented in any way. If this damage would reduce you to 0 hit points, the spell fails, you still expend the spell slot, and you take the damage. You cannot cast a spell if its HP cost would kill you outright (damage exceeding your current HP + your maximum HP).
Ritual Casting: You can cast any Blood Witch spell you know as a ritual if that spell has the ritual tag. You do not expend a spell slot or HP when ritual casting.
Level 2: Sanguine Font You have learned to draw upon your inner wellspring of vitality to fuel your magic or recover from its toll. You have a pool of Sanguine Points equal to your Blood Witch level. As a bonus action on your turn, you can expend one or more Hit Dice, up to a maximum equal to your proficiency bonus. For each Hit Die spent in this way, you roll the die and add your Constitution modifier. You can choose to either:
Regain hit points equal to the total.
Gain Sanguine Points equal to half the total (rounded down, minimum 1).
You can use your Sanguine Points in the following ways:
Empower Spell (1 Sanguine Point): When you cast a Blood Witch spell that deals damage, you can expend 1 Sanguine Point to add your Constitution modifier to one damage roll of that spell.
Vital Recovery (2 Sanguine Points): As a bonus action, you can expend 2 Sanguine Points to regain hit points equal to 1d8 + your Constitution modifier. You regain all expended Sanguine Points and spent Hit Dice as normal after finishing a long rest.
Level 3: Blood Witch Coven You choose a coven that dictates your specialization in the sanguine arts, shaping how you wield your blood magic: Coven of the Crimson Aegis, Coven of the Nightshade Curse, or Coven of the Life Weaver, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
Level 4: Ability Score Improvement / Feat 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. Alternatively, you can choose a feat.
Level 5: Potent Blood The necrotic damage you take from your Vital Casting feature for spells of 1st level or higher increases. The damage is now spell's level x 3. Your blood has become richer and more potent, making your spells stronger, but also more costly.
Level 8: Ability Score Improvement / Feat
Level 11: Thickened Blood Your constant manipulation of your life force has made your blood unnaturally resilient. You gain resistance to poison damage, and you have advantage on saving throws against being poisoned. Additionally, when you are forced to make a Constitution saving throw to maintain concentration on a spell due to taking damage, you can choose to use your reaction to automatically succeed on the save. You can use this special reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 12: Ability Score Improvement / Feat
Level 15: Exsanguinate / Reinvigorate Your mastery over lifeblood allows for desperate measures.
Exsanguinate: As an action, you can choose to take necrotic damage up to your current hit point total minus 1. For every 10 hit points you sacrifice this way (rounded down), you regain one expended spell slot of your choice, up to 5th level. The total level of spell slots regained cannot exceed your proficiency bonus.
Reinvigorate: When you use your Sanguine Font feature to regain hit points by expending Hit Dice, you regain an additional amount of hit points equal to your proficiency bonus for each Hit Die spent.
Level 16: Ability Score Improvement / Feat
Level 18: Blood Lord/Lady The necrotic damage you take from your Vital Casting feature for spells of 1st level or higher increases. The damage is now spell's level x 4. Your command over blood magic is nearly absolute. Furthermore, when you cast a Blood Witch spell of 5th level or lower that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell (1 Sanguine Point if the spell is a cantrip; 2 Sanguine Points if the spell is 1st level or higher). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Level 19: Ability Score Improvement / Feat
Level 20: Sanguine Apotheosis Your body has become a perfect conduit for blood magic.
You gain 20 temporary hit points at the start of each of your turns if you have at least 1 hit point and are not incapacitated. These temporary hit points can absorb the damage from your Vital Casting feature.
Your Constitution score increases by 2. Your maximum for this score is now 22.
Once per long rest, you can cast any Blood Witch spell you know of 5th level or lower without expending a spell slot and without paying its Vital Casting HP cost.
Witches of this coven specialize in using blood magic to fortify themselves and their allies, turning vitality into a shield against harm.
Level 3: Sanguine Ward When you cast a Blood Witch spell of 1st level or higher, you or one ally you can see within 30 feet of you gains temporary hit points equal to the level of the spell cast + your Constitution modifier. These temporary hit points last for 1 minute.
Level 6: Blood Bond As a reaction when an ally you can see within 30 feet takes damage, you can expend one of your Hit Dice. Roll the die, add your Constitution modifier, and reduce the damage the ally takes by that amount. You take necrotic damage equal to the amount the damage was reduced, which cannot be reduced.
Level 10: Shared Sacrifice When you take damage from your Vital Casting feature, you can choose to distribute up to half of that damage (rounded down) to a willing creature you are touching. That creature takes necrotic damage equal to the amount distributed, which cannot be reduced or prevented. If you do so, you gain resistance to the next instance of damage you take within the next minute.
Level 14: Font of Resilience When you use your Sanguine Font feature to regain hit points by expending Hit Dice, you also gain resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Coven of the Nightshade Curse
These Blood Witches delve into the darker aspects of blood magic, focusing on debilitating curses, poisons, and manipulating the life force of their enemies.
Coven Spells: You learn certain spells at the listed Blood Witch levels. These don't count against your number of spells known.
3rd: Ray of Enfeeblement, Blindness/Deafness
5th: Bestow Curse, Vampiric Touch
7th: Blight, Phantasmal Killer
9th: Contagion, Eyebite
Level 3: Accursed Blood When a creature takes damage from one of your Blood Witch spells or cantrips, you can use your bonus action to expend one use of your Sanguine Font (a Hit Die, regaining no HP or Sanguine Points from it) to curse the target until the end of your next turn. The cursed creature has disadvantage on the next attack roll or saving throw it makes.
Level 6: Withering Touch Your connection to dark energies taints your Heirloom Dagger. When you hit a creature with your Heirloom Dagger, you can choose to deal an extra 2d6 necrotic damage. If you do, the target must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Level 10: Aura of Malaise As an action, you can expend 3 Sanguine Points to radiate an aura of oppressive sickness in a 10-foot radius around you for 1 minute. Any hostile creature that starts its turn in the aura or enters it for the first time on a turn must make a Constitution saving throw against your spell save DC. On a failed save, its speed is halved, and it has disadvantage on Strength and Dexterity ability checks and saving throws until the start of its next turn.
Level 14: Blood Plague When you cast a Blood Witch spell that forces a creature to make a saving throw, you can expend 5 Sanguine Points to intensify the spell's lingering effects. If the creature fails its saving throw against the spell, it also takes necrotic damage equal to your Blood Witch level at the start of each of its turns for 1 minute. The creature can make a Constitution saving throw at the end of each of its turns, ending this additional effect on a success.
Coven of the Life Weaver
Life Weavers see blood not just as fuel, but as the thread of life itself. They excel at manipulating this essence for potent, if temporary, boons and direct influence over biological processes.
Coven Spells: You learn certain spells at the listed Blood Witch levels. These don't count against your number of spells known.
3rd: Enhance Ability, Spider Climb
5th: Haste, Fly
7th: Greater Invisibility, Polymorph (self or willing creature only, focusing on forms that enhance physical prowess)
9th: Hold Monster, Reincarnate (component cost still applies, but you can act as the material link)
Level 3: Malleable Form As a bonus action, you can expend 1 Sanguine Point to grant yourself or a willing creature you touch one of the following benefits for 10 minutes:
Increase speed by 10 feet.
Gain advantage on Strength (Athletics) checks.
Gain advantage on Dexterity (Acrobatics) checks.
Gain darkvision out to 60 feet.
Level 6: Transfusion of Vigor As an action, you can touch a willing creature (which can be yourself) and expend one or more of your Hit Dice, up to your proficiency bonus. Roll the dice, add your Constitution modifier for each die, and the target gains that many temporary hit points. While a creature has these temporary hit points, they have advantage on Constitution saving throws. You cannot use this feature on a creature again until they have finished a short or long rest.
Level 10: Blood Puppet When you cast an enchantment or transmutation spell that targets a single humanoid and requires concentration, you can expend 3 Sanguine Points to extend your influence. If the target fails its saving throw, you can use your bonus action on subsequent turns to mentally command it as long as you maintain concentration, forcing it to use its action to make one melee or ranged weapon attack against a creature of your choice that it can see or hear, or to move up to its speed in a direction you choose. This control ends if the creature takes damage from any source other than itself.
Level 14: Perfected Vessel Your body adapts swiftly to hardship. When you finish a short rest, you can choose to end one condition affecting you from the following list: blinded, deafened, paralyzed, poisoned, or one level of exhaustion. Additionally, when you roll Hit Dice to regain hit points during a short rest, you can treat any die roll lower than your Constitution modifier as being equal to your Constitution modifier.
Blood Witch Spell List (Example - Curate Carefully!)
Cantrips:Blade Ward, Chill Touch, Control Flames (reflavor to blood), Friends, Guidance (reflavor to vital insight), Mage Hand (reflavor as bloody tendril), Minor Illusion, Poison Spray, Ray of Frost (reflavor as numbing blood), Sapping Sting, True Strike.
1st Level:Absorb Elements, Armor of Agathys (reflavor as blood armor), Bane, Cause Fear, Charm Person, Command, Detect Magic, Disguise Self, False Life, Hex, Inflict Wounds, Protection from Evil and Good, Ray of Sickness, Shield (reflavor as blood barrier), Sleep.
2nd Level:Blindness/Deafness, Blur, Crown of Madness, Darkness, Detect Thoughts, Enhance Ability, Enthrall, Hold Person, Invisibility, Levitate, Mirror Image, Misty Step, Ray of Enfeeblement, See Invisibility, Spider Climb, Suggestion, Web.
4th Level:Arcane Eye, Banishment, Blight, Compulsion, Confusion, Death Ward, Dimension Door, Dominate Beast, Evard's Black Tentacles (reflavor), Fabricate (flesh/blood only), Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Phantasmal Killer, Polymorph, Stoneskin (reflavor as hardened blood/flesh).
5th Level:Animate Objects (reflavor smaller objects as animated blood clots/shards), Cloudkill, Contagion, Dominate Person, Dream, Enervation, Geas, Hold Monster, Insect Plague (reflavor as blood-seeking vermin), Legend Lore (via blood memories), Mislead, Modify Memory, Planar Binding (elementals/fiends tied to blood), Scrying, Telekinesis, Wall of Force (reflavor as solidified blood).
6th-9th Level: Spells like Circle of Death, Eyebite, Harm, Mass Suggestion, Programmed Illusion, Soul Cage, True Seeing, Disintegrate (on creatures), Dominate Monster, Feeblemind, Finger of Death, Power Word Pain, Power Word Stun, Imprisonment, Power Word Kill, Psychic Scream, True Polymorph.
Important Considerations for the Spell List:
Avoid Direct Healing (mostly): Spells like Cure Wounds or Healing Word directly undermine the HP cost mechanic. Life Transference and Vampiric Touch are exceptions because they fit the theme and have costs/risks.
Focus: Necromancy, Transmutation (especially self-buffs or body manipulation), Enchantment, some Abjuration (personal protection), and some Evocation (direct damage, often necrotic/poison).
Reflavoring: Encourage reflavoring of spells to fit the blood magic theme. Fireball could be an "explosion of boiling blood," Shield a "barrier of hardened blood," etc.
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The Blood Witch
A Blood Witch's power is not drawn from dusty tomes, divine favor, or fey bargains, but from the very essence of life itself: blood. Theirs is an ancient, often feared tradition, passed down through lineages, where vitality is the currency of potent magic. They walk a dangerous path, sacrificing their own life force to weave spells, a constant dance on the edge of power and peril. Their iconic, generationally-passed ornamental dagger is not just a weapon, but a conduit for their sanguine arts.
Class Features
Proficiencies
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level 1: Heirloom Dagger
You carry an ornamental dagger, a precious heirloom passed down through generations of Blood Witches in your family. This dagger is a finesse weapon that deals 1d6 piercing damage instead of the usual 1d4 for a dagger.
You can use this dagger as a spellcasting focus for your Blood Witch spells. If you lose this dagger, you can perform a 1-hour ritual during a short or long rest, costing 25 gp in rare herbs and incense, to attune to another dagger, transforming it into your Heirloom Dagger. The previous one loses its special properties.
Level 1: Unarmored Defense
While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Level 1: Blood Magic
Your innate connection to the vital essence of life allows you to cast spells. See the Spellcasting chapter of the Player's Handbook for the general rules of spellcasting. The Blood Witch spell list is detailed at the end of this class description.
Level 2: Sanguine Font
You have learned to draw upon your inner wellspring of vitality to fuel your magic or recover from its toll. You have a pool of Sanguine Points equal to your Blood Witch level.
As a bonus action on your turn, you can expend one or more Hit Dice, up to a maximum equal to your proficiency bonus. For each Hit Die spent in this way, you roll the die and add your Constitution modifier. You can choose to either:
You can use your Sanguine Points in the following ways:
You regain all expended Sanguine Points and spent Hit Dice as normal after finishing a long rest.
Level 3: Blood Witch Coven
You choose a coven that dictates your specialization in the sanguine arts, shaping how you wield your blood magic: Coven of the Crimson Aegis, Coven of the Nightshade Curse, or Coven of the Life Weaver, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
Level 4: Ability Score Improvement / Feat
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. Alternatively, you can choose a feat.
Level 5: Potent Blood
The necrotic damage you take from your Vital Casting feature for spells of 1st level or higher increases. The damage is now spell's level x 3. Your blood has become richer and more potent, making your spells stronger, but also more costly.
Level 8: Ability Score Improvement / Feat
Level 11: Thickened Blood
Your constant manipulation of your life force has made your blood unnaturally resilient. You gain resistance to poison damage, and you have advantage on saving throws against being poisoned. Additionally, when you are forced to make a Constitution saving throw to maintain concentration on a spell due to taking damage, you can choose to use your reaction to automatically succeed on the save. You can use this special reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 12: Ability Score Improvement / Feat
Level 15: Exsanguinate / Reinvigorate
Your mastery over lifeblood allows for desperate measures.
Level 16: Ability Score Improvement / Feat
Level 18: Blood Lord/Lady
The necrotic damage you take from your Vital Casting feature for spells of 1st level or higher increases. The damage is now spell's level x 4. Your command over blood magic is nearly absolute.
Furthermore, when you cast a Blood Witch spell of 5th level or lower that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell (1 Sanguine Point if the spell is a cantrip; 2 Sanguine Points if the spell is 1st level or higher). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Level 19: Ability Score Improvement / Feat
Level 20: Sanguine Apotheosis
Your body has become a perfect conduit for blood magic.
Blood Witch Table
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Heirloom Dagger, Unarmored Defense, Blood Magic (Vital Casting x2 HP)
2
2
2
—
—
—
—
—
—
—
—
2nd
+2
Sanguine Font
2
3
3
—
—
—
—
—
—
—
—
3rd
+2
Blood Witch Coven
2
4
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement/Feat
3
5
4
3
—
—
—
—
—
—
—
5th
+3
Potent Blood (Vital Casting x3 HP)
3
6
4
3
2
—
—
—
—
—
—
6th
+3
Coven Feature
3
7
4
3
3
—
—
—
—
—
—
7th
+3
3
8
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement/Feat
3
9
4
3
3
2
—
—
—
—
—
9th
+4
3
10
4
3
3
3
1
—
—
—
—
10th
+4
Coven Feature
4
11
4
3
3
3
2
—
—
—
—
11th
+4
Thickened Blood
4
12
4
3
3
3
2
1
—
—
—
12th
+4
Ability Score Improvement/Feat
4
12
4
3
3
3
2
1
—
—
—
13th
+5
4
13
4
3
3
3
2
1
1
—
—
14th
+5
Coven Feature
4
13
4
3
3
3
2
1
1
—
—
15th
+5
Exsanguinate / Reinvigorate
4
14
4
3
3
3
2
1
1
1
—
16th
+5
Ability Score Improvement/Feat
4
14
4
3
3
3
2
1
1
1
—
17th
+6
4
15
4
3
3
3
2
1
1
1
1
18th
+6
Blood Lord/Lady (Vital Casting x4 HP)
4
15
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement/Feat
4
15
4
3
3
3
3
2
1
1
1
20th
+6
Sanguine Apotheosis
4
15
4
3
3
3
3
2
2
1
1
Blood Witch Covens
Coven of the Crimson Aegis
Witches of this coven specialize in using blood magic to fortify themselves and their allies, turning vitality into a shield against harm.
When you cast a Blood Witch spell of 1st level or higher, you or one ally you can see within 30 feet of you gains temporary hit points equal to the level of the spell cast + your Constitution modifier. These temporary hit points last for 1 minute.
As a reaction when an ally you can see within 30 feet takes damage, you can expend one of your Hit Dice. Roll the die, add your Constitution modifier, and reduce the damage the ally takes by that amount. You take necrotic damage equal to the amount the damage was reduced, which cannot be reduced.
When you take damage from your Vital Casting feature, you can choose to distribute up to half of that damage (rounded down) to a willing creature you are touching. That creature takes necrotic damage equal to the amount distributed, which cannot be reduced or prevented. If you do so, you gain resistance to the next instance of damage you take within the next minute.
When you use your Sanguine Font feature to regain hit points by expending Hit Dice, you also gain resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Coven of the Nightshade Curse
These Blood Witches delve into the darker aspects of blood magic, focusing on debilitating curses, poisons, and manipulating the life force of their enemies.
When a creature takes damage from one of your Blood Witch spells or cantrips, you can use your bonus action to expend one use of your Sanguine Font (a Hit Die, regaining no HP or Sanguine Points from it) to curse the target until the end of your next turn. The cursed creature has disadvantage on the next attack roll or saving throw it makes.
Your connection to dark energies taints your Heirloom Dagger. When you hit a creature with your Heirloom Dagger, you can choose to deal an extra 2d6 necrotic damage. If you do, the target must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
As an action, you can expend 3 Sanguine Points to radiate an aura of oppressive sickness in a 10-foot radius around you for 1 minute. Any hostile creature that starts its turn in the aura or enters it for the first time on a turn must make a Constitution saving throw against your spell save DC. On a failed save, its speed is halved, and it has disadvantage on Strength and Dexterity ability checks and saving throws until the start of its next turn.
When you cast a Blood Witch spell that forces a creature to make a saving throw, you can expend 5 Sanguine Points to intensify the spell's lingering effects. If the creature fails its saving throw against the spell, it also takes necrotic damage equal to your Blood Witch level at the start of each of its turns for 1 minute. The creature can make a Constitution saving throw at the end of each of its turns, ending this additional effect on a success.
Coven of the Life Weaver
Life Weavers see blood not just as fuel, but as the thread of life itself. They excel at manipulating this essence for potent, if temporary, boons and direct influence over biological processes.
As a bonus action, you can expend 1 Sanguine Point to grant yourself or a willing creature you touch one of the following benefits for 10 minutes:
As an action, you can touch a willing creature (which can be yourself) and expend one or more of your Hit Dice, up to your proficiency bonus. Roll the dice, add your Constitution modifier for each die, and the target gains that many temporary hit points. While a creature has these temporary hit points, they have advantage on Constitution saving throws. You cannot use this feature on a creature again until they have finished a short or long rest.
When you cast an enchantment or transmutation spell that targets a single humanoid and requires concentration, you can expend 3 Sanguine Points to extend your influence. If the target fails its saving throw, you can use your bonus action on subsequent turns to mentally command it as long as you maintain concentration, forcing it to use its action to make one melee or ranged weapon attack against a creature of your choice that it can see or hear, or to move up to its speed in a direction you choose. This control ends if the creature takes damage from any source other than itself.
Your body adapts swiftly to hardship. When you finish a short rest, you can choose to end one condition affecting you from the following list: blinded, deafened, paralyzed, poisoned, or one level of exhaustion. Additionally, when you roll Hit Dice to regain hit points during a short rest, you can treat any die roll lower than your Constitution modifier as being equal to your Constitution modifier.
Blood Witch Spell List (Example - Curate Carefully!)
Important Considerations for the Spell List: