I've seen a few homebrew attempts at a witch class or subclass, so I thought I'd give mine. As a note, I am a witch IRL, so I've mixed in a bit of reality, actual fantasy, and game fantasy.
Eclectic Witch
Hit dice : D6 Armor : None Weapons : Simple Tools : None Saves : Intelligence and Wisdom Skills : Any 4 from skills and languages. Starting Gear : Light crossbow and 20 bolts, or a simple weapon, and a knife. Component pouch or arcane focus. Dungeoneers or explorers pack.
Level PB Spell slots Features 1 2 2 Spellcasting, Ritual circle 2 2 3 Find Familiar 3 2 42 4 2 43 ASI or Talent 5 3 432 6 3 433 Scrolls, Potions, and Candles 7 3 4331 8 3 4332 ASI or Talent 9 4 43331 10 4 43332 Broom Flying 11 4 433321 12 4 433321 ASI or Talent 13 5 4333211 14 5 4333211 Witches Favour / Evil Eye 15 5 43332111 16 5 43332111 ASI or Talent 17 6 433321111 18 6 433331111 Head of the Coven / Solitaire 19 6 433332111 20 6 433332211 ASI or Talent
The Ritual Circle and Spellcasting This activity can take the place of a long rest, and has all the benefits of a long rest. At the end of the Ritual Circle, the Witch can change all the cantrips and spells that they have prepared. The Witch can prepare 2 spells in each spell circle that they have access to. One of those spells in each spell circle must come from the Sorcerer spell list. The other spell in each spell circle comes from with Cleric, Wizard, Warlock, or Druid lists. If the Witch casts a 'Spiritual' circle, then they use the Cleric list. If the Witch casts a 'Arcane' circle, then they use the Wizard list. If the Witch casts a 'Diabolist' circle, then they use the Warlock list. If the Witch casts a 'Natural' circle, then they use the Druid list. Witches know a number of Cantrips equal to their Witch proficiency bonus, these can be from any source. This does not include any Proficiency Bonus gained from levels in other classes. The Witch can also use the ritual circle as a short rest, changing spells but not the spell list. The Witch's spellcasting modifier depends on their last Ritual circle :- WIS for Spiritual, INT for Arcane, CHA for Diabolist, CON for Natural. This also determines your Spell save DC and Spell attack modifier. Spells cast count against the standard spell slots limits, and return after a long rest.
Class Features Level 2. Find Familiar. The Witch can use this ability once per long rest, and if they also know the find familiar from another source, they can have 2 familiars active at once, this is an exception to the usual familiar rules.
Level 6. Scrolls, Potions, and Candles. The witch can spend 1 hour to prepare a spell as a scroll, potion, or candle. These items are long lasting and radiate magic under detect magic type spells. To cast the spell, the item must simply be used, such as reading the scroll, drinking the potion, or lighting the candle. The spell is cast at the level of the Witch when the item was prepared. Of course, actual blank scrolls, ink, plain candles, vials, etc, must be included.
Level 10. Broom Flying The witch can pick up any broom, staff, hockey stick, bass guitar, fishing rod, or similar item, sit on it and use it to fly. This has a flying speed of 60 and lasts as long as the Witch holds the item. This method of flying does not require concentration.
Level 14. Witches Favour / Evil Eye This ability has three uses. All three uses return on a long rest, one use can return on a short rest. With Witches Favour, the witch can simply nod at a person or creature within 150 foot, and grant them advantage on their next attack roll, saving throw, or ability check. A witch can use this on themselves. If the witch's last Ritual circle was Diabolist, then Witches Favour becomes Evil Eye. With Evil Eye, the Witch can, with a glance, impose disadvantage on the target, affecting their next attack roll, saving throw, or ability check. Again, this has 150 foot range.
Level 18. Head of the Coven / Solitaire The character can now break away from any previous coven membership (if any), and form their own coven. As the Head of the Coven, the Witch can initiate a Ritual Circle that lasts for 1 hour or a short rest. The Head of the Coven decides on the spell to enchant, and all the other witches present help. Upto 13 Witches can take part, giving upto 12 helping witches. For each helping witch, the Head of the Coven gains a +1 Bonus. The spell to be enchanted must have a casting time of 1 action and any material components must be included. In the course of the Ritual Circle, the spell is placed in an item as per Scrolls, Potions, and Candles. For each +1 bonus from helping witches, the following can be gained. A) +1 to spell attack or spell save DC (upto +4) B) Double range or area (upto +3 or x8, minimum 10 foot range or 5 foot radius if none usually given) C) Double duration (upto +3 or x8, minimum +1 round if none usually given) D) Bonus dice damage (upto +5) However, the Head of the Coven can also act as a Solitaire, Casting the Ritual Circle on their own. In this case, each hour spent (upto 12) acts as bonus points to the enchantment.
I've seen a few homebrew attempts at a witch class or subclass, so I thought I'd give mine. As a note, I am a witch IRL, so I've mixed in a bit of reality, actual fantasy, and game fantasy.
Eclectic Witch
Hit dice : D6
Armor : None
Weapons : Simple
Tools : None
Saves : Intelligence and Wisdom
Skills : Any 4 from skills and languages.
Starting Gear : Light crossbow and 20 bolts, or a simple weapon, and a knife.
Component pouch or arcane focus.
Dungeoneers or explorers pack.
Level PB Spell slots Features
1 2 2 Spellcasting, Ritual circle
2 2 3 Find Familiar
3 2 42
4 2 43 ASI or Talent
5 3 432
6 3 433 Scrolls, Potions, and Candles
7 3 4331
8 3 4332 ASI or Talent
9 4 43331
10 4 43332 Broom Flying
11 4 433321
12 4 433321 ASI or Talent
13 5 4333211
14 5 4333211 Witches Favour / Evil Eye
15 5 43332111
16 5 43332111 ASI or Talent
17 6 433321111
18 6 433331111 Head of the Coven / Solitaire
19 6 433332111
20 6 433332211 ASI or Talent
The Ritual Circle and Spellcasting
This activity can take the place of a long rest, and has all the benefits of a long rest.
At the end of the Ritual Circle, the Witch can change all the cantrips and spells that they have prepared.
The Witch can prepare 2 spells in each spell circle that they have access to.
One of those spells in each spell circle must come from the Sorcerer spell list.
The other spell in each spell circle comes from with Cleric, Wizard, Warlock, or Druid lists.
If the Witch casts a 'Spiritual' circle, then they use the Cleric list.
If the Witch casts a 'Arcane' circle, then they use the Wizard list.
If the Witch casts a 'Diabolist' circle, then they use the Warlock list.
If the Witch casts a 'Natural' circle, then they use the Druid list.
Witches know a number of Cantrips equal to their Witch proficiency bonus, these can be from any source.
This does not include any Proficiency Bonus gained from levels in other classes.
The Witch can also use the ritual circle as a short rest, changing spells but not the spell list.
The Witch's spellcasting modifier depends on their last Ritual circle :-
WIS for Spiritual, INT for Arcane, CHA for Diabolist, CON for Natural.
This also determines your Spell save DC and Spell attack modifier.
Spells cast count against the standard spell slots limits, and return after a long rest.
Class Features
Level 2. Find Familiar.
The Witch can use this ability once per long rest, and if they also know the find familiar from another
source, they can have 2 familiars active at once, this is an exception to the usual familiar rules.
Level 6. Scrolls, Potions, and Candles.
The witch can spend 1 hour to prepare a spell as a scroll, potion, or candle. These items are long
lasting and radiate magic under detect magic type spells. To cast the spell, the item must simply be
used, such as reading the scroll, drinking the potion, or lighting the candle. The spell is cast at the
level of the Witch when the item was prepared.
Of course, actual blank scrolls, ink, plain candles, vials, etc, must be included.
Level 10. Broom Flying
The witch can pick up any broom, staff, hockey stick, bass guitar, fishing rod, or similar item, sit on it
and use it to fly. This has a flying speed of 60 and lasts as long as the Witch holds the item. This
method of flying does not require concentration.
Level 14. Witches Favour / Evil Eye
This ability has three uses. All three uses return on a long rest, one use can return on a short rest.
With Witches Favour, the witch can simply nod at a person or creature within 150 foot, and grant them
advantage on their next attack roll, saving throw, or ability check. A witch can use this on themselves.
If the witch's last Ritual circle was Diabolist, then Witches Favour becomes Evil Eye.
With Evil Eye, the Witch can, with a glance, impose disadvantage on the target, affecting their next
attack roll, saving throw, or ability check. Again, this has 150 foot range.
Level 18. Head of the Coven / Solitaire
The character can now break away from any previous coven membership (if any), and form their own coven.
As the Head of the Coven, the Witch can initiate a Ritual Circle that lasts for 1 hour or a short rest.
The Head of the Coven decides on the spell to enchant, and all the other witches present help.
Upto 13 Witches can take part, giving upto 12 helping witches.
For each helping witch, the Head of the Coven gains a +1 Bonus.
The spell to be enchanted must have a casting time of 1 action and any material components must be included.
In the course of the Ritual Circle, the spell is placed in an item as per Scrolls, Potions, and Candles.
For each +1 bonus from helping witches, the following can be gained.
A) +1 to spell attack or spell save DC (upto +4)
B) Double range or area (upto +3 or x8, minimum 10 foot range or 5 foot radius if none usually given)
C) Double duration (upto +3 or x8, minimum +1 round if none usually given)
D) Bonus dice damage (upto +5)
However, the Head of the Coven can also act as a Solitaire, Casting the Ritual Circle on their own.
In this case, each hour spent (upto 12) acts as bonus points to the enchantment.