Base Class: Warlock
You have entered into a pact with a power as old, inscrutable, and temperamental as the Weave itself. Whether they are called witches, hags, or crones, these beings are as varied in temperament as the shifting winds—sometimes mischievous, sometimes cruel, always dangerous. Many who bargain with these capricious entities discover too late that their patron’s favor is as fleeting as moonlight, and the withdrawal of that favor can mean the loss of power… or the loss of one's life.
Your patron might be a single legendary figure, such as the Hagmother or the infamous Iggwilv, or your pact may bind you to an entire coven whose will is shared among its members.
Expanded Spell List
The Witch lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Witch Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Witch Lore
Beginning at 1st level, your patron has gifted you with the knowledge of witches. You gain proficiency in the Intelligence (Nature) and Intelligence (Arcana) skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Spiteful Curse
Also at 1st level, your patron teaches you to lash out with malice when harm is done. When you or an ally you can see within 30 feet takes damage from a creature, you can use your reaction to deal necrotic damage to that creature equal to your proficiency bonus. When you do, you may also force the attacker to make a Charisma saving throw against your spell save DC. On a failed save, it suffers one of the following effects (your choice):
- The target's limbs begin to throb with pain. The target’s next attack roll has disadvantage.
- Feelings of hatred cloud the target’s mind. The target's next Charisma, Intelligence, or Wisdom saving throw has disadvantage.
- Witch-mark sigils sear onto the target. The next attack roll made against the target has advantage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Eldritch Elixir
At 6th level, you learn to distill your eldritch power into alchemical form. You gain proficiency with alchemist's supplies if you don’t already have it, and you can use your Charisma modifier for ability checks you make with them.
In addition, as part of a long rest, you can magically brew an elixir that contains one warlock spell you know of 1st level or higher with a casting time of 1 action or bonus action. The spell is stored in liquid form within the elixir. A creature holding the elixir can drink it as an action to cast the stored spell. The creature casts the spell as if you had cast it, using your spell attack modifier and spell save DC. If the spell requires a material component with a gold cost, the creature must provide that component when it drinks the elixir.
The elixir remains potent until the end of your next long rest, at which point it loses its magic.
At 10th level, any elixir you create can be consumed with a bonus action, instead of requiring an action.
Gather the Coven
At 10th level, through ritual magic, you bind willing allies into your coven. As part of a 1 hour ritual, you can create a magical bond with up to six willing creatures, forming a coven. This ritual can be performed as part of a rest. You can remove any number of creatures from the coven at any point (no action required), and the coven disbands when you die. The bond grants the following benefits:
- Any member of the coven can speak to another telepathically, provided both members are on the same plane of existence.
- The first time you or a member of your coven deals damage to a creature on a turn, the creature suffers extra necrotic damage equal to your proficiency bonus.
Wyrd Ward
At 14th level, your coven's magical bond wards its members from spellcraft. You have advantage on saving throws against spells and magical effects. Any member of your coven within 30 feet of you also gains this benefit, provided you aren't incapacitated.
Previous Versions
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12/11/2025 9:03:19 AM
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