Wizard
Base Class: Wizard

Witch


Schools of Witchery

There are 4 main schools of witchery: White, Green, Red, and Black. That said, all witches have the power to gain a familiar and summon a witch's broom that they can magically command.

Green Witch

The Green Witch practices magic associated with plants, animals, and the natural world.

Green Witch Initiate

Your knowledge of the old magics allows you access to certain spells once the spell levels are available to you.

If you gain access to a spell that doesn’t appear on the wizard spell list, the spell is nonetheless a wizard spell for you.

Witchcraft Spells
Spell Level Spells

1st

Entangle, Goodberry

2nd

Barkskin, Locate Animals or Plants

3rd

Conjure Animals, Plant Growth

4th

Blight, Polymorph

5th

Awaken, Tree Stride

Specialty Spell

The Green Witch always has the spell Animal Friendship prepared, and it does not count against the number of prepared spells. It is considered a wizard spell.

Witch's Familiar

You learn the find familiar spell and can cast it as a ritual without using material components. This spell is always prepared and doesn’t count against your number of spells prepared. The spell is improved in the following ways:

  • Your familiar takes its turn immediately before or after your turn each round (your choice).
  • Once on each of your turns as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
  • You can use the find familiar spell to deliver spells that have ranges other than touch through your familiar.
  • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: pseudodragon or sprite.

Witch Familiar
As a witch, familiars you summon are imbued with your insidious magic, granting them the following benefits:

  • Your familiar can use your spell attack bonus for its attack rolls.
  • Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
  • You add twice your witch level to your familiar’s hit point maximum.

Witch's Broom

What is a witch without their trusty broom?

Gain a Witch's Broom. This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.

  • You can have a maximum of 1 other passenger, familiar not included.
  • As a bonus action, you can summon your Witch's Broom in your hand or within 5 ft. of you.
  • As a bonus action, you can magically command the broom to sweep the floor on its own for 1 hour.
  • As a bonus action, you can magically command the broom to move up to its flying speed, even if you're not sitting on the broom.
  • If you are sitting on the broom, you do not need to use a bonus action to move on the broom and can move normally as if you share its fly speed.
  • The broom will not listen to orders from anyone but you. This means if someone else is riding the broom, without your command, it will not move.
  • A rider of the broom that goes unconscious will fall off the broom and take fall damage as normal. The broom remains in the air where it was, floating.

Green Witch Hex: Elder Tongue

(Green Witch Exclusive Hex) Starting level 3, you know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with beasts and plants in a limited manner for the next 10 minutes. Most beasts and plants lack the intelligence to convey or understand sophisticated concepts, but could relay what they have seen or heard in the recent past. While you can speak with them, you have advantage on all Charisma checks you make to influence beasts and plants.

Hexes

You can learn a number of powerful incantations, known as hexes.

At 3rd level, you gain 3 hexes of your choice. Learn a new hex at levels 5, 9, 13, and 17. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.

Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your spell attack bonus and spell save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).

Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a spell at the same time, making only one Constitution saving throw to maintain your concentration on both.

Hexes and Magic
A witch casts their terrible hexes as an extension of their curse. As their curses are magical in nature, their hexes are considered 0th-level spells for the purposes of feature and spells, such as counterspell or dispel magic, that interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect.

 

Abate

As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the creature can’t take reactions until the end of your next turn.

Apathy

As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, until the end of your next turn, the creature becomes indifferent toward one creature of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by the creature to which it is indifferent. When the hex ends, the creature becomes hostile again, unless the GM rules otherwise.

Beckon Familiar

You can cast the find familiar spell as an action without expending a spell slot or material components. Once you cast this spell in this way, you can’t do so again for 1 minute.

Bleeding

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, each time this creature takes damage, it loses an additional 1d4 hit points. This effect lasts until the end of your next turn.

Charm

As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.

Dire Familiar

As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points are increased by an amount equal to twice your witch level, and it gains a bonus to its damage rolls equal to your INT modifier.

You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires.

Disorient

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, whenever the target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.

Doomward

As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. If the creature drops to 0 hit points before the end of your next turn and doesn’t die outright, it drops to 1 hit point instead. This hex then ends and can’t be used to target the same creature again until you finish a short or long rest.

Duplicity

As an action, you can create an illusory duplicate of yourself, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack strikes the duplicate and misses, regardless of its roll, and the hex ends. On an even number, the attack targets you as normal. This effect lasts until the end of your next turn.

Evil Eye

As an action, choose one creature you can see within 60 feet of you that can see you to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.

Fortune

As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. The creature has advantage on saving throws until the end of your next turn.

Go Unseen

As an action, you and your familiar become invisible (as per the invisibility spell). The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell.

Once you cast this hex, you can’t cast it again for 1 minute.

Hobble

As an action, choose one creature you can see within 60 feet of you to make a Strength saving throw. On a failed save, the creature’s speed is reduced to 10 feet until the end of your next turn. If the creature is flying, it falls, unless it has the ability to hover or it is being held aloft by magic.

Mire

As an action, you can transform the ground in a 30-foot radius centered on the point where you cast this hex into murky swamp, which is difficult terrain. You and your familiar can move without penalty in this area. This effect lasts until the end of your next turn.

Misfortune

As an action, choose one creature you can see within 60 feet of you. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.

Obfuscate

As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Pox

As an action, choose one creature you can see within 5 feet of you to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.

Ruin

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.

Slumber

As an action, choose one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures that are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.

Tremors

As an action, you can create a miniature earthquake. Each creature on the ground within 10 feet of you must succeed on a Dexterity saving throw or be knocked prone.

Ward

As an action, choose one creature you can see other than yourself within 60 feet of you. Each time the creature takes damage before the end of your next turn, the damage it takes is reduced by 3.

Level 6: Coven

At 6th level, you can induct others into your insidious coven. By performing a special ritual over the course of 8 hours, which can be done during a long rest, you can intermingle your magic with a willing creature that has the Spellcasting or Pact Magic feature. This creature enters into your coven. You can have up to two creatures other than yourself in your coven at a time.

If two coven members have the same spell slot level and are within 60 ft. of each other, one can choose to send some of their magic to the other as a bonus action, giving them one of their available spell slots up to 5th level. The entire coven combined can only give one of each level spell slot up to 5th level. This limit is reset once you take a long rest.

In addition, if you or your coven members are making d20 rolls related to foraging or brewing (such as potions or poisons) within 30 ft. of each other, add 1d4 to the roll.

Level 10: Restorative Energy

Starting 10th level, choose up to six creatures you can see. As an action, those creatures each gain temporary hit points equal to half your witch level + your Intelligence modifier. You can also end one disease affecting each creature, or end one of the following conditions: blinded, deafened, paralyzed, or poisoned. You cannot use this feature again until you take a long rest.

Level 14: Enhanced Coven

Starting at 14th level, when a coven member takes damage, another member within 60 ft. can choose to transfer that damage to them instead as a reaction, along with any on-hit effects. If more than one coven member is within range, the damage can be split between the two in any ratio and just one member of choice takes the on-hit effects. This feature can be used a total of 3 times. All expended uses are replenished when you finish a long rest.

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