Hit Points
Hit Dice: 1d6Proficiencies
Armor: noneStarting Equipment
You start with the following items, plus anything provided by your background.Multiclassing
Ability Score Minimum: Intelligence 13The witch is counted as full-caster when multiclassing spellcastersWitches are wielders of magic many find strange and uncomfortable. While magic alone can be unsettling and confusing for many, witchcraft is often even more so. As such, it is not uncommon for witches to become ostracised and vilified even by other magic wielders. Witchcraft can appear to violate the laws of magic itself. What many of these do not realise is that, in many worlds, witchcraft is far older that many other forms of magic, it does not violate the rules so much as predate them. Regardless of their reputation, the interests and motivations of witches can be as varied as any practicioner of craft.
Much of witchcraft can be seen as the control and understading of life, in its many forms. Whether producing potions to preserve or end life, manipulating the minds of livng beings, or invoking the power of spirits who have long since abandoned physical form, witches make formidible allies as well as foes.
As a practitioner of the arcane, you can cast witch spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of the class for the witch spell list.
Cantrips. At 1st level, you know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
Preparing and Casting Spells. The Witch table shows how many spell slots you have to cast your 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.
You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Intelligence modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level witch, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent memorising the incantations: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for your witch spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a witch spell refers to your witch ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting. You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can also cast spells as rituals using your Witchcraft Rituals feature.
Spellcasting Focus. You can use a druidic focus, a broom or a mummified hand as a spellcasting focus for your witch spells.
Starting at 1st level, you can cast a witch spell that lacks the ritual tag as a ritual. The spell must be one you have prepared that is 3rd-level or lower.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Only allow spells with casting times of 1min+?
At 2nd level, you choose a witch coven from which you learned your magic. You may have belonged to this coven, or you may have acquired the coven's secrets through other means.
Your choice grants you features when you choose it at 2nd level and again at 6th, 14th and 20th level.
Maybe some spell slot recovery? arguably rituals already covers this
Starting at 3rd level, you can bind spirits to your service and channel their powers through your own magic. Some witches will forcefully bind the spirits and even consume or destroy them when used. Others might be kinder and request the aid of willing spirits who are released harmlessly when their task is done. Regardless, you have a number of Spirits equal to half your witch level (rounded down) + your Intelligence modifier (minimum of 1 spirit). You regain any expended Spirits when you finish a long rest.
You can expend Spirits using your spirit features below. Unless stated otherwise, you can only use one spirit feature at any one time.
Spirit Features
Spirit of Deceit. When you force a creature to make a saving throw against a witch spell you cast, you can expend a spirit to change the ability that creature uses for the saving throw to Wisdom. If the spell targets multiple creatures or requires multiple saving throws, the spirit only changes one of them.
Spirit of Focus. When you make a Constitution saving throw to maintain concentration on a witch spell or cantrip, you can expend a spirit to gain advantage on the roll.
Spirit of Soothing. When you cast a witch spell of 1st-level or higher, you can expend a spirit to grant temporary hit points to one creature targeted by the spell. The creature gains temporary hit points equal to your witch level + your Intelligence modifier (minimum of 1 temporary hit point).
Spirit of Wrath. When you damage a creature with a witch spell or cantrip, you can expend a spirit to have it harm the creature further. The creature takes an extra 2d6 force damage.
Spirit of Masking. When you or a creature you can see within 30 feet of you is targeted by an attack or spell, you can expend a spirit as a reaction to change the target's creature type to one of the following of your choice; aberration, celestial, fey, fiend or undead. The effects last for one minute, until the target ends them with an action, or until you end them (no action required).
have subclasses add more spirits
When you reach 4th level, 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.
If your DM allows the use of feats, you may instead take a feat.
No features
At 6th level, you gain feature from your witch coven.
No features
When you reach 4th level, 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.
If your DM allows the use of feats, you may instead take a feat.
No features
Starting at 10th level, you can use a bonus action to enchant a non-magical object that is no more than 10 feet in any dimension, such as a bed, a broom, a cauldron or a rug. The object becomes magical and begins to hover. Once on each of your turns for the next hour, you can command the object to fly up to 50 feet in any direction (no action required). A creature can grasp or mount the object to fly with it.
At the end of the duration, the magic effect ends and the object becomes non-magical again, falling to the ground if the only thing holding it aloft is this effect. The effect also ends early if the object is ever more than 1 mile from you, if it is ever carrying more than 1000 pounds or if the dispel magic spell is cast on it.
Once you use this feature, you cannot do so again until you finish a short or long rest.
No features
When you reach 4th level, 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.
If your DM allows the use of feats, you may instead take a feat.
No features
At 14th level, you gain feature from your witch coven.
No features
When you reach 4th level, 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.
If your DM allows the use of feats, you may instead take a feat.
No features
upcast during rituals?
Starting at 18th level, when you use your Witchcraft Rituals feature, you can choose a witch spell that is 5th-level or lower. The spell must still be one you have prepared.
In addition, you can use this feature to ritually cast the spell as if you had cast it at 5th-level.
When you reach 4th level, 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.
If your DM allows the use of feats, you may instead take a feat.
At 20th level, you gain feature from your witch coven.
Stelth/darkness based
Fear based
Martial based, granting weapon/armour proficiences and self-healing/resistance
kept here in case I want to reuse them
Spirit of Focus. When you make a Constitution saving throw to maintain concentration on a witch spell or cantrip, you can use a reaction to gain advantage on the roll.
Spirit of Focus (Alt). When you cast a witch spell or cantrip that requires concentration, you can choose to have your spirit to focus on the spell instead. This spell does not require concentration for this casting and lasts for its full duration. The spell ends early if you choose to end it (no action required) or if you are incapacitated. Once you use this feature, you cannot do so again until you finish a short or long rest and the spell has ended.
Spirit of Focus (Alt2). When you cast a witch spell or cantrip that requires concentration, you can choose to have the spirit to aid you in focusing on the spell. You concentrate on the spell as normal, but casting another spell that requires concentration does not end this spell. If you are concentrating on two spells and are forced to make a saving throw to maintain concentration, you make one saving throw for both spells, ending both on a fail. Once you use this feature you cannot do so again until you finish a short rest or long rest without currently concentrating on spells.
Starting at 10th level, you can use a bonus action to grant yourself a flying speed equal to your walking speed for 10 minutes. If you already have a flying speed that is equal or greater than your walking speed, your flying speed increases by 10ft.
Once you use this feature, you cannot do so again until you finish a short or long rest.
This is arguably already handled by the Fly spell
Optional Feature that replaces Enchanted Transport
Starting at 10th level, you can use a bonus action to enchant a non-magical object that is no more than 10ft in any dimension, such as a broom, a cauldron or a rug. The object becomes magical and sprouts legs. Once on each of your turns for the next hour, you can command the object to move up to 50ft (no action required). The object can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. A creature can grasp or mount the object to be moved with it.
At the end of the duration, the magic effect ends and the object becomes non-magical again, falling to the ground if the only thing holding it aloft is this effect. The effect also ends early if the object is ever more than 1 mile from you, if it is ever carrying more than 500 pounds or if the dispel magic spell is cast on it.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Starting at 3rd level, you can draw power from magical spirits that surround you, imperceptible to most mortals. This power is represented by your Spirit Dice, which are d4s. You have a number of these dice equal to your witch level, and you regain all expended spirit dice when you finish a long rest.
When you reach certain levels in this class, the size of your Spirit Dice increases: at 5th level (d6), 11th level (d8), and 17th level (d10).
Once per turn, you can use your Spirit Dice with the features below.
Spiritual Deceit. When you force a creature to make a Wisdom saving throw against a witch spell you cast, you can expend one spirit die, roll it, and subtract the result from the creature's saving throw. Too strong?
Spiritual Focus. When you make a Constitution saving throw to maintain concentration on a spell, you can expend one spirit die, roll it, and add the result of the roll to the saving throw.
Spiritual Soothing. When you restore hit points to a creature with a witch spell, you can expend one spirit die, roll it, and add the result of the roll to the healing that creature receives from the spell.
Spiritual Wrath. When you damage a creature with a witch spell or cantrip, you can expend one spirit die, roll it, and add the result of the roll to the damage that creature takes from the spell.
This is feeling more like a subclass feature. However the idea of witches drawing magic from spirits could be a class defining thing, just need to find a suitable mechanic that fits.
Also a little too close to sorc's metamagic I fear
Maybe choose a spirit to call upon at the end of a LR (e.g. one spirit will increase spell damage, another will increase healing, another will improve spell save etc.)
Starting at 3rd level, you can draw power from magical spirits that surround you, imperceptible to most mortals. When you finish a short or long rest, you can perform a ritual to bind a spirit to your service. You choose a spirit from the list below, gaining certain benefits based upon the chosen spirit until you use this feature again.
Spirit of Deceit. When you cast a witch spell or cantrip that forces a creature to make a saving throw to resist its effects, you can use your spirit to change the ability that creature uses for this saving throw to Wisdom. This effect can only apply to one creature for this casting, even if the spell targets multiples creatures. You can use the spirit in this way a number of times equal to your proficiency bonus, you regain all expended uses if you bind a spirit of this type again at the end of a short or long rest. Change to any ability? Only apply to physical saves?
Spirit of Focus. When you cast a witch spell or cantrip that requires concentration, you can choose to have your spirit to focus on the spell instead. This spell does not require concentration for this casting and lasts for its full duration. The spell ends early if you choose to end it (no action required), if you use the spirit in this way again, or if you are incapacitated. You can use the spirit in this way a number of times equal to your proficiency bonus, you regain all expended uses if you bind a spirit of this type again at the end of a short or long rest.
Spirit of Masking. Your creature type appears as one of the following of your choice; aberration, celestial, fey, fiend or undead. In addition, you have advantage on saving throws against spells that would read your mind, such as the detect thoughts spell. Your other statistics do not change, however, at the DM's discretion, your appearance or voice might subtly change to reflect the nature of the spirit bound to you, such as a change in hair or eye color.
Spirit of Soothing. Once per turn, when you cast a witch spell or cantrip that targets a creature you can see, you can have that creature also gain a number of temporary hit points equal to 1d6 + your Intelligence modifier. This benefit can only apply to one creature for this casting, even if the spell targets multiple creatures.
Spirit of Wrath. Once per turn, when you deal damage to a creature with a witch spell or cantrip, you can deal an extra 1d8 damage to the creature.
Higher levels could choose multiple spirits?
Starting at 3rd level, you can draw power from magical spirits that surround you, imperceptible to most mortals. When you finish a short or long rest, you can perform a ritual to bind a number of spirits to your service. You choose the spirits' forms from the Witch Spirits list below. You can have any combination of spirits, even choosing the same type of spirit multiple times. The total number of spirits you can bind at once is equal to your proficiency bonus.
Once per turn, you can use one of the spirits to WIP. Once you use a spirit, it is released and can't be used again.
Spirit of Deceit. When you cast a witch spell or cantrip that forces a creature to make a saving throw to resist its effects, you can expend a spirit of deceit and change the ability that creature uses for this saving throw to Wisdom. This effect can only apply to one creature for this casting, even if the spell targets multiples creatures.
Spirit of Focus. When you cast a witch spell or cantrip that requires concentration, you can expend a spirit of focus to have it concentrate on the spell instead. The spell does not require concentration for this casting and lasts for its full duration. The spell ends early if you choose to end it (no action required), if you use another spirit of focus or if you are incapacitated.
Spirit of Soothing. When you cast a witch spell or cantrip and target a creature, you can expend a spirit of soothing to have the target creature gain temporary hit points equal to 1d8 + your Intelligence modifier. This effect can only apply to one creature for this casting, even if the spell targets multiples creatures.
Spirit of Wrath. When you damage a creature with a witch spell or cantrip, you can expend a spirit of wrath to have it harm the creature further. The creature takes an extra 2d6 force damage. Stronger?
This feels a little too close to metamagic
also requires more foresight than players may like
Starting at 3rd level, you can perform a special ritual over the course of one minute to bestow a charm on a willing creature that you touch for the duration. You choose a charm from the Charms list below. The target creature gains certain benefits from the chosen charm until you use this feature again.
Charm of Protection. Once per turn, when the target is targeted by an attack or forced to make a saving throw, it can gain a bonus to its armor class or saving throw equal to your Intelligence modifier.
Charm of Protection (Alt). Once per turn, when you cast a spell on the target, it can gain temporary hit points equal to twice your Intelligence modifier. If the spell already grants temporary hit points, the ones granted by this charm are added to the ones granted by the spell.
Charm of Soothing. Once per turn, when the target regains hit points, it can regain additional hit points equal to twice your Intelligence modifier.
Charm of Speed. The target's speed increases by three times your Intelligence modifier.
Charm of Wrath. Once per turn, when the target rolls damage for an attack or spell, it can gain a bonus to one of the damage rolls equal to twice your Intelligence modifier.
Higher levels allow multiple simultaneous uses?
Charm prof number of targets instead?
Use prof mod rather than int mod?