Witch

In the dimly lit chamber, a figure stands before a bubbling cauldron, her eyes gleaming with an eerie, otherworldly light. She raises her gnarled staff, adorned with cryptic symbols and feathers, and whispers incantations that send shivers down the spines of those who dare to watch. With a flick of her fingers, she hexes her enemies, their fates sealed by her malevolent power.

A cloaked figure roams the ancient forest, her footsteps silent as the night itself. She shares an unspoken bond with a mysterious creature that lurks in the shadows, a cunning familiar that aids her in her arcane pursuits. Her spells are not cast with mere words and gestures, but with a deep connection to the natural world and the ancient spirits that dwell within it.

These witches, diverse in their backgrounds and traditions, are united by their mastery of the arcane arts and their ability to manipulate the very fabric of reality. They are spellcasters of unparalleled skill, weaving hexes into their magic to permanently curse their foes. More than just spellcasters, they are keepers of ancient secrets, drawing power from their familiars, crafting potent potions, or inscribing potent runes. Their magic is a dark and mysterious force, capable of both great benevolence and terrible malevolence. In their hands, the line between the natural and supernatural blurs, and they walk a path few dare to tread, harnessing the very essence of magic itself to shape the world to their will.

### Class Features

As a witch, you gain the following class features.

**Hit Dice:** 1d6 per witch level

**Hit Points at 1st Level:** 6 + your Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per witch level after 1st

#### Proficiencies

**Armor:** none

**Weapons:** simple weapons

**Tools:** Alchemist’s Supplies, Herbalism Kit, Poisoner's Kit

**Saving Throws:** Constitution, Intelligence

**Skills:** Choose two from Animal Handling, Arcana, Deception, Medicine, Nature, Persuasion, and Religion

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) quarterstaff or (b) a club

(a) a component pouch or (b) an arcane focus

(a) Alchemist’s Supplies or (b) an Herbalism kit

A scholar’s pack, a dagger, and a grimoire

Alternatively, you can ignore the equipment given by your class and background, and start with 3d4 x 10 gp.

### Spellcasting

Witches contort the energy of the world to their liking by studying all kinds, even forbidden, arcane arts. See Spells Rules for the general rules of spellcasting and the Witch Spell List at the end of the class description for the witch spell list.

#### Cantrips

At 1st level, you know three 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.

#### 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 witch 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

At 1st level, you know two 1st-level spells of your choice from the witch spell list.

The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new witch spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list. The new spell must also be of a level for which you have spell slots on the witch table.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells, since your magic relies upon your ability to remember the motions and words required to cast them properly. You use your Intelligence whenever a spell refers to your spellcasting 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.

#### Spellcasting Focus

You can use an arcane focus or your grimoire as a spellcasting focus for your witch spells.

#### Grimoire

To contain your known spells, you have a grimoire. Through it, you can cast any spell you know without having to prepare it, however you may prepare a spell in order to add a hex to it when they become available to you. You prepare the list of witch spells that are available for you to hex by choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Intelligence modifier + half your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.

Once a spell is prepared, you may cast it with or without a hex. Spells that are not prepared this way may not be hexed.

You can change your list of prepared spells to hex when you finish a long rest. Preparing a new list of witch spells requires time spent in mulling over precise words and checking ingredients: at least 1 minute per spell level for each spell on your list.

### Hexes

At 2nd level, you are able to produce hexes: powerful effects that witches can put on targets. By preparing spells in their grimoire, a witch is able to latch a hex onto the spell’s magic, unleashing the cursing ability.

In order to use a hex, you must cast a spell and meet the prerequisites for the hex. A hex’s effect happens after the spell’s effects. You can use hexes a number of times equal to your proficiency bonus. You regain all uses of your hexes after a long rest.

You know 3 hexes from the Hex list detailed at the end of this class. The Hexes Known column of the Witch table shows when you learn more. Your proficiency bonus also determines how many hexes you can have active at once. For example, a 1st level Witch can have 2 hexes active. When the Witch produces a 3rd hex, the 1st hex ends. Hexes are incredibly powerful and last until the effect is removed by spells such as remove curse or until the hexed creature dies.

### Coven

When you reach 3rd level, you choose a coven to associate with. Whether through an actual gathering of witches or merely through a personal connection to the magic, your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

### Witchcraft

Additionally at 3rd level, you select your witchcraft: an aspect of witching you channel your magic through.

* Familiar Focus
	+ You learn the find familiar spell. The spell doesn't count against your number of spells known.
	+ Your familiar can act as a special spellcasting focus that does not need to be held, so long as the familiar is within 30 feet.
* Potion Focus
	+ During a short or long rest, you may cast a spell up to 5th level to formulate spell potions using alchemist’s supplies. The spell must target one or more creatures. If the spell targets more than 1 creature, only the drinker is affected. If the spell asks for a saving throw, the full effect of the spell takes effect even if the target succeeds on its saving throw. If the spell requires concentration, the spell lasts for its full duration. You can have up to 2 potions like this at a time before 1 spoils and the magic dissipates.
	+ As long as the spell is prepared, you may also cast a spell into a potion with an attached hex.
* Rune Focus
	+ You are able to inscribe runes into objects, warding locations. You may have a total of 2 runes active at once. Below are rune options provided to you by this feature.
	+ Rune of Blessing: Creatures you choose within 5 feet of this rune can add a d4 on their first roll on their turn.
	+ Rune of Cursing: Creatures you choose within 5 feet of this rune roll a d4 and subtract the number rolled from the result of their first roll on their turn.

### Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

### Crafted to Perfection

At 18th level, your witchcraft improves to expert levels. Based on your selected witchcraft, you gain one of the following:

* Familiar Focus: You gain a second familiar when you cast the find familiar spell and may see through both of their eyes at once.
* Potion Focus: Effects of potions stop spoiling after crafting new ones and instead spoil after 1 week.
* Rune Focus: You increase your amount of active runes by 1 and may carve a larger rune symbol on an object made of wood or stone nearby. If you do, the radius of the rune is extended to 60 feet.

### A Master Hex Upon You

At 20th level, you designate a hex you know as your Master Hex. When you hex a creature with your Master Hex it is always active even if you hex a number of creatures above your proficiency bonus. The Master Hex cannot be removed with spells such as remove curse and must instead be removed with wish or similar powerful magic. Alternatively, you may dispel the Master Hex by uttering an incomprehensible word of your choice. You may switch which hex you designate as your Master Hex after a long rest, though this does not change the effects on a currently hexed creature.