The Witch

***Tapping into the dark and mysterious powers of the occult, Witches are feared and beloved by the superstitious and underestimated by everyone else. Though similar in many ways, the difference between Witchcraft and Wizardry should not be ignored. While both gain power through study and practice, Wizards combine knowledge and discipline to shape the Universal Arcane while Witches learn ways to bend it to their will by tapping into strange and dark forces.***

# Class Features

As a Witch, you gain the following class features:

-Hit points-

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

**Hit Points at 1st level:** 6 + constitution modifier

-proficiencies-

**Armor:** none

**Weapons:** simple weapons

**Tools:** none

**Saving Throws:** Charisma, Intelligence

**Skills:** Arcana, choose any two from Religion, Deception, Insight, History, Perception, Stealth, Sleight of Hand, Survival, Medicine, and Animal Handling

-equipment-

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

* An arcane focus or component pouch
* Two daggers
* A) a sickle or B) a quarterstaff
* A common magic item

## Spellcasting

As a Witch, you can learn spells as a Wizard would, from either the Wizard or Warlock spell lists. For rules on learned spellcasting, see the Wizard for reference. Charisma is your spellcasting modifier for Witch spells. You begin knowing 3 of 1st level and 2 cantrips. As a Witch, you may also learn spells from the Witch Spell List listed here. Whenever you finish a long rest, you may prepare a number of spells equal to 1/2 your Witch level + your charisma modifier.

## Familiar

A Witch would be incomplete without their Familiar. Wizards and other spellcasters sometimes summon magical companions, but their fluffy friends pale in comparison to the binding force between and Witch's Familiar and it's Witch. When you gain your first level in this class, choose a familiar from the list of Witch's Familiars. These companions grant a buff, in addition to behaving as a familiar from the spell *Find Familiar*. As a Witch, you cannot cast the spell *Find Familiar*.

The Familiar shares your initiative and goes on your turn, and you may cast spell with range of touch as if you were in your Familiar's space. If your Familiar dies, it reappears by your side when you finish your next long rest.

## Witchcraft

Starting at 2nd level, you begin to tap into the dark and mysterious powers of Witchcraft. You gain a pool of Witchcraft points, representing your ability to sustain magical effects. Witchcraft points are never lost, but may be employed to activate a Hex, Curse, Charm, or Rune you know. Once you release the effect (which you can do as a free action), the Witchcraft point returns to your pool. Witchcrafts can be learned like spells, and you may choose one from the list to learn each time you level up. At 2nd level, you may choose three Witchcrafts to know from the available list of Witchcraft. Each time you level up, you may choose to switch one Witchcraft you know for one you don't know from the, provided you meet the prerequisites.

Whenever a creature makes a save against one of your witchcrafts, they are immune to the effects of that witchcraft for 24 hours.

## Ritualist

At 2nd level, you become adept at performing rituals. You gain a special spellbook called a ritual book which you keep your rituals in. You can learn any Wizard, Warlock, or Witch spell the same way you would learn any other spell, but you can cast them as rituals even when you don't have them prepared.

## Witch's Coven

At 3rd level, you can choose an ancient cult to base your study of Witchcraft on. You may choose the Cult of Iepatus, the Cult of the Fates, the Cult of the Furies, the Cult of Morpheus, the Cult of Athena, the Cult of Circe, or the Cult of Pan. Your Coven grants you additional features when chosen and at levels 6, 13, and 19.

## Ominous Presence

At level 5, the dark powers you employ manifest as an uncanny feeling in others. You have advantage on Persuasion and Intimidation checks against creatures within 30 feet of you.

## Guarded Mind

Beginning at level 7, your mind is hardened by your dark arts. Whenever you must make a mental saving throw against a spell or magical effect for half damage, you take no damage on a successful save and half damage on a failure. You also have advantage on saves against Enchantment and Illusion spells and can't be frightened.

## Familiar Enhancement

At level 10, your Familiar's size increases to small from tiny, and it's proficiency bonus goes up by 1. It also increases the size of any of it's attacks' damage dice by one (a d4 goes to a d6 and so on) and doubles its hit dice. Additionally, your Familiar can cast *Misty Step* at will and you can expend a 1st level spell slot whenever you finish a long rest to give them one casting of a 1st level spell that they can cast on their turn. A Pseudodragon can choose to use its additional spell slot to cast the spell you give it.

## Supreme Witchery

At 20th level, you can cast Witch spells of 1st and 2nd level at will. If the spell has a casting time of 1 action, you may choose to cast it as a bonus action.