At 1st level, whenever you score a critical hit with a weapon or spell, the target creature has disadvantage on its next attack roll, ability check, and saving throw that it attempts within the next minute. Ritual. Third, choose the chill touch, infestation, and thaumaturgy cantrips, along with the 1st-level spells false life, hex, and witch bolt. On a successful save, the damage is halved. The Past. A human woman walks down the sunny streets, her white robes seemingly gleaming in the sun. Release. You can only release a Spirit of Ego once per long rest. Due to the power of this spirit, it can only be bound to a spell slot of 6th level or higher. If the creature dies within 1 minute, you entrap the creature's spirit. Some believe that the familar is a projection of the self, others that it is a separate entity, and still others that it is a physical animal. When this spirit is bound, you gain a set of special dice called passionate dice. Your bonded spirit's attack damage is equal to your attack bonus. You must be conscious for the spirit to grant this bonus. A Grey Lady grants the following features: A black dog appears as a large dog with shaggy black fur and glowing red eyes. protection from poison, Animals Fantasy & Mythology Animal Demon Familiar ... Report. Starting at 3rd level, you choose to join a coven of witches to determine which practice of magic you'll be perfecting: White Witch or Black Witch, both of which are detailed at the end of this page. Whispers of the Grave. You start with the following equipment, in addition to the equipment granted by your background: When you start, you have an animal that is your familiar to act as an extension of yourself to nature and spirits. Undead and constructs are immune to this effect. The Witch table shows how many spell slots you have to cast your spells of 1st level and above. In addition, you use this ability's modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one. You are also able to speak to any creature that you can see on this plane. This trance requires concentration up to a minute, as if it were a spell. As an action, you are able to command your bonded spirit to attach themselves to any creature within 30 feet of yourself, to grant them temporary hit points equal to your wisdom modifier + proficiency bonus. You can take this action once, and you must finish a long rest to use this ability again. You can only have one spirit bound in this way. Starting at 7th level, you may animate your shadow into a living being for 1 hour, or until its HP is 0. protection from evil and good, When you create a witch, you receive equipment based on a combination of your class and background. Spell Delivery (Core Rulebook pg. You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. You are able to choose one type of spirit to be bonded to, and gain features from your choice at the 1st level, then again at the 5th, 10th, and 18th level. A copy of the source is available on GitHub. Starting at 15th level, you learn to apply your magic to saving lives. Familiars possess magic and commune with the spirits, some have the ability to shapeshift. hold person, Roll a d8 and consult the Violent Binding table to determine the type of spirit you have bound, or the DM may decide a spirit for you, depending on the behavior of the target creature. command, The whole village fears the tiefling woman in the house on the corner. witch bolt, 2nd Level burning hands, The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. All pages needing to be reviewed. 30,380 takers. Familiars are often fed through an abnormal nipple commonly found in an unusual location of the witch's body. At 3rd level, you learn how to cast the spell find familiar as a ritual without expending material components, and you can cast it as a ritual even if it is not one of your known spells. Starting at 11th level, you learn how to use your bonded spirit to protect your allies. I've already had this be troublesome as if my Familiar is too far from me in init, the action I give her is no longer useful as the battlefield changes. Hit Dice: 1d6 per Witch level You can regain all uses of this feature when you finish a long rest. mage hand, You regain all spell slots when you finish a long rest. You must finish a long rest to cast the spell in this way again. Starting at 15th level, your spellcasting ability becomes greatly augmented. If the spirit is 4th level or higher, you also cannot become exhausted for any reason other than lack of sleep, and a short rest reduces your exhaustion by one level. When you are in darkness, and have a spirit bound of at least 4th level, as an action you can magically teleport up to 60 feet to an unoccupied space you can see that is also in darkness. You may choose from any beast that is size Medium or smaller and has a CR of 1/4 or lower to be your familiar. You are considered proficient with this weapon, and attack and damage rolls made with this weapon use your spellcasting ability modifier. A voice whispers in her ear about a nearby feeling of anxiety. In addition, you gain a bonus to your passive Wisdom (Perception) score equal to the spirit's level. Release. The Witch’s Dog Familiar. 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. Is there a measure of mutual respect? Superstition is also a good trigger for a fascination with witchcraft. The spirit's power equals the level of the spell slot filled. As the final act, she draws a cruel black-iron dagger across her own palm, and lets fall the blood into the steaming maw of the cauldron. Some witches believe that an animal familiar chooses their witch to live and work with. When you cast find familiar for the first time, you must choose whether the creature is a celestial, fey, or fiend. Your shadow has half your maximum HP and your same ability scores. The Druid King : Dusan Markovic (deviantArt) fantasy forest wallpaper According to the Discovery of Witches written by Thomas Potts in 1613, each of the Pendle witches had his or her own familiar spirit. The following spells are added to the witch spell list for you. Your Max Hit Points recover after you take a long rest. Spells Gained at a New Level: A witch’s familiar learns a certain amount of lore and magic as the witch adventures. The release effect of the spirit you dismissed is not activated. This homebrew class takes its inspiration and basic concept design from this excellent & inspired Witch class build by Zarieth. You may use this ability once, after which you must complete a long rest to use it again. The creature is affected as if you cast the modify memory spell, and you can modify the creature's memory from the last 24 hours however you wish. Bound. He is led to the ailing child, whom he was summoned to help. It uses your spellcasting ability modifier for attack rolls. She smiles as she hears a soldier's terrified screams. You know three cantrips of your choice from the witch spell list. The resulting number determines the creature's maximum life expectancy. clairvoyance, Though some covens are drawn together solely for their thirst for power, other covens are bonded by a genuine love for one another, a magic that may equal their eldritch pursuits. How did your character come to be an adventurer? To cast one of these witch spells, you must expend a slot of the spell’s level or higher. Bound. You release Agony as a part of any attack or spell which inflicts damage, after determining whether the attack or spell hits. When you take this action, you can also release a spirit of 7th level or higher and concentrate on this connection for 1 hour, as if concentrating on a spell. Witches understand the power inherent in a creature's spirit, and draw their magic from the enchantment, or entrapment, of powerful spirits. Bound. A creature can't be killed by the release of this spirit. Release. If failed, the targeted creatures take poison damage equal to 1d6 + your witch level. radius of where your bonded spirit was summoned must make a Constitution Saving Throw. Familiar Masters It is rare to find a witch without his or her constant companion, the familiar. You may use this feature a number of times equal to your wisdom modifier (minimum of 1) and regain expended uses upon finishing a short or long rest. Withered and gaunt, an old Halfling peeks out of his hut deep in the woods. Spell Slots. At 2nd level, you can bind spirits to your service. cannot be affected by this fate. A White Witch specializes in supporting others. The Future. Though not always true, witches of this coven tend to foster friendlier bonds with their spirits than other witches. Your familiar knows the cause fear spell, and can cast it once at 1st level. The spell-casting ability for a witch of the Coven of Pain is Charisma. When you release this spirit, you grant an ally within 30 feet of you temporary hit points equal to three times the spirit's level. wraith The attacking creature must succeed on a Charisma saving throw or take the same amount of damage you or the ally received. Your choice grants you features at 1st level, and again at 6th, 14th, and 18th levels. Attempts to use this ability afterward have a 33 percent chance of failing. The creature must succeed at a Constitution saving throw, or lose any immun-ities and restistances it has to being grappled, paralyzed, petrified, prone, and restrained by you, and this effect lasts for 1 minute. At 10th level, you may dismiss a spirit as a bonus action to recover a spell slot of a level equal to that of the spirit’s. Release. The spells must be of a level for which you have spell slots. If the CR of the creature is lower than the spirit's level, the creature automatically fails its initial saving throw. She draws in her breath sharply as a spirit billows forth from the depths, and envelopes the witch, granting her powers beyond reckoning. As opposed to wizardry, in which the student often finds him- or herself alone with a book in the study of magic, witchcraft is by its very nature communal --- rituals are passed down from generation to generation, often only by word-of-mouth, and each coven tends to adopt its own traditions of plucking at the weave, the magic words of one coven often being alien to another. When this spirit is bound, you always have a sense of peace and clarity of thought. Everyone in a 15ft. A familiar is an animal or spirit that assists witches and cunning folk in their practice of magic. This version of The Witch D&D 5e class was created by Reddit user JPGenn. Every witch has a connection to all things via the use of a spirit. At 4th level, the gift lasts for 1 hour. When you release this spirit, all creatures within 30 feet of you lose their reaction for a number of rounds equal to the spirit's level. You are able to share your inherent gifts with others while this spirit is bound. The creature doesn't need to understand you to be affected. At 14th level, you learn the spell true seeing and add it to your list of known spells. private sanctum, 5th Level If you later release the spirit, the spell slot is expended, and can be recovered at the end of a long rest. If you are incapacitated, your familiar will try to protect you from harm. On a successful save, the creature is affected for 1 round. While this spirit is bound to you, you radiate an aura of awe. You can use this ability once, and must finish a short or long rest to use this ability again. animal friendship, the Forest church 2 : weiweihua (deviantArt) lesser restoration, Furthermore, you can use your athame as an spellcasting focus for your witch spells. 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