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Witches are those who practice witchcraft to cast spells. Witches draw on the essence of arcane magic to cast their spells, although the source of their magic varies greatly according to their witch’s affiliation. Witches affiliate themselves with a source to make witchcraft. As a coven, witches can learn arcane secrets and cast spells like a wizard, and as an infernal witch, channels their power from a fiendish master. The magical ability of a nature witch comes from nature itself.

Witch is a new class that has a unique approach to spellcasting. It is inspired by all the aspects that make a witch, as well as witchcraft, tales, works of fiction, and a collection of belief systems and practices that are followed by people around the world. It involves many qualities and tropes of what makes a witch, letting you choose from three vastly different themes and playstyles.

Arcane Heart

Wizards may cast spells combining components of mind and logic, and sorcerers cast spells because it comes naturally to them, as magic is in their blood. Witchcraft, on the other hand, is rooted in sensation and emotion, rather than cold, hard logic and arcane symbolism.

This allows witches to be much more intuitive than other spellcasters. They rely on their instincts and insight more than a wizard or sorcerer. For a witch, magic is a glorious parade of emotions, and a bold strike of passion.

Passion and Desire

The paths and goals of witches vary greatly, but they all share one common aspect: their lust for new sensations and experiences. Whether they are the dark servants of an infernal master, the guardians of a forest’s grove, or a coven of elders in a small town, all witches strive to find emotion through something new in life. This drive frequently pushes them to some kind of adventure or another.

No matter what their aim or nature, witches try to fulfill their desires to the extreme. An infernal witch’s hunger for power would surpass even that of liches or red dragons. The faith of a nature witch to the deities of nature would overshadow a paladin guided by the brightest light. The dedication of a coven witch to its coven is a bond that can match that between the dearest lovers.

Because of this passion, witches tend to attach too much value on people whom they accept to be true friends. A witch can easily take on the role of a paternal or maternal figure in an adventuring party, and can make the ultimate sacrifice of martyrdom in the blink of an eye, with no hesitation.

Creating a Witch

When creating a witch character, think about the source of your witchcraft, or in other words, your affiliation. Unlike many other classes, witches tend to differ greatly according to their affiliation. A witch affiliated with a coven would be most fun to play if there are other members of the coven around, as they derive their magic from the power of their coven, and are able to make their magic more powerful with coven members beside them. A witch affiliated with nature tends to be more giving, wild, selfless, and less evil-hearted, which makes them similar to druids. A witch affiliated with an infernal master is often evil, although there may be special cases.

Irrelevant to their affiliations, witches can have various goals in life. No matter which path you choose for your witch character, the foundation of your witchcraft comes from sensation and emotion brought about by personal experiences. Witchcraft is an artform, a lantern, or a tool to unfold the desires within.

Quick Build

You can make a witch quickly by following these suggestions. First, the spellcasting ability tied to your witch’s affiliation should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Acolyte background.

Third, choose the resistance and spare the dying cantrips, along with the following 1st-level spells for your spellbook: bolts of waning*, charm person, command, cure wounds, detect magic, inflict wounds.

Hit Points

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 the 1st


Armor: None
Weapons: daggers, darts, light crossbows, quarterstaffs, slings
Tools: Alchemist’s Supplies, Herbalist’s Kit
Saving Throws: Intelligence and Charisma (Infernal) or Wisdom (Coven and Nature)
Skills: Choose two from Arcana, Deception, Insight, Medicine, Nature, Performance, Persuasion and Religion


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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) a fetish (a voodoo doll, an amulet, or a totem, etc.)
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook (Book of Shadows)
Table: The Witch
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Witch’s Familiar, Familiar’s Guidance, Witch’s Affiliation 2 2
2nd +2 2 3
3rd +2 Affiliation Feature 2 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Charms and Hexes 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 Affiliation Feature 4 4 3 3 3 1
10th +4 4 4 3 3 3 2
11th +4 Witch’s Broom 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Altar Magic 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 Third Time’s A Charm 4 4 3 3 3 2 1 1 1 1
18th +6 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Affiliation feature 4 4 3 3 3 3 2 2 1 1

Class Features

As a witch, you gain the following class features.


As a witch, the source of your witchcraft is your soul-bound Book of Shadows as well as the way that the spells it contains were taught to you according to your affiliation. See New Spells section of this book 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.

Spellbook At 1st level, you have a Book of Shadows containing six 1st-level witch spells of your choice. These spells can include the spells that have been made available to you by virtue of your affiliation.

Preparing and Casting Spells The Witch table shows how many spell slots you have to cast your 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 after you finish a long rest.

You prepare the list of witch spells that are available for you to cast. Spells provided by your affiliation are also counted among these spells. To do so, choose a number of witch spells from your Book of Shadows equal to your spellcasting ability modifier + your witch level (minimum one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16 (as a witch of coven affiliation, see Spellcasting Ability), your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your Book of Shadows. If you prepare the 1st-level spell false life, 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 after you finish a long rest. Preparing a new list of witch spells requires time spent studying your Book of Shadows and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Your spellcasting ability for your witch spells depends on the way through which you learn witchcraft, meaning, what you are affiliated with.

If you are affiliated with a coven, it means that you learn and cast magic through your coven’s traditions, which makes Intelligence your spellcasting ability.

If you are affiliated with nature, you draw your magic from the essence of nature and thus Wisdom is your spellcasting ability.

If you are affiliated with infernal masters, your master is the source of your magic, making Charisma your spellcasting ability.

You use your spellcasting ability whenever a spell refers to it. In addition, you use your spellcasting ability 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 Spellcasting Ability modifier

Spell attack modifier = your proficiency bonus + your Spellcasting Ability modifier

Witch’s Book Of Shadows

A Book of Shadows is a witch’s special spellbook. It has a bond with the witch, which is not the case for other spellcasters and their spellbooks. A witch’s Book of Shadows is written in the language related to the affiliation of the witch (Abyssal, Draconic, Infernal, or Sylvan) as the words written in the book are connected to the source of the witch’s powers. As you discover new spells from scrolls or tomes, you can copy them in your relevant language to your spellbook.

Copying a Spell into the Book of Shadows. When you find a witch spell of 1st level or higher, you can add it to your Book of Shadows if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

You can also acquire your Book of Shadows as an heirloom from a more experienced witch of your affiliation. Witches can give their Book of Shadows to other witches from their affiliation as gifts or tokens of gratitude as well. It may even have spells that are higher level than those you can yet cast. Such a spell simply fails, and you cannot prepare it even if you try until you reach the level required to cast the spell.

Copying a spell into your Book of Shadows involves recognizing the essence of the spell through feeling, and then translating and transcribing it into your book in the language related to your affiliation. You can recognize the essence of a spell if it is in draconic even if you don’t speak the language. As long as your mind and soul can comprehend the essence of the spell, you gain the ability to cast it after you transcribe and imbue it into your Book of Shadows.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you write the spell into your book, as well as the special ink you use to transcribe it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Soul-Bound. Your Book of Shadows is a special spellbook that has a bond with your soul. The spells written in it are also written in the ethereal plane. If the book is destroyed or moved more than 1 mile from where your witch character is, you can replace the book by taking it out of the ethereal plane again. When you do so, the previous copy of the book’s bond to your soul is cut but it can still be used as a regular spellbook.

The Book’s Origins. It is a continuing source of debate for scholars that when the first Book of Shadows was created, as are its similarities with the warlock’s book of shadows. Witches state that their Book of Shadows is the original one as it is something that can be tied to their souls, whereas the warlock’s book of shadows is merely a magical tome provided by a patron from the outside. They believe the warlock’s book is a much simpler replica that was created by a resourceful patron and that was then given to other patrons as a useful tool.

Ritual Casting You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell in your Book of Shadows. You don’t need to have the spells prepared.

Spellcasting Focus You can use a fetish as a spellcasting focus for your witch spells. You can create your own fetish as an 8-hour ritual with materials that are appropriate to your way of casting magic.

You can also ask fellow witches to create one for you.

Learning Spells of 1st Level or Higher Each time you gain a witch level, you can add two witch spells of your choice to your Book of Shadows. Each of these spells must be of a level for which you have spell slots, as shown on the witch table. On your adventures, you might find other spells you can add to your Book of Shadows (see the “Book of Shadows” sidebar).

Witch’s Familiar

Witches have a familiar that is specific to, and special, for them. Familiars are beasts that have a special connection with the witches. They consider familiars as guiding spirits that take an animal form. They believe their familiar grants them additional powers of magic.

Starting at 1st level, you can choose to have a familiar appropriate to your character. Your familiar understands you perfectly as if you have cast a speak with animals spell on it, and tries to fulfill any commands you give it, as much as its Intelligence score permits. You can command your familiar as a bonus action.

If your familiar drops to 0 hit points, it disappears, leaving behind no physical form. You can call the familiar back as a 1-hour ritual. If you do so, it appears in an unoccupied space within 10 feet of you.

Familiar’s Guidance

Also at 1st level, you gain the ability to receive guidance from your familiar a number of times each day. The list of familiars, and the particular guidance they provide, are as follows:

You can use the guidance a number of times equal to your spellcasting ability modifier (a minimum of once) and receive it if the familiar is within 30 feet of you. You regain any expended uses after you finish a long rest.

Familiar Benefit
Cat Advantage on Dexterity (Acrobatics) checks.
Raven Advantage on Wisdom (Perception) checks.
Rabbit Advantage on Wisdom (Survival) checks.
Mouse Advantage on Dexterity (Stealth) checks.
Owl Advantage on Wisdom (Insight) checks.

Witch’s Affiliation

Choose an affiliation at 1st level as the source of your witchcraft, to what your witchcraft is dedicated. Each affiliation is quite different from one another, and they each grant you quite different benefits. You must choose wisely, as some affiliations condemn you to be evil.

Your choice grants you features at 3rd level and again at 9th, 13th, and 20th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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.

Charms and Hexes

Starting at 6th level, you can prepare charms to protect yourself or your allies, or hex bags to undermine your enemies. In order to create a charm or a hex bag, you expend a spell slot of a level according to the object’s power, as shown in the table below, and perform a ritual that takes 1 hour to complete.

As long as the charm or hex remains, the spell slot remains expended.

You can implant a charm or hex bag on a creature by making a successful Dexterity (Sleight of Hand) check (DC determined at Game Master’s discretion). You can also ask another person to implant it in your stead. You can withdraw the powers of a charm or hex bag by intently focusing on it as an action. When you do so, the object stops functioning and you regain your spell slot.

Charm Spell Slot Effect
Clarity 1 The wearer has advantage on saving throws against being charmed.
Evil Eye 1 The wearer has advantage on saving throws against being cursed or hexed.
Luck 3 The wearer can reroll any die, up to three times per day.
Protection 2 The wearer can activate the Protection from Evil and Good spell on itself once per day by touching its charm.
Spirit Ward 1 The wearer cannot be possessed.
Vitality 1 Whenever the wearer rolls dice to heal, it takes one die as maximum.
Hex Bags
Hex Bag Spell Slot Effect
Burden 2 The wearer suffers 1 level of exhaustion, this effect cannot stack.
Clumsiness 1 The witch makes 3 attack rolls of their choosing against the wearer, with advantage, per day.
Entrancement 3 The wearer becomes charmed as if it is under the effect of the charm person spell for 8 hours. It breaks free from the effect if harmed by the witch or one of its companions.
Misfortune 1 The wearer has disadvantage on three of its rolls per day, chosen by the witch at the time of the roll.
Restlessness 2 The wearer has disadvantage on saving throws against spells that are cast by the witch, and the witch has advantage on its spell attacks that targets the wearer.
Spell Vulnerability 1 The wearer must spend twice the time in order to finish a short or long rest.

Witch’s Broom

At 11th level, you learn how to craft your trustworthy companion, the witch’s broom. In order to craft it, you must find a broom and spend 4 hours imbuing it with witchcraft. After you finish, it becomes a magical broom that obeys only you.

As an action, you can hide it in the Ethereal Plane or call back. When you summon it, the broom manifests within 30 feet of you and flies into your hand.

Additionally, you can use the following features with your broom:

  • You can fly on your broom with a flying speed of 30 feet.
  • By spending 10 minutes sweeping an area of 30-foot-square with your broom, you can cleanse the area as if you have cast protection from evil and good on all friendly creatures within it.
  • As an action, you can swing your broom and cast the gust of wind spell.
  • As an action, you can sweep the magic away from a target, as if you cast the dispel magic spell. You still have to make an ability check to successfully dispel a spell.

While traveling, you can walk while sweeping the ground with your broom, emulating the effects of the pass without trace spell.

When you use one of these features (except for flying, which can be used at will), you must finish a long rest before you can use it again.

Altar Magic

At 14th level, you learn how to create and use the witch’s altar.

Your altar includes a set of objects such as a ceremonial knife, candles, a metal plate, a metal goblet, a small bell, an idol, talismans, and a rug to place the components on top. After you obtain the components, you must perform a ritual of 4 hours to imbue them with your essence before you can use them.

You can pack all components into the rug and put them into your backpack. Your altar is magically protected and cannot be destroyed except by a spell of 7th level or higher.

By using your entire turn, you can set up your altar in the space you occupy. You cannot use the benefits of your altar if you leave this space. Using your action, you can pack your altar back up.

Your altar grants you some additional benefits:

Far Reaching Magic. You can cast an enchantment spell targeting any location when your altar is set as long as you and the target of the spell is in the same plane of existence. You only need to know the location of your target. Your target still understands that you cast the spell if the spell indicates that your target does so.

Imbued Magic. If you have cast a spell that requires concentration and you wish to cast a second one, you can transfer one spell’s concentration to your familiar and thus can maintain concentration for two spells at once.

Third Time’s Charm

Starting at 17th level, while casting a spell, you can speak its last word three times. When you do so, you can choose from one of the following benefits:

  • You have advantage on the spell attack roll.
  • The target of the spell makes its saving throw with disadvantage.
  • You can make your spell much stronger, turning it into a Heightened Spell or an Empowered Spell (using your spellcasting ability).

You can use this feature three times. You regain any expended uses after you finish a long rest.

Affiliations of Witchcraft

Every witch is affiliated with a source of magical power to practice their witchcraft. These affiliations vary greatly, and they have a significant influence on a witch’s character. The coven affiliation is closest to wizard schools. A coven is a society of witches with an arcane tradition, emphasizing magic that excels when practiced as a group.

The infernal affiliation requires a witch’s agreement with and/or dedication to an infernal servant, and witchcraft of the witches with this affiliation partially resembles the magic practiced by warlocks.

The nature affiliation concerns a bond between a witch and nature. Witches with this affiliation draw their powers from nature, and tend to follow both a god and a goddess of nature.

Coven Affiliation

A coven of witches is like a small mage’s guild with only a few members. It is like a family for its members. In fact, there are covens that are made of real families. The number of witches in a coven always equals multiples of three. The number of members in a coven is usually equal to 3, 9, or 12, but covens with a number of members that are equal to other multiples of three also exist. The goals and traditions of covens vary, but they all have traditions that are passed down from one generation to the next.

As a witch affiliated with a coven, you rely on your fellow members and your coven as much as your own powers. You learn a secret language called Witches’ Tongue through the witchcraft practiced by your coven, and you can channel and share the magic of your fellow members. Your coven’s main location also functions as an altar, making you and your members become much more powerful when you are within its bounds.

Expanded Spell List

Your affiliation with your coven lets you choose from an expanded list of spells when you add spells to your Book of Shadows.

The following spells are added to the list of witch spells for you. You can choose them to be part of your starting spells (cantrips and 1st level), or add them to your Book of Shadows in the course of your adventures.

Coven Affiliation Spells
Spell Level Spells
Cantrip guidance, message
1st alarm, sanctuary
2nd dark knowledge*, suggestion
3rd glyph of warding, sending
4th deadly ward (area)*, private sanctum
5th blood scry*, telepathic bond
6th guards and wards, mass suggestion
7th project image, labyrinth of shadows*
8th mind blank, truths hidden in shadows*
9th reflection within shadows*, lock the fate*

Bonus Language

When you choose this affiliation at 1st level, you learn the Draconic language.

Witches’ Tongue

When you choose this affiliation at 1st level, you learn the secret language of witches. It is not really a unique language in itself, but it has an alphabet that is an encrypted version of the Common tongue. It is spoken just like bird speech, distorting the sayings of Common into something that cannot be understood unless trained.

When you and your coven members are speaking in this language, a creature who tries to understand what you are saying must succeed on a DC 13 Intelligence (Investigation) check. A creature who tries to decipher the language in its written form must succeed on a DC 18 Intelligence (Investigation) check instead.

Coven Initiation

Also starting at 1st level, you learn the ritual to initiate others to your coven. Your coven members do not have to all be witches.

You can initiate your friends that are not witches as coven members as well. To do so, you draw a circle and perform an 8-hour ritual which involves the chanting of your coven words and drinking a pint of each other’s blood from a cup.

Once a creature becomes your coven member, you can use your coven features that involve coven members with that creature. However, most witches prefer to form covens with coven affiliation witches only, as only a coven witch can make use of the coven powers.

You can mark up to 3 allies as your coven members. You cannot mark a creature as a coven member against its will. If a coven member betrays you, it makes all its rolls and checks with disadvantage against you until it curses your name and the coven three times to your face with spoken words.

Coven Magic

Starting at 3rd level, you can share your magic and spellcasting with others in your coven. Coven magic grants you several benefits:

Magic Channeling. When you cast a spell, you can make a fellow coven member the origin point of the spell.

Share Components. When you cast a spell that requires an action, a coven member of yours can use its reaction to speak, perform, or use one of the components for you. If you can allocate all of the components except Verbal, you can cast the spell as a bonus action instead.

Share Essence. When you cast a spell, you can use a fellow coven member’s spell slot rather than your own. A spell with which you choose to use this benefit has to be of a level you can cast, meaning that you cannot cast a spell at a higher level if you yourself don’t have slots of that level based on your character level, even if your fellow member does.

You can use one of these features if your coven member is within 120 feet of you. You cannot use them if your fellow member is charmed, paralyzed, petrified, stunned or unconscious.

Altar of the Coven

When you reach 9th level, you have enough experience to be one of the coven’s trusted members. The coven lets you use its sacred ground as an altar. Your coven altar holds powerful potential for magic, and has the following features:

  • Because of the well of essence that flows through the coven, you can cast spells of 3rd level or lower as cantrips while within the coven grounds. You also have twice your spell slots for 4th, 5th, and 6th level spells while within the coven grounds.
  • You can cast any spell in your Book of Shadows while within the coven grounds. You don’t need to have the spell prepared.
  • You and your friends (who you mark as coven members) teleport back to the coven grounds as if you have cast the word of recall spell. Once you use this feature, you can use it again after you finish a long rest.
  • This ability also creates a passage back to the location to which you teleported through the nearest vegetation or any other sort of natural terrain (such as the husk of a tree, or even coming up from the ground). This passage counts as protected against intruders by the private sanctum and the magic circle spells. The passage remains available to you and your coven members for 2 hours.

Sacred grounds of a coven is a serious haven for its witches. These grounds are hard to invade as witches within them can fight with a serious might. The coven is how witches are able to protect themselves against the prejudiciary acts and threats of others. This feature is an example of how powerful covens can be.

Chant of the Coven

At 20th level, you learn how to initiate a Chant of the Coven. As an action, you start to sing this chant, however, your fellow coven members should also join you in order for the chant to work. When you do so, your minds become one as a coven for 1 minute, and you gain the benefits detailed below.

Your minds becoming one lets you communicate telepathically with one another as if you have cast the telepathic bond spell. This multi-mental perspective also increases your AC by 1 for each other coven member present, to a maximum of 3.

Additionally, as your movement, you can magically take the place of a coven member within 30 feet of you. Also, you can make a coven member within 60 feet of you the origin point of a spell you cast.

If your fellow coven members don’t know the Chant of the Coven (because they are of a lower level), they can only benefit from the telepathic bond, and from the increase to their AC, when you use this feature.

The chant requires concentration: You and a coven member who are chanting with you can still cast a spell that requires concentration, but you cannot maintain the concentration of this spell on your next turn unless you stop chanting.

Once you use this feature, you can’t do so again until you finish a long rest.

Infernal Affiliation

Witches with the infernal affiliation are those who owe their witchcraft to fiendish masters. A powerful devil or demon grants them their magic. Yet, their relationship is not like a warlock’s relationship with its patron. Rather, the master teaches the witch the methods of infernal spellcasting as their witchcraft. This also means that an infernal witch is not as dependent on the infernal master as a warlock is to its patron.

Once the infernal way of spellcasting is learned, it stays with the witch. Witches who are on this path are often evil, as they consort with fiends for their magic. Such witches are usually hungry for power, or quite desperate to find a way to overcome the challenges they may face. Still, there are some infernal witches that are neutral-aligned and in exceedingly rare cases, that are good-aligned.

As a witch affiliated with infernal witchcraft, you have the potential to learn the secrets of necromancy, and to call upon the fire and frost from the depths of lower planes. You can cast very destructive spells that are normally the work of warlocks or sorcerers. Such overwhelming power may consume you, because when you feel such strength in your fingertips, it is hard to resist the urges of infernal domination.

Expanded Spell List

The affiliation with an infernal master lets you choose from an expanded list of spells when you add spells to your Book of Shadows. The following spells are added to the list of witch spells for you. You can choose them to be part of your starting spells (cantrips and 1st level), or add them to your Book of Shadows in the course of your adventures.

Infernal Affiliation Spells
Spell Level Spells
Cantrip blood curse*, fire bolt
1st burning hands, hellish rebuke
2nd evil mark*, flaming sphere
3rd alter alignment*, fireball
4th black tentacles, wall of fire
5th devoured in flames*, flame strike (deals necrotic damage instead of radiant damage)
6th create undead, disintegrate
7th delayed blast fireball, soul binding*
8th incendiary cloud, rain of death*
9th curse of withering gaze*, meteor swarm

Bonus Language

When you choose this affiliation at 1st level, you learn the Abyssal or Infernal language.

Sin Eater

As you affiliate yourself with an infernal master, the magic you cast is actually a sin. You can eat your sin, sacrificing a portion of your magic for your vitality. Starting at 1st level, as an action, you can expend a spell slot to gain 1d4 + 4 temporary hit points for each spell level of the expended spell slot. For example, you can expend a 2nd-level spell slot to gain 2d4 + 8 temporary hit points.

You have to expend a spell slot to use this feature. Other features that let you not expend a spell slot or change your available spell slots does not alter the effects of this feature.

Infernal Sacrifice

Starting at 3rd level, you can sacrifice your vitality to gain potency in magic and regain an expended spell slot. As an action, you can make a cut on your body and let your blood spill for your infernal master. When you do so, your hit point maximum is reduced by 1d4 + 1 for each level of the spell slot.

This reduction lasts until you finish a long rest. For example, you can cut yourself and reduce your hit point maximum by 3d4 + 3 to gain a 3rd level spell slot.

Infernal Potency

Starting at 9th level, the magical power your master has granted you become very potent in your being. You choose one spell of 3rd level or lower. You can cast this spell without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast it by using a higher level spell slot, you expend the spell slot normally. Also starting at 9th level, you can change your chosen spell every time you gain a level thereafter.

Infernal Possession

At 20th level, you gain the ability to let your master’s avatar possess your body. By using your entire turn, you undergo a transformation. Your eyes turn black to reflect the infernal darkness. When you speak, your voice becomes forked, and both you and your master’s voice can be heard. At the end of your turn when the transformation is complete, you gain the following features:

  • You have immunity to fire and cold damage, but you gain vulnerability to radiant damage.
  • You have advantage on your Wisdom and Charisma saving throws.
  • You have advantage on your Charisma (Deception) and Charisma (Intimidation) checks.
  • An energy of dread radiates from you in an aura with a 30- foot radius. Any creature in the aura when you transform, or that comes into a space of your aura afterwards, must succeed on a Wisdom saving throw or become frightened of you.
  • Your spell attack bonus and spell save DC increase by 2.
  • You can use your altar’s benefits without setting it up.

You remain possessed for 1 minute or until your master is banished by an ability or spell. A successful DC 13 Intelligence (Religion) check uncovers that you are possessed, and a successful DC 15 Intelligence (Religion) check uncovers the type of your infernal master.

You make saving throws with advantage against any ability or spell that seeks to banish your master.

Once you use this feature, you cannot do so again until you finish a long rest.

Nature Affiliation

Witches with the nature affiliation are those who take their magic from the wilds and practice their witchcraft with the essence of nature, and all that it inspires. They may not be as wild as some druids are, but they like to spend at least some portion of their time in nature. They believe that nature is the source of magic and that they are in some way responsible for the gifts the wilds provide. Although they are not practitioners of the divine like clerics or paladins, these witches of the wilds tend to be followers of the gods and goddesses of nature. It is common among nature witches to adhere to the idea of the duality of nature, and thus they tend to follow both a god and a goddess of nature.

As a witch affiliated with nature, you can choose from a multitude of backstories: You can be an adventurer, free as the birds who decorate the sky. You can be a warden who protects those who cannot protect themselves from the deeds of disrespectful creatures who harm nature. You can even be on a path of revenge or necessary destruction, believing that the elimination of some “civilized” societies (that see their settlements above nature) is the only way to preserve nature.

No matter why you choose this path, your feelings tend to lead you to seek some sort of balance. You are aware that you must always give something in order to get something from nature. A fact that you are also constantly reminded of through the workings of your witchcraft.

Expanded Spell List

The affiliation with nature lets you choose from an expanded list of spells when you add spells to your Book of Shadows.

The following spells are added to the list of witch spells for you. You can choose them to be part of your starting spells (cantrips and 1st level), or add them to your Book of Shadows in the course of your adventures.

Nature Affiliation Spells
Spell Level Spells
Cantrip druidcraft, shillelagh
1st entangle, speak with animals
2nd barkskin, lesser restoration
3rd call lightning, speak with plants
4th conjure woodland beings, dominate beast
5th awaken, greater restoration
6th conjure fey, heal
7th etherealness, regenerate
8th animal shapes, dominate monster
9th shapechange, storm of vengeance

Bonus Language

When you choose this affiliation at 1st level, you learn the Sylvan language.

Shared Senses

Starting at 1st level, as an action, you can transfer your psyche into your familiar’s mind and perceive the surroundings from its eyes and ears. While you do so, you can control the animal mentally. When you share your senses with your familiar, your body counts as paralyzed, blinded and deafened until you bring your senses back. You can bring your senses back as a bonus action.

Shared Life

Starting at 3rd level, you and your familiar’s vitality link together. The benefits of your Familiar’s Guidance feature become permanent. Your familiar shares your hit points, damage resistances, and immunities. When your familiar takes damage, you take that damage instead. Consequently, your familiar falls unconscious when you fall unconscious, and dies when you die. Additionally, while you are making death saves, you can choose to sacrifice your familiar and automatically become stable.

Channel Magic

Starting at 9th level, you can decide to make your familiar the origin point of a spell you cast, and thus calculate any properties of the spell as well as the range or area according to the space it occupies. Your familiar can also touch a creature if a spell demands it, and it uses your spell attack bonus to do so. To use this feature, your familiar must be within 120 feet of you.

Altar of the Wilds

At 20th level, you realize that nature can provide you everything your altar provides with a simple wish made in your mind. You initiate this by focusing on an area of 60-feet-radius sphere within 60 feet of you, using your entire turn. Starting at the end of your turn, your magic becomes one with nature, and you gain the benefits granted by your Altar Magic feature for 1 minute as long as you stay within the area.

Once you use this feature, you cannot do so again until you finish a long rest.

Section 15: Copyright Notice

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