
Saving Throws: Wisdom, Charisma
Skills: Choose three from Animal Handling, Arcana,
Insight, Intimidation, Medicine, Nature, Perception,
Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple
weapon
• (a) a component pouch or (b) an arcane focus
• (a) a scholar’s pack or (b) an explorer’s pack
• Two daggers
Spellcasting
As a custodian of old folkways and the balance between
worlds, you can cast witch spells. Your magic works
through subtle but emphatic suggestion, channeling your
will to influence the wellbeing, fate, or opinions of beings
who need a little (or not-so-little) nudge to exist in harmo-
ny with others.
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.
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
Wisdom modifier + your witch level. The spells must be of
a level for which you have spell slots.
For example, if you are a 3rd-level witch, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of
16, your list of prepared spells can include six 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 2nd-level slot. Casting the spell doesn’t remove it from
your list of prepared spells.
You can also change your list of prepared spells when
you finish a long rest. Preparing a new list of witch spells
requires time spent practicing your craft: at least 1 minute
per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your witch spells,
since your magic draws upon your profound attunement to
the presence of magic in all things. You use your Wisdom
whenever a spell refers to your spellcasting ability. In ad-
dition, you use your Wisdom modifier when setting the
saving throw DC for a witch spell you cast and when mak-
ing an attack roll with one.
Spell save DC = 8 + your proficiency
bonus + your Wisdom modifier
Spell attack modifier = your proficiency
bonus + your Wisdom 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.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
your witch spells. Witches may also have unusual, home-
made, or repurposed objects as their arcane focuses, such
as brooms, kitchen knives, kettles, dolls, or similar house-
hold objects. To use such an item as your arcane focus,
you must spend an hour-long meditation dedicating it to
that purpose.
Witchcraft
You bring a touch of magic to everyday materials and
tasks, and as a result, the fruits of your labor bear a sub-
tle—but potent—power. Savvy witches soon learn that
common chores can be just as useful as flashier forms
of spellcasting; they can channel magic just as easily by
cooking up restorative meals, growing strange medicines
in their gardens, weaving charm bracelets, and stitching
protection into the seams of clothes. They also empower
their familiars to aid them in spellcasting.
Tokens
The minor results of a witch’s craft—potions, salves, one-
use charms, and favors—are commonly called tokens, and
any given witch can expect to make countless numbers of
them in their lifetime. Many witches make a living by trad-
ing tokens with those in need, although few ever become
wealthy that way.
Any 1st-level witch spell that targets one or more crea-
tures can be crafted into a token with 1 hour of labor. To
craft it, you must have an unexpended spell slot of a high
enough level to cast the spell (you need not have the spell
prepared) and you must succeed on a Wisdom check using
artisan’s tools with a DC of 10 + the spell’s level. On a failure,
the item isn’t created; if the check fails by 5 or more, you
also expend a spell slot of the spell’s level.
You can attempt to make a single token during a short
or long rest. Tokens take a form appropriate to the artisan’s
tools you use to create them. An herbalism kit might pro-
duce a potion or salve; chef’s tools might produce a cupcake.
Once created, a creature holding the token can cast the
spell from it using your spell save DC, spell attack bonus,
and spellcasting ability. If the spell requires concentration,
the creature must concentrate. The token then loses its
magical properties, becoming a mundane item of its kind.
At 9th level, you can create a token with any witch spell
of 2nd level or lower. At 13th level, you can create a token
with any witch spell of 3rd level or lower.
You can maintain a number of active tokens equal to your
proficiency bonus. If you make an additional token while at
your limit, the magic fades from your oldest token.