Sa ving Throws: W isdom, Charisma
Skills: Choose three from Animal Handling, Arcana,
Insight, Intimidation, M edicine, Nature , P erception,
P ersuasion, and Surviv al
Equipment
Y ou star t with the fo llowing eq uipment, in addition to the
equipment gran ted by y our background:
• (a) a light crossbo w and 20 bolts or (b) an y simple
wea pon
• (a) a component pouc h or (b) an arcane focus
• (a) a scholar’ s pack or (b) an explorer ’ s pack
• T wo daggers
Spellcasting
As a custodian of old f olkwa ys and the balance between
wor lds, yo u can cast witc h spells. Y our magic works
through s ubtle but emp hatic suggestion, c hanneling your
will to infl uence the wellbeing , fate , or opinions of beings
w ho need a little (or not-so-little) nudge to e xist in harmo-
ny w ith others.
Cantrips
At 1st le vel, y ou know three cantrips of y our choice from
the witc h spell list. Y ou learn additional witch can trips
of yo ur choice at higher le vels , as shown in the Can trips
Known col umn of the W itch ta ble.
Prep aring and Casting Spells
The Wit ch ta ble shows ho w many spell slots y ou ha v e to
cast your w itch spells o f 1st level and hig her . T o cast one of
these spells, y ou must expend a slot o f the spell’ s lev el or
higher . Y ou regain all expended spell slots when y ou finish
a long rest.
Y ou prepare the list of witc h spells that are av ailable
for y ou to cast, choosing from the witc h spell list. When
you do so , choose a num ber of witc h spells equal to y our
Wisdom modifier + y our wit ch lev el. The spells must be o f
a lev el for w hich y ou ha ve spell slots .
F or example, if y ou are a 3rd-lev el witc h, you ha ve four
1st-lev el and two 2nd-le vel spell slots. W ith a Wisdom of
16, y our list of prepared spells can include six spells o f
1st or 2nd lev el, in any com bination. If you prepare the
1st-lev el spell cure wounds , yo u can cast it using a 1st-level
or 2nd-lev el slot. Casting the spell doesn ’ t remov e it from
your list o f prepared spells.
Y ou can also change y our list of prepared spells w hen
you finis h a long rest. Prepar ing a new list of w itch spells
requires time spent practicing y our craft: at least 1 min ute
per spell lev el for each spell on y our list.
Spellcasting Ability
Wisdom is y our spellcasting a bility for yo ur witch spells ,
since your magic dra ws upon your pro found attunement to
the presence of magic in all things. Y ou use y our Wisdom
w henev er a spell refers to y our spellcasting ability . In ad-
dition, you use y our W isdom modifier w hen setting the
sa ving throw DC for a wit ch spell y ou cast and w hen mak-
ing an attack roll w ith one.
Spell save DC = 8 + your proficiency
bonus + your Wisdom modifier
Spell attack modifier = your proficiency
bonus + your Wisdom modifier
Ritu al Casting
Y ou can cast a witch spell as a ritual if that spell has the
ritual tag and you ha ve the spell prepared.
Spellcasting Focu s
Y ou can use an arcane focus as a spellcasting focus for
your w itch spells . Wit ches ma y also ha ve un usual, home-
made, or repurposed objects as their arcane f ocuses, suc h
as brooms, kit chen kniv es, k ettles, dolls , or similar house-
hold objects. T o use suc h an item as yo ur arcane focus,
you m ust spend an hour -long meditation dedicating it to
that purpose.
Witch craft
Y ou bring a touch of magic to e veryda y materials and
tasks, and as a res ult, the fr uits of your la bor bear a sub-
tle—but poten t—pow er . Sa vv y witc hes soon learn that
common chores can be just as useful as flas hier forms
of spellcasting; they can c hannel magic just as easil y by
cooking up rest orativ e meals, grow ing strange medicines
in their gardens, w ea ving charm bracelets , and stitching
protection into the seams o f clothes. They also em pow er
their familiars to aid them in spellcasting .
T okens
The minor results of a w itch ’ s craft—potions, sal ves , one-
use charms, and f av ors— are commonl y called tokens, and
any gi ven w itch can e xpect to make countless n umbers of
them in their lifetime. Man y witches make a li ving b y trad-
ing tokens w ith those in need, although fe w ev er become
wealth y that wa y .
Any 1st-lev el witc h spell that targets one or more crea-
tures can be crafted into a t oken with 1 ho ur of labor . T o
craft it, you m ust ha ve an unexpended spell slot of a high
enough le vel to cast the spell (y ou need not ha ve the spell
prepared) and you m ust succeed on a W isdom check using
artisan ’ s tools with a DC of 10 + the spell ’ s level. On a f ailure ,
the item isn ’ t created; if the chec k fails by 5 or more , you
also expend a spell slot of the spell ’ s level.
Y ou can attempt to mak e a single tok en during a short
or long rest. T okens take a f orm appro priate to the artisan ’ s
tools y ou use to create them. An herbalism kit mig ht pro-
duce a potion or sal ve; c hef ’ s tools might prod uce a cupcake .
Once created, a creature holding the tok en can cast the
spell from it using your spell sa ve DC, spell attack bon us,
and spellcasting ability . If the spell requires concentration,
the creature must concentrat e. The tok en then loses its
magical properties, becoming a mund ane item of its kind.
At 9th le vel, y ou can create a tok en with an y witc h spell
of 2nd lev el or low er . At 13th lev el, you can creat e a token
with an y witc h spell of 3rd lev el or low er .
Y ou can maintain a number of acti ve t okens equal t o your
proficiency bonus . If you mak e an additional token w hile at
your limit, the magic fades from y our oldest to ken.