Discover a vast array of spells categorized by level, from powerful 6th-level spells down to cantrips. Enhance your gameplay with spells like Shield, Invisibility, and Conjure Elemental. Unleash your magical abilities with spells such as Conjure Fey and Teleportation Circle. Find spells for every situation, from combat to utility, and expand your spellcasting repertoire. Level up your game with our comprehensive spell list!
/ 15

W
Standing on moss-covered steps in the path of an
advancing ogre, a young shrine maiden carefully
pours a hot cup of tea. She whispers a word of
thanks into the rising steam, and as she raises the
drink, the ogre drops the greatclub from his hand
as he sits in wonder, gazing at the offering.
Peering over a bubbling cauldron, a mother
watches her child breathe raggedly under a patch-
work quilt. A crow alights upon her shoulder with
white-blossoming herbs in its beak, and she sighs
with relief as she adds them to the magic brew.
Striding through the great mead hall, a wizened
crone strikes terror into the hearts of once-brave
warriors. She points a bony finger at the old king,
and as shadow and fire leap to the fury of her
cackling command, the king dies knowing he has
earned this fate.
Witches are powerful mages as well as devoted
caretakers, combining patience, insight, and sub-
tlety with extraordinary willfulness. While other
spellcasters might use magic in grand gestures
that bend the world to their whims, a witch’s
power works in harmony with the people,
plants, animals, and magical forces around
them. The practice of witchcraft is often rooted
in everyday rituals and chores, emphasizing the
value in doing things with care and deliberation
rather than taking shortcuts.
Powerful Consequences
Witches are infamous for their curses, but they
don’t curse others on a whim. A witch’s curse is
most often a consequence for causing harm or
engaging in disrespectful behavior, to the witch
themself or the people and places under their
care. Curses range from a minor, temporary
rebuke—causing a bully to startle at their own
shadow—to permanent ramifications meted
out as justice for wicked acts—transforming
a greedy poacher into a helpless deer. If
the recipient of the curse demonstrates
increased understanding and remorse
for their actions, the witch may be per-
suaded to lift the spell.

T W
Level
Proficiency
Bonus Features
Cantrips
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Witchcraft 3 2 — — — — — — — —
2nd +2 Coven 3 3 — — — — — — — —
3rd +2
Retributive Curses
3
4 2 — — — — — — —
4th +2 Ability Score Increase 4 4 3 — — — — — — —
5th +3 Wracking Curses 4 4 3 2 — — — — — —
6th +3 Coven Feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Increase 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Coven Feature 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Increase 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Coven Feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Willful Walls 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 5 4 3 3 3 3 2 1 1 1
20th +6 True Craft 5 4 3 3 3 3 2 2 1 1
Connection and Community
A home—both a location and the people who live there—
is a foundational part of witchcraft. A witch often serves
as a protector, counselor, and healer to the people (and
animals, plants, and spirits) who live near them, wheth-
er or not this role is sanctioned by the local authorities.
Often, this spellwork is seamlessly incorporated into sim-
ple home goods and handcrafts, familiar gifts that com-
fort their recipients and lie dormant until needed. While
a witch doesn’t necessarily stay in one place, they under-
stand the importance of community, and work to preserve
balance between people, the natural world, and supernat-
ural forces wherever they go.
Creating a Witch
When making a witch, consider your character’s relation-
ship to the world and the creatures around them. How
closely do they live to the subjects of their care, and what
would it take to make your witch break away from them?
How did they meet their familiar, and what do they do for
each other? What everyday rituals ground them in their
work?
Perhaps your character is new to witchcraft, or perhaps
they spent years as an apprentice learning traditions,
rituals, and hexes from their mentor. If your character had
a mentor, what was your relationship with that witch, and
what lessons did they impart to you beyond the practices
of spellcasting and magic?
Quick Build
You can make a witch quickly by following these sugges-
tions. First, Wisdom should be your highest ability score,
followed by Dexterity or Constitution. Second, choose the
cackle, guidance, and mending cantrips (the cackle cantrip
is included at the end of this class).
C F
As a witch, you gain the following class features:
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 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Two types of artisan’s tools of your choice

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.
Loading document...
/ 15
Upload to Download
Every 3 documents you upload earns 1 download credit.
You have uploaded 0 documents. Upload 3 more to earn a download.
Upload Documents