Witch
Hit Points
Hit Dice: d6 per Witch level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st
Proficiences
Armor: None
Weapons: Dagger, darts, slings, quarterstaffs, light crossbows
Tools: Herbalism Kit
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Medicine, and Religion.
Class Features
The Witch |
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Level |
Proficiency Bonus |
Features |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
+2 |
Spellcasting, Forbidden Arts |
3 |
2 |
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2 |
+2 |
Covens |
3 |
3 |
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3 |
+2 |
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3 |
4 |
2 |
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4 |
+2 |
Ability Score Improvement |
4 |
4 |
3 |
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5 |
+3 |
Forbidden Arts |
4 |
4 |
3 |
2 |
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6 |
+3 |
Coven feature |
4 |
4 |
3 |
3 |
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7 |
+3 |
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4 |
4 |
3 |
3 |
1 |
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8 |
+3 |
Ability Score Improvement |
4 |
4 |
3 |
3 |
2 |
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9 |
+4 |
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4 |
4 |
3 |
3 |
3 |
1 |
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10 |
+4 |
Coven feature |
5 |
4 |
3 |
3 |
3 |
2 |
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11 |
+4 |
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5 |
4 |
3 |
3 |
3 |
2 |
1 |
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12 |
+4 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
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13 |
+5 |
Forbidden Arts |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
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14 |
+5 |
Coven feature |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
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15 |
+5 |
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5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
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16 |
+5 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
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17 |
+6 |
Forbidden Arts |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
+6 |
Dark Artist |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
+6 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
+6 |
Forever Cursed |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Forbidden Arts
At 1st level, you gain the ability to control the dark arts you study and weave them into the regular arcane. This mix of dark arts and arcane allow you to curse and bend creatures to your will through your forbidden magic. You gain two forbidden arts of your choice and you gain another one at 5th, 13th, and 17th level.
You can only use one Forbidden Art option on a spell when you cast it. You can use your Forbidden Arts a number of times equal to your proficiency bonus and regain all uses at the end of a long rest. You can target one creature with one use of your Forbidden Arts. You can only apply the Forbidden Art after you know if the spell hits or if the target fails their saving throw.
Forbidden Arts List:
Curse of The Blind Toad
The target of this Forbidden Art becomes blind until the end of your next time. Those that are immune to the blinded condition are immune to this curse.
Curse of The Chained Soul
Prerequisite: 6th level Coven of Lichdom
The target of this Forbidden Art becomes cursed for the next minute. While the target is cursed you receive the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a 19 or 20 on the d20.
- If the cursed target dies within the next minute, their soul is automatically sealed within your incomplete phylactery, no reaction required.
Curse of The Despairing Soul
Prerequisite: 14th level Coven of Lichdom
The target of this Forbidden Art no longer takes damage from the cursed spell, they instead have their hit point maximum lower by the damage meant to be dealt. You gain temporary hit points equal to the damage dealt. This effect lasts until the target takes a long rest, a
remove curse, greater restoration, or
wish spell is cast. If the target were to die to this effect then their soul is added to your incomplete phylactery.
Curse of The Eldritch Practitioner
Prerequisite: 14th level Coven of Witchdoctor
The target of this Forbidden Art has to be a potion or poison:
- If the target is a potion then the potion grants the regeneration effect for 1 minute in addition to its other effects. The target of the potion regains hit points equal to your intelligence modifier(minimum of 1) at the start of each of their turns.
- If the target is a poison then the poison makes the target vulnerable to poison damage for a number of a rounds equal to your intelligence modifier (minimum of 1) in addition to its other effects. This effect has no affect on constructs.
Curse of The Guarded Heart
The target of this Forbidden Art gains temporary hit points equal to 5 times the level of the spell being cursed. These temporary hit points last for the next minute.
Curse of The Harmless Hippie
The target of this Forbidden Art drops whatever they are holding. This Forbidden Art does not affect those that are two sizes larger or more than the caster. (For example a medium caster can make a large target drop whatever they are holding but not a Huge target.)
Curse of The Legless Lizard
The target of this Forbidden Art has its speed reduced by half and is unable to take reactions until the end of your next turn. Creatures without a "walking" speed are immune to this curse.
Curse of The Lustful Harlot
The target of this Forbidden Art has disadvantage on the next Intelligence saving throw they make, this effect fades at the end of your next turn.
Curse of The Mad Doctor
Prerequisite: 6th level Coven of Witchdoctor
The target of this Forbidden Art has to be a potion or poison:
- If the target is a potion then the potion gives 2d8+your intelligence modifier of temporary hit points in addition to its other effects.
- if the target is a poison then the poison deals an additional 2d6+your intelligence modifier of poison damage in addition to its other effects.
Curse of The Prideful Prince
The target of this Forbidden Art has disadvantage on the next Wisdom saving throw they make, this effect fades at the end of your next turn.
Curse of The Rabbit's Foot
The target of this Forbidden Art gains an extra 2d4 to the next attack roll or saving throw it makes within the next minute.
Curse of The Shell-less Tortoise
The target of this Forbidden Art has disadvantage on the next Constitution saving throw they make, this effect fades at the end of your next turn.
Curse of The Toeless Giant
The target of this Forbidden Art has disadvantage on the next Dexterity saving throw they make, this effect fades at the end of your next turn.
Curse of The Tongue-Tied Soothsayer
The target of this Forbidden Art has disadvantage on the next Charisma saving throw they make, this effect fades at the end of your next turn.
Dark Artist
At 18th level, you become a master of the dark arts and have permanently woven dark magic into simpler spells. You can choose two 3rd level spells or lower and they are always cursed by one of your Forbidden Arts. You can change one of the two spells by spending 8 hours ritually weaving dark magic into the spell. If you cast the spell at a level higher than 3rd, you must use a usage of your Forbidden Arts as the natural arcane magic overpowers the dark magic used to curse the spell. Furthermore, all cantrips you use can have Forbidden Arts woven into them for free.
Forever Cursed
You always have a curse hidden up your sleeve. At 20th level, when you roll for initiative and have no uses of your Forbidden Arts remaining, you regain one use of your Forbidden Arts.
Starting Equipment
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) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A grimoire and a herbalism kit
Spellcasting
As a student of arcane magic, you have a grimoire containing spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the witch spell list. You learn addition witch cantrips of your choice at 4th level and 10th level.
Grimoire
At 1st level, you have a grimoire containing six 1st level witch spells of your choice. Your grimoire is the repository of the witch spells you know, except your cantrips, which are fixed in your mind.
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. To do so, choose a number of witch spells from your grimoire equal to your Intelligence modifier + your witch level (minimum of 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, your list of prepared spells can include six spells of 1st level or 2nd level, in any combination, chosen from your grimoire. If you prepare the 1st level spell cure wounds, 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 when you finish a long rest. Preparing a new list witch spells requires time spent studying your grimoire 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
Intelligence is your spellcasting ability for your witch spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
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 grimoire. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.
Learning Spells of 1st Level and Higher
Each time you gain a witch level, you can add two witch spells of your choice to your grimoire for free. 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 that you can add to your grimoire.
Spell List
Cantrips
Acid Splash
Chill Touch
Control Flame
Create Bonfire
Dancing Lights
Decompose
Fire Bolt
Friends
Frostbite
Infestation
Light
Mage Hand
Mending
Message
Mind Sliver
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Sapping Sting
Spare the Dying
Toll the Dead
1st Level
Acid Stream
Alarm
Bane
Cause Fear
Charm Person
Color Spray
Create or Destroy Water
Cure Wounds
Detect Good and Evil
Detect Magic
Detect Poison and Disease
Distort Value
False Life
Find Familiar
Fog Cloud
Frost Fingers
Guiding Hand
Healing Elixir
Inflict Wounds
Identify
Illusionary Script
Protection From Good and Evil
Purify Food and Drink
Ray of Sickness
Sleep
Tasha's Caustic Brew
Witch Bolt
2nd Level
Aid
Alter Self
Augury
Blindness/Deafness
Blur
Continual Flames
Crown Madness
Darkness
Darkvision
Dragon's Breath
Enhance Ability
Enlarge/Reduce
Flock of Familiars
Gentle Repose
Hold Person
Invisibility
Lesser Restoration
Levitate
Locate Object
Magic Mouth
Melf's Acid Arrow
Mirror Image
Nystul's Magic Aura
Phantasmal Force
Protection From Poison
Ray of Enfeeblement
See Invisibility
Silence
Suggestion
Zone of Truth
3rd Level
Animate Dead
Bestow Curse
Catnap
Clairvoyance
Conjure Lesser Demons
Create Food and Water
Dispel Magic
Fast Friends
Fear
Feign Death
Fireball
Fly
Gaseous Form
Haste
Hypnotic Pattern
Incite Greed
Life Transference
Leomund's Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Meld into Stone
Nondetection
Protection from Energy
Remove Curse
Revivify
Sending
Slow
Speak with the Dead
Spirit Shroud
Stinking Cloud
Summon Fey
Summon Lesser Demons
Summon Shadowspawn
Summon Undead
Tiny Servant
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Charm Monster
Confusion
Conjure Balgura
Conjure Minor Elementals
Conjure Shadow Demons
Control Water
Death Ward
Dimension Door
Divination
Elemental Bane
Evard's Black Tentacles
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Locate Creature
Mordenkianen's Faithful Hound
Phantasmal Killer
Polymorph
Stone Shape
Summon Abberration
Summon Construct
Summon Elemental
Summon Greater Demon
5th Level
Animate Objects
Cloudkill
Contagion
Cone of Cold
Conjure Elemental
Conjure Vrock
Contact Other Plane
Control Winds
Creation
Danse Macabre
Dawn
Dominate Person
Dream
Dispel Good and Evil
Enveration
Geas
Greater Restoration
Hold Monster
Infernal Calling
Insect Plague
Legend Lore
Mass Cure Wounds
Modify Memory
Negative Energy Flood
Planar Binding
Raise Dead
Scrying
Skill Empowerment
Summon Celestial
Summon Draconic Spirit
Synaptic Static
Transmute Rock
Wall of Stone
6th Level
Circle of Death
Create Homunculus
Create Undead
Drawmji's Instant Summons
Eyebite
Forbiddance
Flesh to Stone
Guards and Wards
Harm
Heal
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Magic Jar
Soul Cage
Summon Fiend
Tasha's Otherworldly Guise
True Seeing
Wall of Ice
7th Level
Conjure Celestial
Etherealness
Finger of Death
Plane Shift
Power Word: Pain
Project Image
Regenerate
Symbol
Teleport
Tether Essence
Whirlwind
8th Level
Abi-Dalzim's Horrid Withering
Anti-magic field
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
Maddening Darkness
Mind Blank
Power Word: Stun
Telepathy
9th Level
Foresight
Gate
Invulnerability
Mass Polymorph
Power Word: Heal
Power Word: Kill
Shapechange
True Polymorph
Weird
Subclass Options
Coven of Hags
Witch Level |
Feature |
2nd |
Hag Shape, Hag Traits |
6th |
Trait of The Hags |
10th |
Improved Hag Shape |
14th |
Perfected Hag |
Hag Shape
2nd level Coven of Hags
You can shift your form to resemble those whose power witches mimic, the hags. As an action, you can use a forbidden arts usage to shift into this cursed form. You cannot shift into your Hag Shape while wearing armor as it restricts the changes that take place within your form. If one should attempt to shift with armor donned then the magic will fail as your form is restricted by the armor and you will lose the action and forbidden art usage. You remain in this form for 10 minutes at which point it ends, you can end it early as a bonus action. You automatically revert to human form if you fall unconscious, drop to 0 hit points, or die.
While in this form, the following rules are applied:
- Your Strength score increases to 14. If your Strength score is higher it is unaffected.
- You gain a natural armor class equal to 14 while transformed.
- When you transform, your hit point maximum and current hit points increase by 5 times your witch level. If you drop to zero hit points while in hag form you drop unconscious as normal and you also revert to your regular form. If you drop below zero and continue taking damage beyond your hit point maximum in hag form you still die instantly.
- You maintain all class feature and abilities of your witch class and all special features that come from your racial traits, but do not maintain any abilities or features outside of the witch class and racial traits.
- You gain 30ft of darkvision, if you already have darkvision it is increased by 30ft.
- You can cast spells at a spell level equal to 1/4th your witch level (rounded down), for a minimum of cantrips. For example, if you are a 4th level witch, you may cast 1st level spells while in Hag Shape. If you are a 5th, 6th, or 7th level witch, you may only cast 1st level spells as well. You use spell slots from your witch class as usual. Transforming breaks your concentration on spells, however, you can concentrate on spells after transforming and reverting doesn't break your concentration.
- Your nails grow and become claw-like appendages and you gain an unarmed attack. Your unarmed attack deal 1d6+Str modifier slashing and uses your strength modifier as an attack bonus. While in hag shape, you have proficiency in unarmed strikes. Your unarmed strikes are magical for the purpose of overcoming resistances.
Hag Traits
2nd level Coven of Hags
Each hag shape is different than the last with a unique look and one of three interesting traits. When tackling the undertaking of cursing your body, you make the permanent decision on which trait curses and forms your hag shape. Upon choosing a trait, you may choose to have your physical form have minor physical attributes that are reminiscent of your hag trait. For example, if you have chosen the tar trait your skin might be sticky in spots or you might have spots of skin that are discolored.
- Tar Trait. As you enter hag shape, parts of you body will start to secrete a tar like substance that hardens and protects the body. The hardened substances is like plates of chitin that is attached to the skin. You gain a +1 to AC while in hag shape.
- Bowlegged Trait. As you enter hag shape, your knees snap backwards to cause forward momentum to move faster. You gain an addition 10ft while in hag form.
- Sticky Hands Trait. As you enter hag shape, large pores grow on the palms of your hands and base of your feet, from these pores leaks a sticky substance. The substance gives you the ability to stick to surfaces. You gain the ability to spider climb, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Trait of The Hags
6th level Coven of Hags
Your hag shape gains a new trait and a new set of powers. Upon choosing one of these three traits, your hag shape will change and gain new benefits.
- Double-Jointed Trait. As you enter hag shape, your limbs stretch and news joints are formed to create new bends. You have two sets of elbows and two sets of knees, the knees on each leg bend in opposite directions. The knees bend in opposite directions to cause high levels of tension that allow you to jump at large distances. You gain a 10ft reach while in hag form. You gain an extra attack only in your hag form which allows you to attack twice in one attack action. You gain the ability to jump up to half your movement speed. You can control how high you jump up to half your movement speed. You must either use your movement speed or this ability, not both. This ability does not provoke an opportunity of attack.
- Heavy Handed Trait. As you enter hag shape, your arms and hands grow many times their original size and your fingers fuse together to create a hand with three fingers. You gain a new action called the Crushing Hug you can take instead of an attack action. When using Crushing Hug you use the same attack bonus and damage bonus as your unarmed attack. However, on a hit you instead deal 3d6+Str modifier bludgeoning damage (increases to 3d8 at 10th level) and the target is grappled (escape DC is your spell save DC) if it is a creature of equal or smaller size to you. Until the grapple ends, the target takes 3d6+Str modifier bludgeoning damage (3d8 at 10th level) at the start of your turn. You cannot make attacks, cast spells with a somatic or material component, and you move at half speed while grappling a creature in this way. You gain advantage on Strength checks and saving throws while transformed.
- Hunchback Trait. As you enter you hag shape, your back hunches and the faces of babies and children sprout on your back. These faces have hollow eye sockets and mimic your skin tone, they also cry and scream striking fear and terror into one's enemies. Each creature of your choice that starts its turn within 15ft of you must make a Wisdom saving throw (DC is your spell save DC) or fall victim to your Screams of The Innocent ability. Screams of The Innocent causes the creature to be frightened of you for one minute. While frightened in this way, the creature is incapacitated, cannot hear anything other then the screams of the innocent sprouted on your back, and can only speak in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Screams of The Innocent for the next 24 hours. Creatures who cannot hear automatically succeed on their save.
Improved Hag Shape
10th level Coven of Hags
Your Hag Shape has increased in power and you are one step closer to be a complete Hag. You gain the following benefits while transformed:
- Your Strength score increases to 17. If your Strength score is higher it is unaffected.
- Your natural armor class increases to 17 while transformed.
- Your unarmed attack damage increases 1d8+Str modifier. You also gain a +1 to your attack rolls and damage rolls made with your unarmed attack.
Perfected Hag
14th level Coven of Hags
Your Hag Shape has reached its full potential with the addition of an extra trait. You gain the choice of one of three traits:
Traits
- Warrior. As you enter into hag shape, your muscles bulge and grow to grotesque size and shape. Your skin becomes thick, rough, and hard. While in hag shape, you are resistant slashing, bludgeoning, and piercing damage from weapons that are not silvered and your size increases to large. Your unarmed damage increases to 2d8+Str modifier and you gain a +2 to your attack rolls and damage rolls made with your unarmed attack (4d8 for Heavy Handed Trait). Your Strength score increases to 19 and is unaffected if it is higher. Your natural armor class increases to 19 while transformed. Your unarmed attacks also score a critical hit on a 19 or 20 roll on a d20.
- Scholar. As you enter into hag shape, your nose grows long and pointy. Your skin changes to a color of your choice and warts appear on your face and body. While in hag shape, you have advantage on saving throws against spells and magical effects. Your spell attacks score a critical hit on a 19 or 20 on a d20 roll. Your spell damage ignores damage resistances. You have advantage on concentration saving throws. While you may only cast spells with a base level of one fourth your level in this class, you may now upcast those spells with any slots you have available.
- Nightmare. As you enter into hag shape, eyes open all over your body and you begin to move on all fours. While in hag shape, you gain truesight up to 60ft, you cannot be surprised, and are immune to the blinded condition. In addition, you can dash as bonus action and cannot have opportunity attacks made against you while dashing. Once per turn as an attack action, you can force a creature that you can see within 60ft, and that can see you and is not blinded, to make an intelligence saving throw against your spell save DC. On a failure, they take 3d4 psychic damage and half as much on a success.
As a reaction, you can force a creature making an attack roll against you to make an intelligence saving throw against your spell save DC. On a failure, the creature becomes blinded until the start of your next turn and on a success nothing happens. You can use this reaction a number of times equal to your proficiency bonus. You regain uses on a short or long rest.
Coven of Lichdom
Witch Level |
Feature |
2nd |
Harvest Life |
6th |
Soul Reaper, Expanded Forbidden Arts List |
10th |
A Hand in One's Demise, Dark and Restless |
14th |
Improved Phylactery |
Harvest Life
2nd level Coven of Lichdom
You can drain the life force of your enemies with your spells. Whenever you cast a 1st level spell or higher that deals necrotic damage you may heal for half the amount of necrotic damage you dealt with that spell as you drain their lifeforce with your spell. You don't gain this benefit if you deal necrotic damage to a construct or undead.
Soul Reaper
6th level Coven of Lichdom
You have learned the arcane ritual for making an incomplete phylactery. The ritual requires 500 gold pieces worth of materials(poisons, magical inks, incenses, and silver dusts), a drop of the maker's blood, and a small locket, small box, or any item that has a small interior space. The ritual lasts for 3 hours and the caster receives a point of exhaustion after casting. This incomplete phylactery is covered in silver sigils of death, binding, and dark magic.
Whenever a creature you can see dies within 30ft of your phylactery, you can use your reaction to seal its soul within the phylactery for it be consumed and have its power added to your own. Additionally, a creature whose soul is within the incomplete phylactery cannot be brought back to life unless the incomplete phylactery is destroyed before the caster takes a long rest, the spell resurrection is cast on them, or a spell of equally higher power is cast on them. Whenever you take a long rest with a soul or souls within your phylactery, you gain a number of temporary hit points equal to the number of souls multiplied by your intelligence modifier(minimum of 1).
You can hold a number of souls equal to your intelligence modifier (minimum of 1). The maximum number of temporary hit points that can be granted by this ability is 35 temporary hit points. The incomplete phylactery has a dispel DC equal to your spell DC and can dispelled by
Dispel Magic at a level that is greater than or equal to your witch level halved (rounded down). The phylactery has 25 hit points and an AC of 10 and has immunity to bludgeoning, slashing, piercing from nonmagical attacks.
Expanded Forbidden Arts List
6th level Coven of Lichdom
You always have certain forbidden arts prepared after you reach particular levels in this class, as shown in the Lichdom Forbidden Arts table. These forbidden arts don't count against the number of forbidden arts you know. *See Forbidden Arts in Forbidden Arts list*
Level |
Forbidden Art |
6th |
Curse of The Chained Soul |
14th |
Curse of The Despairing Soul |
A Hand in One's Demise
10th level Coven of Lichdom
Your dominant hand, or the hand you choose to dominantly cast your spells with, begins decaying at a slow rate as the dark magic and undead attributes of your magic as begin to affect your body. However, your decaying hand is now infused with the magic that works your incomplete phylactery which gives you more control over it. If you don't already have the spell
Animate Dead then you gain the spell and always have it prepared (this doesn't count against the number of spells you can have prepared). By expending a soul from within your phylactery you can cast
Animate Dead without expending a spell slot. You may expend more than one soul to increase the level of the spell by 1 level.
Dark and Restless
10th level Coven of Lichdom
You become more and more like Liches you have chosen to imitate. You lose the need to sleep and can no longer be forced to sleep under any means, you may only gain the benefits of a long rest by doing light activity such as reading, studying, or keeping watch. You also become resistant to necrotic damage as those dark forces start to bend to your whim.
Improved Phylactery
14th level Coven of Lichdom
You learn the ritual of how to improve your incomplete phylactery to a nearly complete form ready for your soul to inhabit. The ritual requires 750 gold pieces worth of materials (potions, poisons, magical inks, silver dusts, and incenses), a vial of the casters blood, and the previous incomplete phylactery. The ritual takes 8 hours and reduces the caster hit point maximum and strength ability score by 10 for 1d4 days. These effects can only be undone early by
Greater Restoration or a
Wish spell. The new incomplete phylactery has silver sigils of death, dark magic, binding, naming, and prolonged mortality.
This new phylactery has the same abilities as the previous one's as well as the following: when your health drops to 0 hit points you may use your reaction to expend all of the souls within your phylactery, doing so, every creature within 15ft of you makes a Constitution saving throw against your spell attack DC. On a fail they take 3d8+the number of souls within your phylactery necrotic damage, on a success they take half. Additionally, you gain health back equal the damage dealt by this ability and any creatures killed by this ability automatically have their souls stored within the phylactery. This ability can only be used once per long rest.
Your new phylactery can now hold a number of souls equal to your spell attack modifier(minimum of 1). Everything else about the phylactery stays the same as previously mentioned in the
Soul Reaper ability.
Coven of The Cursed Soul
Witch Level |
Feature |
2nd |
Expanded Forbidden Arts List |
6th |
Spreading Darkness |
10th |
|
14th |
|
Expanded Forbidden Arts List
2nd level Coven of The Cursed Soul
You always have certain forbidden arts prepared after you reach particular levels in this class, as shown in the Lichdom Forbidden Arts table. These forbidden arts don't count against the number of forbidden arts you know. *See Forbidden Arts in Forbidden Arts list*
Level |
Forbidden Arts |
2nd |
|
6th |
|
10th |
|
14th |
|
Dark Soul
2nd level Coven of The Cursed Soul
Your power with dark magic is exceptional when compared to witches of the same experience. However, this may have unforeseen consequences as this magic darkens not only your magic but your soul. After every long rest roll a d8 on the Dark Soul Table to find which Dark Quirk you are under the effects of that day. You reroll every long rest.
You also regain your forbidden arts usages after a short or long rest.
d8 |
Dark Quirks |
1 |
You can see normally in darkness, both magical and nonmagical, to a distance of 150 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. |
2 |
As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see, but you can't cast leveled spells until the start of your next turn. |
3 |
You gain a magical flying speed of 20 feet, but your walking speed is halved. |
4 |
You gain a swimming speed equal to your walking speed and gain the ability to breathe water like air, but |
5 |
You gain the ability to cast eldritch blast as an action. |
6 |
You can cast detect magic at will, without expending a spell slot. |
7 |
You gain the ability to speak to any number of creatures telepathically within 30 feet of you. They must understand the language you are speaking to them to understand you. |
8 |
You gain the ability to wild shape into an owl, a poisonous snake, or cat as a bonus action. You can do this a number of times equal to your proficiency bonus. |
Spreading Darkness
6th level Coven of The Cursed Soul
Your cursed magic is now perfectly melded with the spell. When you attached a forbidden art to a spell with multiple targets you can now affect all the targets instead of just one. Targets effected by both a damage dealing spell and forbidden art take an extra 1d8 force damage. The damage increases by 1d8 at 6th (2d8), 10th (3d8), and 14th (4d8) level.
Coven of Witchdoctors
Witch Level |
Feature |
2nd |
Wicked Doctor, Forbidden Practitioner |
6th |
Expanded Forbidden Arts List, Ranged Brew |
10th |
Improved Wicked Doctor, Master Practitioner |
14th |
Perfect Brew |
Wicked Doctor
2nd level Coven of Witchdoctor feature
When entering into this coven, your work with chemicals has paid off in the form of gaining proficiencies in both Alchemist's supplies and Poisoner's kit. It also costs half the crafting time and materials to make poisons and potions. You also gain Alchemist's supplies and a Poisoner's kit for free as a result of your work with these items, because of frequent use you may also use these tools as arcane focuses.
Forbidden Practitioner
2nd level Coven of Witchdoctor feature
Your work would be frowned upon by other medical practitioners, however, within the work of witches your work is unique. When you make potions or poisons you can spend an addition 10 minutes to add a forbidden art to your potion or poison without expending a forbidden art usage. You may also take potions and poisons you didn't create and add forbidden arts by spending 10 minutes and a forbidden art usage per potion and poison.
Expanded Forbidden Arts List
6th level Coven of Witchdoctor feature
You always have certain forbidden arts prepared after you reach particular levels in this class, as shown in the Witchdoctor Forbidden Arts table. These forbidden arts don't count against the number of forbidden arts you know. *See Forbidden Arts in Forbidden Arts list*
Level |
Forbidden Arts |
6th Level |
Curse of the Mad Doctor |
14th Level |
Curse of the Eldritch Practitioner |
Ranged Brew
6th level Coven of Witchdoctor feature
Your potions and poisons are so powerful that they no longer need to be drunk to take affect. All potions and poisons you create have the
contact property in addition to its regular property, meaning it can be smeared on an object and remains potent until it is touched or washed off. A creature that touches it with exposed skin suffers its effects. Your potions and poisons also have the
thrown property with a range of 15ft/30ft and the effects are activated on a successful attack roll as the liquid splashes and covers the target. This action requires an attack action.
When you have attached a forbidden art to your creation, you can use you spell attack bonus instead of your dexterity modifier when throwing your potion or poison.
Improved Wicked Doctor
10th level Coven of Witchdoctor feature
It now requires a quarter of the time and cost to create potions and poisons. You can also apply forbidden arts to your created potions and poisons without spending ten minutes by using a forbidden art usage. This requires a bonus action to use.
Master Practitioner
10th level Coven of Witchdoctor feature
Your exposure and work with your potions and poisons have improved your ability as a practitioner making you better at every aspect of your abilities when compared to common folk or even regular witches:
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
- Your potion and poison throwing range increases to 30ft/60ft, however, only when you are the one throwing it.
Perfect Brew
14th level Coven of Witchdoctor feature
Your potions and poisons have been perfected and thus are always at peak condition:
- All dice meant to be rolled are always their highest amount possible whether it be potions or poisons and all effects that last longer than a round are increased by half their duration (rounded up).
- The target of the effects also regain hit points equal to double your intelligence modifier if it was a potion and an additional bonus of poison damage equal to double your intelligence modifier if it was a poison.