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-Spell Slots per Spell Level-
Proficiency Cantrips
Level Bonus Bonds Features Known l st 2nd 3rd 4th 5th 6th 7th 8th 9th
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 athame (dagger) as a
spellcasting focus for your witch spells.
Alternatively, choose a focus that you feel
would suit your character.
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QUICKENING create a spirit ward as an action. The ward has a
At lst level, you gain the ability to enter into an radius of 30 feet, centered on your location, and
induced state known as the witch's quickening, is stationary for its duration. While inside the
letting you see what others cannot. You can enter ward, friendly creatures (yourself included)
this state by remaining still and concentrating. lf cannot be charmed, frightened, or possessed by
you maintain the quickening for at least 1 undead and have resistance to ali damage from
minute, you can see into the Ethereal Plane up incorporeal undead sources (including the spiri
to 60 feet and you gain advantage on Wisdom tual effects produced by other witches).
(Perception) and Intelligence (Investigation) Additionally, if a friendly creature is reduced to
checks. Any action ends the quickening. O hit points inside the ward but not killed out
In addition, you may add your proficiency right, the creature becomes stable. The ward
bonus to Intelligence (Investigation) and Cha lasts 1 minute per level, or until you create an
risma (Persuasion) when dealing with spirits. other ward.
BINDING RITES
At 2nd level you can bind spirits to your service
by performing certain rites. Binding a spirit is
an action. The number of spirits you may have
bound at any time is limited as per the Bonds
column on the witch class table.
When you choose a spirit to bind from the list
at the end of this class description, you "fill" one
of your available spell slots with the spirit. The
spell slot used is no longer available for casting
spells, and it remains unavailable for as long as
the spirit filling it remains bound to you. The
spirit is said to be of a level equal to the spell slot
filled to bind it. Thus, a Spirit of Passion occupy
ing a 6th level spell slot is a level 6 spirit. You
cannot have more than one spirit with the same
name bound at one time.
Depending on the type of spirit, you gain cer
tain benefits while the spirit remains bound and
an additional effect when you release the spirit,
as detailed in the Binding Rites section. Releas
ing a spirit is a bonus action, although sorne spir
its allow release as a reaction. Once a spirit has
been released, it no longer provides its passive
effect and the spell slot it occupied is considered
expended.
SPIRITWARD
One of the first abilities a witch learns is how to
protect himself from spirits who may wish to
harm him. At 3rd level, you gain the ability to
SPIRITUAL SPELLCASTING tudes towards the binding and utilization of spir
At 7th leve!, you can call upon the spirits you its.
have bound to help you cast your spells. You may
dismiss a spirit or a number of spirits as a bonus CIRCLE OF BLOOD
action to recover a single expended spell slot of a Witches of the Circle of Blood believe in strong
leve! no higher than the combined leve! of the connections between the physical world and the
spirits you dismissed. You may only use this spell spiritual one. Spirits are connected to the physi
slot for casting spells, and the release effects of cal world through objects that were important to
the spirits you dismissed are not activated. them while they were alive. This knowledge
allows a witch to bind spirits to her power more
CHANNEL SPELL easily - as long as she knows a bit about the
Starting at 1 1 th leve!, you can channel spells spirit's life.
through the spirits you bind, wreaking havoc on Though not always, witches from the circle of
spiritual enemies. Your spells affect enemies you blood tend to domínate the spirits under their
are aware of who are incorporeal or on another control. They generally take care to leave spirits
plane of existence. intact and in a state no worse than before they
were bound, but nevertheless are capable of
STRENGTH OF SPIRIT using a spirit's weaknesses against them, taking
At 15th leve!, you learn to sap additional fortitude advantage of their connections to the physical
from the spirits you bind. You gain an increase to world in order to gain power over them.
your maximum hit points equal to the sume of the
levels of each spirit you have bound. As long as S YMPATHETIC MAGIC
these spirits remain bound, these hit points At 2nd leve!, you gain the power to cast spells on
recover when you complete a long rest. targets over vast distances beyond what the spell
may ordinarily allow. Provided you have an ar
GHOSTLY STEP ticle (blood, hair, clothing) from the target, your
At 18th leve! you gain the ability to enter the spells which have a single target may affect the
spirit realm as a bonus action by projecting part creature in question from up to one mile away
of yourself beyond the material plane. You and per witch leve!. When you cast a spell that affects
your belongings become invisible and incorpo a creature this way, the article you have from the
real for up 1 minute. During this time you may target is consumed.
move your normal speed and may pass through
solid objects. If you choose to maintain this form AWAKEN THE B LOOD
until the duration expires and you are in a loca Beginning at 6th leve!, when you release a spirit
tion occupied by a creature or solid object, you from your power, you can use the energy from
are shunted to the near occupied space and take those broken spiritual bonds to repair corporeal
damage equal to twice the number of feat you bodies. You can heal yourself or a creature adja
are moved as a result. You may otherwise choose cent to you for hit points equal to four times the
to rematerialize at any time in your present loca leve! of the spirit when you trigger a release
tion. You may use this ability once, after which effect.
you must complete a long rest to use it again.
BLOOD BINDING
At lOth leve!, if a living creature dies within 30
CIRCLES feet of you, you may bind its soul as a full action
The circle that a witch joins at 2nd leve! has ev on your next turn. You bind a spirit type of your
erything to do with the witch's personal philoso choice to a spell slot of your choice. This binding
phy on spirits. When becoming a part of a circle, expires after 24 hours or whenever you use this
the witch joins other like-minded witches and is ability again. The creature who provided the soul
granted abilities which align with these core phi cannot be resurrected during the time it remains
losophies. Though witches of different circles bound. You may use this ability once, after which
may carry similar opinions of spirits and their you must complete a long rest to use it again.
own magic, it is important to think on how each
circle's teachings shape your character's atti-
P OWERFUL B ONDS
At 1Oth level, your body and soul develop the
ability to contain more powerful spirits. The level
of spirits you bind are considered 1 higher than
the spell slot you use to bind them.
itudes towards the binding and utilization of spir
its.
CIRCLE OF SHADOWS
The Circle of Shadows subscribes to the belief
that everything that exists, both physically and
metaphysically, is like a shadow cast by that
which carne before it. Shadows are windows
into worlds beyond the material plane - as one
world becomes dimmer, others become brighter
and easier to see by comparison.
There is reason to be wary of the dark. Witches
from this circle are more cautious dealing with
spirits. They know that dangers lurk in the shad
ows, and they are careful with their dealings lest
the spirits they bind show their dark side.
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SPELL LIST
CANTRI PS (0 lEVEL} Gaseous Form Sunbeam
Blade Ward Hypnotic Pattern True Seeing
Chill Touch Magic Circle
Friends Major lmage 7TH lEVEL
Guidance Protection From Energy Etherealness
Light Remove Curse Finger of Death
Mage Hand Tongues Mirage Arcane
Mending Vampiric Toush Mordenkainen's Magnificent Mansion
Minor lllusion Water Walk Plane Shift
Poison Spray Regenerate
Resistance 4TH LEVEL Sequester
True Strike Banishement Symbol
Blight
lsT LEVEL Confusion 8TH lEVEL
Animal Friendship Dimension Door Antipathy/Sym pathy
Charm Person Dominate Beast Dominate Monster
Cure Wounds Freedom of Movement Feeblemind
Detect Magic Hallucinatory Terrain Power Word Stun
Detect Poison and Disease Locate Creature Sunburst
Faerie Fire Polymorph Trap the Soul
Hex Wall of Fire
Longstrider 9TH LEVEL
Prestidigitation 5TH LEVEL Astral Projection
Protection from Evil and Good Antilife Shell Foresight
Purify Food and Drink Awaken lmprisonment
Speak with Animals Commune Power Word Kili
Unseen Servant Conjure Elemental Shapechange
Witch Bolt Contact Other Plane True Polymorph
Contagion True Ressurection
2ND LEVEL Dominate Person Weird
Crown of Madness Dream Wish
Darkness Geas
Darkvision Greater Restoration
Enhance Ability Hold Monster
Enthrall lnsect Plague
Find Traps Legend Lore
Flame Blade Mass Cure Wounds
Hold Person Modify Memory
lesser Restoration Planar Binding
Locate Animals or Plants Reincarnate
Locate Object Scrying
Misty Step
Moonbeam 6TH LEVEL
Protection from Poison Arcane Gate
Ray of Enfeeblement Circle of Death
Suggestion Conjure Fey
Contingency
3RD LE VEL Eyebite
Counterspell Find the Path
Dispel Magic Flesh to Stone
Fear Heal
Fly Mass Suggestion
SPECIAL THANKS TO
ufThree_ftower
/u/Kingotwhales
/u/StriderT
AATWORK
"Jnitiation Ritual" by Trishkell - deviantart
"Haunted Forest" by Rene Aigner
pathfinder sorcerer by unknown
"The Crow's Dagger" by Eisa Kroese
"Ritual Preparations" by Wilthiema - deviantart
unknown title by Mingzhu Yang
"Deck of Many Things" by jeremy McHugh
·'Undead" by Arash Radkia
"Ghosts of Ascalon" from Guild Wars 2
"Ghost Quarter" by Pete Mohrbacher