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The Witch

Witch
Smiling with gracious joy, a half-elf woman glances between
the mistleweed in her hand and her anxious ally before her.
Dropping the herb into her iron cauldron, she mixes it with
various spices and a touch of witchcraft. The potion is ready,
and he would be cured.
Clad in folds of white robes, a witch twirls his magic staff as
a giant ogre descends upon him. Knowing he will need time to
defeat his foe, he erupts a wall of force, blocking his opponent.
Immediately, he descends to the ground, drawing out his
sulfur cross symbol. When the wall fades and his ceremony
completes, he would wield the terrible fire of brimstone.
A woman, scorned by a village who refused to allow her to
set up a shop of potions, rallies her arcane knowledge into a
cruel, vengeful curse. They will soon change their mind as
each new-born of the village is born an undead creature.
What is magic, but the intuition and deeds of a spellcaster?
Witches know this more than most, as they are practitioners
of magic that controls, alters, divines, or in another word,
affects. While most witches choose a magical coven to focus
their talents, every witch has an arsenal of magical spells that
make them stand out as healers, oracles, and sages of power.
That being said, witchcraft is often more subtle than other
forms of spellcasting. Witches do not draw their magic from
gods or divine means (though they may worship them), nor are
they bestowed by patrons, beings of immense power, or
diligent study; instead, witches gain their magic from their
witchcraft, a form of spell preparation that connects intent,
intuition, and deeds to form a mystical, or perhaps spiritual,
manifestation of magic. Some say witchcraft is when intent
and actions meet the weave. Because of this, witches must
pay levies, or some price, to maintain their magic.
Creating a Witch
The first step of creating a witch usually means answering the
question of how they discovered their witchcraft. Were they
taught as an apprentice from a powerful witch? Were they
exposed to some ancient tome that made them curious
enough to explore? Witches often discover their craft in a
certain action in combination with a supernatural intent.
Many new witches confuse this power with prayer, given that
prayer involves invoking something to create an outcome. It is
a revelation to learn that this power, instead, comes from
within and is in fact witchcraft.
Consider what drew you to magic. Power? Vengeance? The
aim to protect and love? The desire to control and ascend?
Regardless, witches are not easily archetypal; they are
versatile and unique to their own. It is only in the magical
covens that witches choose to join that others may begin to
better understand them as closer archetypes, much like a bard
joins a college.
Coven Magic
You should determine if your coven is a fully realized
community, a loose organization, or a simple fount of power
that you use in your craft. Deciding this could decide many
things for your character in terms of background, connections,
intent, and motivations.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cantrips
Class Features At 1st level, you know three cantrips of your choice from the
As a witch, you gain the following class features witch spell list. You learn additional witch cantrips of your
choice at higher levels, as shown in the Cantrips Known
Hit Points column of the Witch table. You gain additional cantrips known
Hit Dice: 1d6 per witch level based on your Coven that do not count against the Cantrips
Hit Points at 1st Level: 6 + your Constitution modifier Known column of the Witch table.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Preparing and Casting Spells
modifier per witch level after 1st The Witch table shows how many spell slots you have to cast
Proficiencies your spells of 1st level and higher. To cast one of these spells,
Armor: None you must expend a slot of the spell's level or higher. You regain
Weapons: Daggers, darts, slings, quarterstaffs all expended spell slots when you finish a long rest. You
Tools: Herbalism kit prepare the list of witch spells that are available for you to
cast, choosing from the witch's spell list. You can prepare a
Saving Throws: Wisdom, Charisma witch spell by using witchcraft points as described below. The
Skills: Choose two skills from Arcana, Deception, History, spells you prepare must be of a level for which you have spell
Intimidation, Insight, Investigation, Nature, and Religion slots. You can have a number of spells prepared equal to your
Equipment Wisdom modifier. When you finish a long rest, you lose all
You start with the following equipment, in addition to the prepared spells and must use additional witchcraft points to
equipment granted by your background: prepare more.
(a) two daggers or (b) a quarterstaff Witch's Levy
(a) scholar's pack or (b) a priest's pack Magic comes at a cost. In order to continue casting spells and
(a) component pouch have access to your witchcraft features, you must pay the levy
(a) an herbalism kit of your coven. See each individual coven to find its levy.
Failing to pay the witch's levy strips you of your class features,
Witchcraft except only the ones, if any, that could help you to pay your
As a practitioner of witchcraft, you can cast witch spells. See levy at the time you could pay it.
Chapter 10 of the Player's Handbook for the general rules of
spellcasting and the end of this text for the witch spell list.
Witch
Proficiency Witchcraft Ceremony Cantrips
Level Bonus Features Points Magic Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Witchcraft, Coven 2 — 3 2 — — — — — — — —
2nd +2 Ceremony Magic 3 2 3 3 — — — — — — — —
3rd +2 Brew Potion 3 2 3 4 2 — — — — — — —
Ability Score
4th +2 5 2 4 4 3 — — — — — — —
Improvement
5th +3 Sanctum Artifact 5 3 4 4 3 2 — — — — — —
6th +3 Coven Feature 7 3 4 4 3 3 — — — — — —
7th +3 ─ 7 3 5 4 3 3 1 — — — — —
Ability Score
8th +3 9 3 5 4 3 3 2 — — — — —
Improvement
9th +4 Mystical Quickening 9 3 5 4 3 3 3 1 — — — —
10th +4 Coven Feature 11 3 5 4 3 3 3 2 — — — —
11th +4 Sanctum Ritual 11 3 5 4 3 3 3 2 1 — — —
Ability Score
12th +4 13 3 5 4 3 3 3 2 1 — — —
Improvement
13th +5 ─ 13 4 5 4 3 3 3 2 1 1 — —
14th +5 Coven Feature 15 4 5 4 3 3 3 2 1 1 — —
15th +5 ─ 15 4 5 4 3 3 3 2 1 1 1 —
Ability Score
16th +5 17 4 5 4 3 3 3 2 1 1 1 —
Improvement
17th +6 Sanctum Ritual 17 4 5 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 19 4 5 4 3 3 3 3 1 1 1 1
Ability Score
19th +6 19 4 5 4 3 3 3 3 2 1 1 1
Improvement
20th +6 Witchcraft Supremecy 21 5 5 4 3 3 3 3 2 2 1 1

Spellcasting Ability
Wisdom is your spellcasting ability for your witch spells. You
use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus +


your Wisdom
Spellcasting Focus
You can use a druidic focus and any arcane focus items as a
spellcasting focus for your witch spells.

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Ritual Casting rumor. A witch who interacts with the power of a particular
You can cast any spell from the witch spell list or your coven could also only view the coven as a fount of power, as a
ceremony spell list you can prepare as a ritual if that spell has source of magic that they tap into. Witchcraft and covens,
the ritual tag. then, become difficult to define as ubiquitous as their styles
and flavor vary across time, place, and settings. Choose a
Witchcraft Points coven wisely to connect you to the setting of your character.
You have 2 witchcraft points to channel your magic. As an Bonus Cantrips
action, you can expend 1 witchcraft point and prepare one When you join a coven, you expand your witch cantrips
witch spell from the witch spell list, or swap out a prepared known. These cantrips do not count against the number of
witch spell from the witch spell list for another you can Cantrips Known on the Witch class Table.
prepare from that list. You cannot have more witch spells
prepared from the witch spell list than your Wisdom modifier. Creeds of the Coven
Additionally, witches are powerful magic users that can Each coven has a set of loose creeds by which witches within
tether their witchcraft to others. As a reaction to an ally that is the coven choose to adhere to. These are not lawful tenets but
casting a spell within 60 feet that you can see, you may instead a general guide that ties different communities of the
expend a witchcraft point. If you do so, the ally increases the covens together. Creeds are closely tied to the witch's levy and
spell slot level (without expending a higher spell slot) of the not all witches choose all the creeds of a coven.
spell they are casting by 1 (maximum 9), or they can increase You must choose at least one creed from a coven's list of
the spell save DC by 1 for every witch who expended a creeds, but may choose as many as you'd like.
witchcraft point as a reaction when they casted their spell
(maximum 4). Ceremony Magic
You gain additional witchcraft points as you gain levels in
witch, as shown on your Witchcraft Points column of the Starting at 2nd level, you can invoke certain rites during a
Witch class table. You regain all expended witchcraft points ceremony to expand your witchcraft. You can perform a 10
when you finish a long rest. minute ceremony using various sigils, candles, or other
esoteric ingredients. When your ceremony is complete,
Coven choose a number of spells to prepare from your ceremony
There are distinct types of witches that interact or use similar spell list equal to your Charisma or Intelligence modifier,
methods of witchcraft that are defined as covens. While these whichever is lowest (minimum of 1). You do not need to
covens could be actual groups of spellcasters that come expend witchcraft points to prepare ceremony spells, and
together for rituals and festivals, it could also just mean a these spells do not count against the number of spells you can
loose organization of witches who only know of each other by prepare normally -- they are separate. Once you finish a short
or long rest, you lose all prepared witch spells from the
ceremony spell list.
Ceremonial Rites
You know 2 ceremonial rites at 2nd level and gain additional
ones as you level in witch as shown on the Ceremony Magic
column of the Witch table. When you learn a ceremonial rite,
you add those spells to your ceremony spell list. Ceremony
spells are treated as witch spells for you, except you track how
many you can prepare of them separately from your witch
spell list. When you gain a level in witch, you can replace one
rite you know for another. The ceremonial rites you can
choose from are described at the end of this class description.
Brew Potions
Witches have a talent for discerning the natural and magical
properties of herbs and other various ingredients. You are
particularly adept at combining these ingredients to create
magical potions, so much so that you are likely sought after
for them.
Starting at 3rd level, you become proficient in alchemist
tools. Additionally, you may craft potions using the rules for
crafting magic in the Dungeon Master's Guide on page 129,
but your crafting time and cost is reduced by half. Whenever
you craft potions while at your sanctum artifact, your crafting
time and cost is reduced to only 1/4 of the normal time and
cost. Your DM may determine that you must have a specific
item or ingredient in order to create a potion. If this is
determined to be true, subtract the cost of that item from the
crafting cost.
Additionally, you can use your sanctum artifact once to
Sanctum Artifact perform one of the following rituals from below. This ritual
Witches are known to have strongholds of power whether takes 24 hours to complete. Once you choose your ritual, the
they are huts, massive cauldrons with legs of a chicken, or result is permanent. You gain access to choosing an additional
towers. Within these strongholds are artifacts of immense ritual from below at 11th level and 17th level.
power. Empowered Curses. If you are within 30 feet of your
Starting at 5th level, you may begin to set the stage for sanctum artifact and cast bestow curse, geas, or polymorph,
where one day your sanctum may be. By spending at least you can expend 1 witchcraft point per spell level of the chosen
100gp in ingredients in a magical ritual that takes seven spell and empower the magic of the spell by infusing it with
complete days, you may create an immovable altar, shrine, the magic of your artifact. Casting these spells this way also
cauldron, or other artifact that your DM approves of that is the increases the casting time to at least 1 minute. The durations
center-piece of your sanctum. This artifact has a strong of casting these spells in this way become permanent and no
magical aura that can be seen by the detect magic spell. longer require concentration. As an action, you can end the
Whenever you are within 30 feet of your sanctum artifact, you effects of these spells.
gain advantage to any saving throws against spells or other
magical effects. Additionally, whenever you take a short rest or
long rest when you are within 30 feet of your sanctum artifact,
you regain all expended witchcraft points. Depending upon
your coven, other benefits are bestowed upon you as you
develop your craft. If you create another sanctum, your
previous sanctum's magical energies are diffused
and it returns to a nonmagical object (unless you
are of the Coven of the Wilds, see note).
Hag Enjoining. You embrace the path of the cruel fey hags.
Your appearance turns ghastly and horrific. Your back arches, Coven Magic
your flesh thins to a gauntlike wrap around your protruding Covens are the shared knowledge of other witches. The power
bones, and your hair thins. Your skin turns a darkly hue of that comes from a coven is both tangible and abstract. The
purple, green, or blue. Hags treat you as one of their sorority options are Coven of the Dark Well, Coven of the Far Realm,
and you may join a coven of hags and share their spells and Coven of White Well, and Coven of the Wilds.
spell slots. Additionally, when you are not wearing armor or
using a shield, you have an armor class equal to 13 + your Choose one coven, starting at 1st level. You gain features at
Dexterity modifier. 1st, 6th, 10th, 14th, and 18th level..
Majestic Form. Your appearance radically changes to pure
majesty. Your form shifts to the epitome of attractive and Coven of the Dark Well
respectable appearance of your race. You gain proficiency in Myths say the dark well is the fount of negative energy, what
Deception, Persuasion, or Performance. Additionally, an fuels betrayal, malice, and cruelty. Witches that speak to the
invisible aura of majesty protects you from harm. When you dark well are usually the most vile and malevolent of
are not wearing armor or using a shield, your armor class is spellcasters. Even if the dark well is nothing more than
13 + your Dexterity modifier. evilness itself, or simply a legend, it is quite foretelling of the
Otherworldly Knowledge. Your mind is flooded with type of witch that could manipulate acts of cruelty into magic.
knowledge of otherwordly realities. Whenever you roll to Organized covens of the dark well are practitioners of
recall knowledge about aberrations, celestials, fey, or fiends, cruelty and sacrifice. They are the wicked witches in the
or generally any creature, object, or information beyond the woods, capturing children to sacrifice their innocence to fuel
Material Plane, you roll at advantage. magic. Most covens of the dark well are either strictly
Spiritual Seer. You awaken a sixth sense that allows you to hierarchal or loosely organized, in that a dominant witch
communicate with the spiritual world. You can activate this governs the coven with absolution or witches only vaguely
sense as a bonus action, allowing you to see and hear into the associate themselves with each other.
Ethereal Plane for 1 hour. While you have this sight, as an
action, you can target a hostile undead that is partially or Creeds of the Dark Well
totally in the Ethereal Plane that you can see and cast the Witches of the Coven of the Dark Well have the following
calm emotions spell on it using your witch spell save DC, creeds to choose from:
making it become indifferent towards you and your allies. You of Avarice. Covet all and know that all shall covet!
may suppress and activate this sight as a bonus action. You of Corruption. Children and beings of innocence deserve
may see into the Ethereal Plane once before you must take a malice and cruelty. Use them to pay your levy.
long rest to do so again. of Malice. Strength is in cruelty and power is found in
Youth Eternal. So long as you pay your witch's levy, you do strength.
not age and are immune to magical effects that age you. of Subterfuge. Lies and deceit unlock further power and
Whenever you fail to pay your levy, you begin aging until you knowledge -- cunning is witchcraft itself.
pay it.
Once created, you cannot move your sanctum artifact. Bonus Cantrips
Destroying a sanctum artifact causes a magical explosion When you chose this coven at 1st level, you gain the chill
dealing 4d8 force damage to anyone within 20 feet of it being touch and toll the dead cantrips.
destroyed or 8d8 force damage to anyone within 5 feet of it
being destroyed. White Magic Forbiddance
You may not choose the Ceremonial Rites of White Magic
Mystical Quickening when you gain the Ceremony Magic class feature.
Starting at 9th level, you are more adept at utilizing your Evil Eye
witchcraft to quickly prepare spells. As a bonus action, you At 1st level, you gain the ability to offend creatures with a
can expend 2 witchcraft points, instead of 1 as normal, and powerful curse. As a bonus action, choose one creature within
prepare a witch spell or swap out a prepared witch spell for 30 feet of you that you can see and it can see you. Your eyes
another for which you can cast normally. flash a dull, crimson color. The creature must make a
Once you use this feature, you cannot do so again until you Charisma saving throw against your witch spell save DC,
finish a long rest. although if they are protected by a protection against evil and
Witchcract Supremecy good spell or a magic circle they are not affected by this ability.
If they fail their save, your dark magic assaults their fate and
Starting at 20th level, you are so infused and accustomed to calamity follows them. The next saving throw they attempt
your witchcraft that you rarely are without power. Whenever within 1 minute is made at disadvantage. You may expend a
you roll initiative and you have expended all of your witchcraft witchcraft point to make the duration 7 days. A remove curse
points, you regain 1d8 + your Wisdom modifier expended or greater restoration spell ends this curse.
witchcraft points. You can use your evil eye ability once before you must finish
Once you use this feature, you cannot do so again until you a short or long rest to do so again.
finish a long rest.
Vile Athame
At 6th level, as part of casting spells you can harm yourself
and channel this pain into your spell to make it more potent.

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As a bonus action and as part of casting a 1st-level spell or
higher in which you are wielding a dagger, you deal 1d4
slashing damage to yourself, a willing creature within 5 feet of
you, or an unwilling restrained or incapacitated creature
within 5 feet of you. If the spell you are casting requires a spell
save DC, it increases by your result, or you may instead add
your slashing damage to the spell attack roll should the spell
have one. You can either increase the spell save DC or gain a
bonus to your spell attack, not both.
You must expend 1 witchcraft point per spell level of the
spell you are casting to use this feature. Calculate the spell
level before applying the bonus to determine how much
witchcraft points you must expend.
Dark Sanctum
At 10th level, your sanctum artifact has grown in strength.
Within 1 mile of your artifact, toads, spiders, or other vermin
of your choice frequent the location, setting up many swarms
of their kind. You may, instead, allow your environment within
1 mile of your artifact to appear benign and lovely, even
alluringly so to particular types, like children or fey. Either
way, creatures in the area feel a general sense of dread and
concern as they traverse the location and find it difficult to
sleep. Long rests are impossible without your permission,
given that dreams are turned to nightmares and images of
monsters and terror fill the subconscious.
Additionally, when you are within 1 mile of your artifact, you
can see in darkness and magical darkness normally out to
120 feet.

Levy of the Dark Well


The price of dabbling in black magic is terrible and
dangerous. While the dark well itself may be
nothing more than a myth, it is in evil deeds that
black magic can be manifested. This levy must be
paid once a year. As you acquire greater mastery
over your witchcraft, the levy increases in its
magnitude.
Witch levels 1-4. In a ritual that takes 1 hour, you
chant or wail. You must be partially smeared in the
blood of an unwilling humanoid creature that has
never wronged you in any way that was spilled
within the last 24 hours.
Witch levels 5-10. You must participate in an
event, in some way, that leads to a good-aligned
humanoid creature turning away from their
alignment through theft, murder, or some other
"evil" act.
Witch levels 11-16. You must restrain a humanoid
creature that is good-aligned at your sanctum
artifact. You perform a 1 hour ritual in which part of
their essence is drained away. At the end of the
ritual, that creature must succeed on a Constitution
saving throw against your witch spell save DC or it
ages 5d20 years, potentially dying. Until a creature
fails this saving throw, the levy is not paid. Once the
levy is paid, you cannot perform this ritual again for
30 days.
Witch levels 14-20. You must steal the soul, as
per your soulsteal ability, of a good-aligned creature
that has never wronged you and place that soul in a
jar. In a ritual that takes 1 hour, you offer up the
soul to the dark well, which consumes it.
decide to house their soul in a container so long as that
Soulsteal container is in your possession when you use this ability. If
Starting at 14th level, you can rend a soul from a target to you decide to do this, you may not gain a dark boon or
consume or house in a container or jar. As an action, you cast temporary hit points. If the container is ever shattered,
disintegrate on a creature, except if the spell kills a creature, broken, or opened, the soul escapes and moves on as though
you may choose to consume its soul or house the soul in a jar the creature had died normally. A true resurrection spell
or container that you possess and display as part of casting shatters the jar that houses the soul as part of casting the
the spell. spell to resurrect the creature whose soul was stolen.
Casting this spell in this way only works on creatures that You may use this feature once before you must take a long
are mortal and would have a soul. If the target survives, they rest to do so again.
are simply wounded, though they feel the affects of a near
soul-rendering. If they die, you may steal their soul and Vile Sanctum
consume it or place it in a container. If you consume it, you At 18th level, your sanctum artifact grows immensely in
gain temporary hit points equal to their Challenge Rating x 2 power. Your previous Dark Sanctum radius effect now extends
and you also gain a Dark Boon. A dark boon gained in this to 6 miles. Additionally, four permanent globes of magical
way can be used to cast any spell 5th level or lower from your darkness erupt within the area. You choose the location and
witch's spell list without having it prepared or expending a treat it as if a permanent darkness spell was cast there that,
spell slot. If you do not use your dark boon before you take a once dispelled, returns after 1 minute. Additionally, when
long rest, it is lost. Creatures whose soul you steal may not be someone is within 6 miles of your sanctum artifact, you detect
resurrected except by the true resurrection spell and if that their type, such as being a humanoid, celestial, fey, fiend, etc.,
should ever happen you take 6d10 psychic damage as you reel and you know that a creature of that type has entered your
from their soul being wrenched from you. Using this feature is sanctum.
terrible on the mind. Should you kill them and take their soul
you must make a Wisdom saving throw (DC 15) or you take
5d10 psychic damage yourself during the theft of their soul as
it fuses and binds to your being. You may also
of Cycle. Birth, life, decay, and death are the natural cycle
of things and must be protected.
of Fury. The storm is nature's rage and we are the storm.
of Poultice. The Wilds are the mystery we know to help all
that do not.
of Solitude. The deeds of beasts are known and forthright.
This is the desirous company, for all others are suspect in
intent.
Bonus Cantrips
When you chose this coven at 1st level, you gain the druidcraft
and primal savagery cantrips.
Ley-Line Magic
This coven is unique, in that they can create sanctum artifacts
much earlier than other witches. You can have a number of
sanctum artifacts equal to your levels in witch, though they are
only considered magical objects. At 5th level, one sanctum of
your choice gains the features described in that class feature
and is considered your official sanctum artifact while the
others are your ley-line posts. Regardless, where you create
these sanctum artifacts connects you to that terrain for other
class features and become ley-line posts. For example, if you
create a sanctum artifact in a forest, you forge a ley-line post
and are connected to all forest terrains. See the Coven of the
Wilds' Levy note for additional information.
Starting at 1st level, whenever you finish a short rest in a
terrain that you have an established sanctum artifact, you
regain expended witchcraft points equal to half your levels in
witch, rounded up. Once you use this feature to recover
witchcraft points, you cannot do so again until you finish a
long rest.
Geomancy
Starting at 6th level, you can channel the geomantic magic of
the various terrains for which you have ley-line posts. If you
have created a sanctum artifact in every terrain, you gain an
additional option that you can choose whenever you channel
this ability. As an action, you call forth the powers of your
sanctum artifact to infuse you with a gift. You must be
physically touching a terrain you have a sanctum artifact
connected to as per your witch's levy. When you do so your
touch must be bare. For example, if you're wearing boots, your
Coven of the Wilds feet do not count as touching the ground of a forest floor. If
you kneel to touch it with your bare hands, however, it counts.
Witches of the wilds, those who connect to nature itself, are Your DM will determine which terrain you are in. You can
the hermit women who hide in the woods to chant wildly, the choose the terrain you're touching or any other terrain you
wandering naturalist who feels the tether of the natural world, have a ley-line post in for your boon. When you use this
or the outcast who is forbidden from enjoying the fruits of feature, the boon lasts for 8 hours or until you finish a short or
community. Civilization and industry are eschewed by these long rest. Once you use this feature, you cannot do so again
witches, who prefer the chaos and delight of all that nature until you finish a short or long rest.
can provide. Whether they cherish the storm, the woods, the Arctic. You become resistant to cold damage. Additionally,
mountain top, or a cave in the underdark -- witches of the wild you cannot be adversely affected by natural cold weather.
can not be tamed. Coast. You gain a swim speed equal to your speed and can
Some refer to witches of the wilds as geomancers, who breathe under water normally.
study the ley-line magic that is forged by connecting one's self Desert. You become resistant to fire damage. Additionally,
to that of the natural world. This connection empowers these you cannot be adversely affected by the heat of natural
witches, making it dangerous to challenge them in their weather.
mastered terrain. Forest. You gain a +10 bonus to Stealth checks while you
are in this terrain. Additionally, you gain a telepathy out to 30
Creeds of the Wilds feet that you can use to communicate with any beast or fey as
Witches of the Coven of the Wilds have the following creeds if you shared a language.
to choose from:

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Grassland. You gain +10 bonus to Stealth checks while you feature within 24 hours of it being destroyed.
are in this terrain. Additionally, you can cast entangle as an Once you use this feature, you cannot do so again until you
action that does not require concentration, though you can finish a short or long rest.
have only one effect of the entagle spell active at any given
time. You can dismiss the spell if you wish or cast it again to Sanctum Refuge
apply it to a new area, which removes the previous effect if Starting at 18th level, your sanctum artifact has grown in
any. immense power. Its previous effect of nature’s sanctum now
Mountain. You gain advantange on any check to resist extends to 6 miles instead of 1. Additionally, beasts with a
being pushed, shoved, or grappled. While you channel this challenge rating of 4 or lower are treated as though they are
terrain, as a reaction to taking damage, you can turn your skin charmed by you unless they are already friendly with a non-
hard and gain a pool of temporary hit points equal to your beast creature.
levels in witch + 10 and the damage you take is reduced by You gain additional spells to cast while you are within 30
that amount. For every foot you move as either movement or feet of your artifact: antilife shell, conjure fey (duration 8
the dash action, you lose 1 of these temporary hit points. Once hours), sun burst, and wind walk.
you gain these temporary hit points, you cannot do so again
until you finish a short or long rest.
Swamp. You become resistant to poison damage.
Additionally, a swarm of insects, poisonous snakes, or rats
come to you in 1d10 rounds and act as your loyal ally for the
duration. Whenever your swarm occupies your space and
takes no actions other than standing with you, your armor
class increases by +2.
Underdark. You gain darkvision out to 60 feet. If you
already have darkvision, it extends to an additional 60 feet.
Additionally, you gain a +10 bonus to Stealth checks while you
are in this terrain.
All. You may simultaneously activate your Ley-Line Magic
feature as you use this ability if you have not used it since your
last long rest, if you so choose, as if you had taken a short rest.
You do not gain any other benefits as if you had taken a short
rest, however, and you may not use this ability again or regain
expended witchcraft points using that feature again until you
finish a long rest.
Nature’s Sanctum
Starting at 10th level, your sanctum artifact has grown in
power. Within 1 mile of your artifact, the landscape
exaggerates the features of its terrain. For example, if it is in
the arctic, it is colder and is constantly snowing and billowing
with a brisk, sharp cold air. In the forest, overgrown lush plant
life bursts forth and continuously grows. If near the sea,
seaweed appears all over the land as though waves
continuously roll across it and the smell of salt fills the air.
These features are exaggerated and an overall sense of
safety or dread fills the area. All beasts with a challenge rating
lower than 1 within the area act as though they are charmed Coven of the Wilds' Levy
by you unless they are friendly to other non-beast creatures
already. They often report to you of any new-comers to the The price of nature magic is connecting to nature
area, offering their services as sentinels of your sanctum as a itself, through the magical ley lines that nature
trade for protection. creates and fosters. Your sanctum artifact is a ley
line post that is tethered to a terrain, either arctic,
Additionally, when you are within 30 feet of your sanctum coast, desert, forest, grassland, mountain, swamp,
artifact, you may cast conjure animals, conjure elemental, and or underdark.
conjure woodland beings as an action but the duration is 8 Once a year, you must create a new sanctum
hours for each spell. You may only cast each spell once in this artifact that is only as strong as a magical object
way before you must take a long rest to do so again. that is your DM agrees is considered in a "natural"
area of that terrain. Thus, unlike other witch covens,
Unbounded you may create sanctum artifacts before 5th level.
Starting at 14th level, you can use your sanctum artifact to You must create this new sanctum artifact in a
travel the world. As an action, when you are within 5 feet of terrain that you have no other sanctum artifacts in
one of your sanctum artifacts, you teleport you and a number (if you have one in each, you do not need to pay a
of Large size or smaller creatures equal to your Wisdom levy any longer). If one of your artifacts are
modifier to another one of your sanctum artifacts. If one of destroyed, you know it and which one.
your artifacts are destroyed, you can teleport to it using this
Coven of the Far Realms Alien Qualities
Result Quirk
You are an alienist, a witch who has connected to the Far
Realms of the beyond. In your reaching, you pierced the You lack volume control, often shouting when you
barriers of worlds unknown and have seen its horror. Most 1 should whisper and whispering when you should
alienists are aloof, difficult to understand witches who prattle shout
on about nonsensical things -- but to them it all make sense. 2 Your eyes are constantly and intensely bugged out
Sanity becomes relative. Normalcy and morality moot.
Covens of the Far Realms are usually cultists worshipping a 3
You laugh at inappopriate times for reasons only
powerful aberration creature or some fanatical adherents to you understand
theoretical worlds, planar travel, or magical theories. These 4 Your head randomly reels and throbs in pain
covens, however organized they may be, are usually
concerned primarily with their wild notions of reality and 5
One of your hands is constantly searching your
body like its not your own
testing the boundaries of it.
Because of your exposure to the Far Realms, you have 6 Your eyes are jet black, white, or purple
acquired a certain quality. Choose an Alien Quality from the When you cry, which happens often without even
table or roll 1d8 to determine which you attained from your 7
feeling emotions, a milky substance is your tears
exposure to the aberrant worlds.
8 Your blood is discolored a grey, blue, or purple

Creeds of the Far Realms


Witches of the Coven of the Far Realms have the following
creeds to choose from:
of Insight. The acquired insights into our Reaching provide
wisdom to all.
of Madness. Our perspective is the perspective and none
shall grasp it.
of Seeking. Be humble in what we know, for there is still so
much to Reach for.
of Trial. Our deeds are but a trial to understand all -- we
ascend beyond morality and conscience.
Bonus Cantrips
When you chose this coven at 1st level, you gain the acid
splash and poison spray cantrips.
Alien Madness
Starting at 1st level, you are particularly adept at
communicating with the most undiscernable beings. You gain
telepathy out to 30 feet, but can only speak gibberish to
others, though you can communicate with the minds of
aberrations, even if you do not share a language, as if you had
a language. Aberrations often have a neutral disposition
towards you and may treat you as one of their own.
Additionally, your mind is so detached from reality that
mental struggles are able to be shrugged off. When you do so,
you roll any Wisdom saving throw at advantage. If fail your
save using this feature, you also gain a temporary madness as
described on page 258 of the Dungeon Master's Guide in
addition to whatever affliction you were trying to resist. If you
have a temporary madness and use this feature again and fail
your save, you gain a long-term madness. If you fail any
Wisdom saving throws while you have a long-term madness,
you acquire an indefinite madness. You cannot use this
feature while you are suffering from a long-term madness.
Aberrant Aspects
Starting at 6th level, you can take on some bizarre, alien
appearances. You may alter yourself in some way (see below)
by expending a witchcraft point.
Eyes. As a bonus action, you sprout hundreds of eyes on
your body, giving you +5 on any initiative roll and you cannot
be surprised. This lasts for 1 hour or you may dismiss the
eyes as a bonus action. When you dismiss them, or the effect throw or take 8d6 psychic damage. Creatures within the
expires, the eyes close and fall off your skin like an expelled sphere roll this save at disadvantage. You can replace this
cyst. damage and instead inflict madness upon creatures. If you do
Orbs. As a bonus action, hundreds of luminous, milky orbs so, creatures who fail their saving throw acquire a long-term
with tiny tendrils erupt on your flesh like warts. Whenever you madness. Afterwards, reality turns to normal, but creatures
take damage, they explode as a white, milky substance darts who witnessed this are likely changed forever.
towards those near you as though the liquid had a mind of its Once you use this feature you cannot do so again until you
own. If the target who dealt damage to you is within 15 feet of finish a long rest.
you, they must roll a Dexterity savings throw against your
witch spell save DC or take 1d12 acid damage. If they are too Sanctum Plane-Shift
far away the substance darts towards them but lands on the Starting at 18th level, your sanctum artifact has grown
ground to burn away at it. Creatures struck by this damage immensely in power. Its 10th level feature now extends to 6
continue to take 1d6 points of acid damage for 1 minute at the miles radius. Additionally, the plane shift spell is added to your
beginning of each turn until they consume a potion of healing witch spell list and when you cast it, you may take the
or a cure wounds, lesser restoration, or greater restoration establishment that your sanctum artifact resides in (such as a
spell is cast on them. These orbs last for 1 minute or until you hut, tower, castle, house, etc.) to the plane that you travel so
take damage twelve times, whichever comes first. long as you are within 100 feet of your artifact. All of the items
Tendrils. As a bonus action, one or two tendrils poke and creatures within the establishment travels as well, but it
through your forehead. You gain telepathy out to 120 feet for must be transported to a place on the new plane that can hold
24 hours and are resistant to psychic damage. it or it may crumble or the foundation may give in -- otherwise
Tentacled Fingers. As a bonus action, one hand of your the terrain of the plane slightly adjusts to accommodate your
choice transforms its fingers into 4-foot long tentacles that sanctum. Most witches scout the area out before hand or are
wiggle and writhe that can extend themselves and sap the quite confidant each time they travel their abode to a different
energy of your foes. These tentacles become a weapon in plane. Some purposefully make their homes moveable in
which you are proficiency in with the reach property. As an some way, such as standing on animated chicken legs or tree
action, you can make a melee spell attack against a creature. trunks. After you shift your home to a new plane, the 6 mile
Creatures hit by your tentacles take 1d8 + your Wisdom radius effect slowly changes the environment within 7 days,
modifier psychic damage. Any creature hit by your tentacles progressively.
that is your size or smaller can become grappled and
restrained by you if you wish. As a bonus action, you can deal
1d8 + your Wisdom modifier in psychic damage to any
creature restrained by your tentacles. Your tentacles last 1
minute.
Sanctum Plane-Blur
At 10th level, your sanctum artifact grows in power as your
place of study has begun to warp the landscape in various Levy of the Far Realms:
ways. Within 1 mile of the artifact, the terrain begins to subtly Astral Projection
shift towards the far realm. You may cause weird In order to understand a world beyond the Material
disturbances, such as ghastly looking creatures that are born Plane, you must do more than read about it: you
alien-looking or beasts may turn alien from their normal form, must experience it. Once a month, you must
such as a rat with scaly patches or a hundred eyes. Plants and perform a 1 hour ritual to pay your witch's levy, in
terrain may shift to an otherworldly shape or appearance, which your spirit travels to planes of the Far Realms.
frightening people. Humanoid creatures that first enter this It is through this first initial contact that you gained
radius must make a Wisdom saving throw against your witch your alien insights and your further abilities. After
spell save DC or be frightened by a particular beast, plant, or you perform this ritual, you have one month and
aspect of the terrain. Creatures of your choice or those who one week to perform the ritual again to pay your
succeed against this saving throw are then immune to the fear levy.
effect of your sanctum artifact. Witnessing the Far Realms, places of alien
horrors, is dangerous. To bear witness to such
aberrant worlds and life can shake one's sanity.
Flash of Horror When you return, make a Wisdom saving throw DC
Starting at 14th level, you can summon to you the power of 14. On a success, roll for short-term madness. On a
the Far Realms, twisting the reality around you to failure, roll for long-term madness. If you currently
demonstrate the horrific nature of the place you have become have a long-term madness, you instead acquire an
all to familiar with. As an action, a 30 foot sphere of area, indefinite madness.
centered on you, is warped from this reality to that of the Far
Realms. What is natural, becomes unnatural; what makes
sense, becomes madness. Strange-looking eyes, tentacles,
hooks, translucence, unsettling hollowness, bulging
appendages, and other terrifying aspects of reality are twisted
into a truly frightening experience. Creatures of your choice
within 60 feet of you must succeed on a Wisdom saving

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Coven of the White Well Sanctum Sight
At 10th level, your sanctum artifact grows in power. Within 1
White witches, sometimes called priestesses, are eschewers mile of your artifact, subtle orbs dance around the air like will-
of cruelty, malevolence, and greed. They usually believe that o-wisps or celestial lights. Bright flowers grow and plant- life
magic should be used cautiously and often adhere to the 3- feels particularly lively. Oak and bark on trees, should there be
fold rule: any magic cast upon another unjustly may return to any, turn a hue of a healthy looking white and strange, rare
the caster by 3-fold. Thus, most white-witches prefer to use herbs and bushes grow in bounty. There is a general sense of
benign magic to benefit and aid others and eschew the more joy, kindness, or safety in the atmosphere.
destructive or malignant spells. Additionally, if a creature is harmed, or takes damage,
Witches who join this coven often contend with witches of within the radius of 1 mile of your artifact, you know it
the Dark Well, engaging in duels and feuds with their occurred, what type of damage it was, the creature type of who
antithetical ways. was damaged, and the creature type that inflicted the damage.
You only acquire this knowledge if you are on the same plane
Creeds of the White Well of existence as your sanctum artifact.
Witches of the Coven of the White Well have the following
creeds to choose from: Circle of White Magic
of Cleansing. Foul air and foul deeds must be banished. Starting at 14th level, your circle of protection is empowered.
of Peace. Harm none. Creatures of your choice within your circle that have at least 1
of Protection. Our burden is to protect the innocent. hit point heal 1d12 hit points at the beginning of their turns.
of Purity. The soul is powerful and in purity made more. Additionally, when a creature of your choice within the
circle takes damage, you may use your reaction to expend a
Bonus Cantrips spell slot to reduce that damage by 1d10 per spell slot
When you chose this coven at 1st level, you gain the sacred expended, up to a 5th-level spell slot. Thus, if a creature takes
flame and spare the dying cantrips. damage and you expend a 4th-level spell slot, that damage is
reduced by 4d10. Should you reduce the damage to nothing,
Black Magic Forbiddance you regain your use of a reaction as though you had not
You may not choose the Ceremonial Rites of Black Magic expended it this turn.
when you gain the Ceremony Magic class feature.
Sanctum Sanctified
Intuitive Magic At 17th level, your sanctum artifact has grown immensely in
Starting at 1st level, your witchcraft is connected to your power. Its previous effect extends now to 6 miles.
intuition far more than any other witch. Whenever you cast a Additionally, while you are within 100 feet of your artifact,
witch spell of 1st level or higher, you may proceed as you you may cast the following spells once before you must
normally would with its attack, the target rolling a saving complete a long rest to cast them in this way again: commune,
throw, etc., but after all results are rolled and the effect is flame strike, forbiddance, greater restoration, heroes’ feast,
seen, you realize, suddenly, that you foresaw it in that instant. and mass heal.
This requires the consumption of a bonus action for you to
collect your wits and you may act as though you never casted
the spell and choose to use your turn doing something else.
For example, if you realize that your charm person spell will Levy of the White Well: The Rule of 3
be resisted if you try to cast it, you can choose to do
something else. If you choose to still cast the spell, you must The Rule of 3 is that any energy put out into the
world is returned thrice-fold. Thus, your actions are
use the results you foresaw. You can choose to use this ability can either be seen as "good" or "bad". Once every
after seeing the effects of any spell of 1st level or higher, so 30 days, you must commit a good deed and acquire
long as you still have a bonus action left after casting the spell inspiration from it.
on your turn. Good Deeds. Generally, good deeds help others,
Once you use this feature you may not do so again until you relieve them in some way, and is not based on
finish a short or long rest. selfish motivations or intent. Once a month, if you
have committed a good deed, your DM may bestow
Circle of Protection upon you inspiration, as your good energy put out
Starting at 6th level, you can cast a protective circle around into the world returns to you positively, but you
you and your allies by expending a witchcraft point. As an must use it within three days.
action, a circle of magic ripples out in a 15 foot sphere Bad Deeds. This could be anything that uses
centered on you. You and creatures of your choice have the magic against the innocent to steal, lie, deceive, or
harm. When you have committed a bad deed, you
effects of a bless spell while within the circle. Additionally, lose any inspiration you currently have and at some
spells of your choice that directly target creatures within the point in the next three days, you, or your DM, must
circle function as though you cast a counterspell on them for decide that one of your rolls must be made at
those creatures, except you only counter the spell affecting disadvantage as negative energy permeates around
that target, not the spell entirely. you, affecting your outcomes.
To maintain this circle, you must concentrate as if
concentrating on a spell. Its effects last until the beginning of
your next turn or until you lose concentration. You can spend
an action on subsequent turns to maintain the circle.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grease Dispel Magic Passwall
Witch Spells
Identify Fear Planar Binding
Cantrips (0 Level) Illusory Script Fly Scrying
Control Flames Jump Leomund's Tiny Hut Telekinesis
Druidcraft Shield Magic Circle Wall of Force
Friends Sleep Nondetection Wall of Stone
Guidance Protection from Evil and Protection from Energy
Good Remove Curse
6th Level
Gust
Speak with Animals Sending Contingency
Infestation
Tasha's Hideous Laughter Slow Create Homonculus
Light
Unseen Servant Tiny Servant Eyebite
Mage Hand
Tongues Flesh to Stone
Magic Stone 2nd Level Water Breathing Forbiddance
Mending
Aid Water Walk Globe of Invulnerability
Message
Alter Self Wind Wall Heroes' Feast
Minor Illusion
Animal Messenger Magic Jar
Mold Earth 4th Level
Augury Mental Prison
Prestidigitation
Blindness/Deafness Banishment True Seeing
Resistance
Calm Emotions Blight Wall of Thorns
Shape Water
Darkvision Confusion
Shillelagh
Detect Thoughts Control Water 7th Level
Shocking Grasp Forcecage
Earthbind Divination
Thaumaturgy Project Image
Enhance Ability Fabricate
Vicious Mockery Reverse Gravity
Find Traps Freedom of Movement
Gust of Wind Grasping Vine Sequester
1st Level
Hold Person Greater Invisibility Simulacrum
Alarm
Invisibility Hallucinatory Terrain
Bane 8th Level
Levitate Phantasmal Killer
Bless Antimagic Field
Locate Animals or Plants Polymorph
Ceremony Antipathy/Sympathy
Magic Mouth Stone Shape
Charm Person Clone
Nystul's Magic Aura Stoneskin
Command Control Weather
See Invisibility
Comprehend Languages 5th Level Maze
Shatter
Cure Wounds Mind Blank
Silence Animate Objects
Detect Magic Power Word Stun
Skywrite Circle of Power
Detect Poison and Disease Telepathy
Suggestion Commune
Disguise Self
Warding Wind Dispel Evil and Good
Earth Tremor 9th Level
Dream
Expeditious Retreat 3rd Level Astral Projection
Geas
Feather Fall Imprisonment
Bestow Curse Hallow
Find Familiar True Polymorph
Catnap Hold Monster
Fog Cloud Wish
Clairvoyance Mislead
Goodberry
Counterspell Modify Memory

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ceremonial Rites Rites of Black Magic
When you gain Ceremony Magic, you can acquire ceremonial These ceremonial rites are some of the most common rites
rites. These rites add to your ceremony spell list, a unique list invoked, bestowing the witch with cruel, black magic meant
of spells that you prepare only in ceremony using your only to harm. Knowing these rites add the following spells to
Ceremony Magic class feature. your ceremony spell list.
Ceremony Spells
Rites of Beasts Spell Level Spells
This ceremony invokes the rites of beastial fury, instinctual 1st hex, witch bolt
magic, and the spiritual connection that witches have with
animals. Knowing these rites add the following spells to your 2nd darkness, ray of enfeeblement
ceremony spell list. 3rd bestow curse, lightning bolt
Ceremony Spells 4th evard’s black tentacles, vitriolic sphere
Spell 5th enervation, insect plague
Level Spells
6th circle of death, harm
1st animal friendship, beast bond
7th finger of death, power word pain
beast sense, locate animals and plants (animals
2nd 8th feeblemind
only)
3rd conjure animals 9th power word kill
4th dominate beast, guardian of nature (beast only)
Rites of Charms
5th awaken (animals only)
These ceremonial rites bind magic of enchantment and
6th find the path control of others to the witch who invokes them. Knowing
7th — these rites add the following spells to your ceremony spell list.
8th animal shapes Ceremony Spells
9th shapechange Spell Level Spells
1st dissonant whispers, heroism
Rites of Bestowment 2nd crown of madness, enthrall
These ceremonial rites bind your witchcraft to yourself, 3rd enemies abound
others, and objects for empowerment. Knowing these rites 4th charm monster, compulsion
add the following spells to your ceremony spell list.
5th dominate person
Ceremony Spells 6th mass suggestion
Spell Level Spells
7th power word pain
1st longstrider
8th dominate monster, glibness
2nd enlarge/reduce, magic weapon
9th —
3rd elemental weapon, haste
4th elemental bane
5th holy weapon, skill empowerment
6th tenser's transformation
7th mordenkainen's sword
8th —
9th invulnerability
Rites of Foretelling Rites of Passages
These ceremonial rites invoke the rites of foresight, of divining These ceremonial rites enhance your witchcraft to wield the
fate, and of learning. Knowing these rites add the following power of the passageways and gates. Knowing these rites add
spells to your ceremony spell list. the following spells to your ceremony spell list.
Ceremony Spells
Ceremony Spells
Spell Level Spells
Spell Level Spells
1st tenser's floating disk
1st detect evil and good, identify
2nd *arcane lock, misty step *
2nd locate animals and plants, locate objects
3rd thunder step
3rd clairvoyance
4th dimension door, leomund's secret chest
4th arcane eye, locate creature
5th far step, teleportation circle
5th legend lore
6th arcane gate, guards and wards
6th find the path, true seeing
7th plane shift
7th —
8th demiplane
8th —
9th gate
9th foresight

Rites of the Lower Planes Rites of the Pentacle


These ceremonial rites tether you to the Lower Planes to These ceremonial rites use the magical sigil of the pentacle to
twist your witchcraft with its horrors. Knowing these rites add combine the elements of earth, air, fire, water, and spirit.
the following spells to your ceremony spell list. Knowing these rites add the following spells to your ceremony
spell list.
Ceremony Spells Ceremony Spells
Spell Level Spells
Spell
1st hellish rebuke Level Spells
2nd crown of madness, darkness 1st absorb elements, chromatic orb
3rd summon lesser demons, tongues 2nd maximillian's earthern grasp
4th shadow of moil, summon greater demon 3rd erupting earth, wall of water
5th contact other plane, infernal calling 4th elemental bane, wall of fire
6th soul cage 5th commune with nature
7th plane shift (lower planes/material plane only) investiture of flame, investiture of ice, investiture of
6th
stone, investitutre of wind
8th maddening darkness
7th fire storm
9th gate (lower planes/material plane only)
8th earthquake, tsunami
9th —
Rites of Phantasmal Color Rites of the Skies
These ceremonial rites draw forth the power of illusions, These ceremonial rites invoke the elements for you to
mischief, and the spectacle of magic. Knowing these rites add command the weather. Knowing these rites add the following
the following spells to your ceremony spell list. spells to your ceremony spell list.
Ceremony Spells Ceremony Spells
Spell Level Spells Spell Level Spells
1st color spray 1st fog cloud, thunderwave
2nd mirror image, phantasmal force 2nd gust of wind
3rd hypnotic pattern, major image 3rd call lightning, sleet storm
4th hallucinatory terrain, phantasmal killer 4th ice storm
5th seeming 5th control winds
6th programmed illusion 6th investiture of wind, wind walk
7th mirage arcane, prismatic spray 7th whirlwind
8th — 8th control weather
9th prismatic wall, weird 9th storm of vengeance

Rites of Protection Rites of the Sulfur Cross


These ceremonial rites use various sigils and communion of These ceremonial rites draw forth fire and brimstone for you
protection, wards, and glyphs. Knowing these rites add the to wield. Knowing these rites add the following spells to your
following spells to your ceremony spell list. ceremony spell list.
Ceremony Spells Ceremony Spells
Spell Level Spells Spell Level Spells
1st sanctuary 1st hellish rebuke
2nd aid, warding bond 2nd continual flame
3rd glyph of warding 3rd melf's minute meteors
4th death ward 4th wall of fire
5th antilife shell 5th immolation
6th guards and wards 6th —
7th symbol 7th fire storm
8th holy aura 8th —
9th invulnerability 9th meteor swarm

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rites of White magic
These ceremonial rites are some of the most common rites Artwork
invoked, bestowing the witch with supportive, white magic Cover -- by: JasonHeeley
meant only to heal, aid, and protect. Knowing these rites add Jolinda Anjasha
the following spells to your ceremony spell list. Vector Raven
Alchemist
Ceremony Spells Fantasy Chick
The Scotsman
Spell Level Spells
Viviane
1st healing word, sanctuary Lioness Witch
Fantasy Chick
2nd healing spirit, lesser restoration Kyton Sacristan. Liarath
3rd daylight, revivify Wyznawcy Chaosu. EthicallyChallenged
Witch of the Arid Wilds. David Cornish
4th death ward, otiluke's resilient sphere Priestess Rui Li
5th greater restoration, wall of light Age of pantheons - Ecate Suwan Cancedda

6th globe of invulnerability


7th regenerate
8th holy aura
9th mass heal
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