Witch

**IN PROGRESS**
As a witch you gain the following class features.

Hit Dice
1d8 per witch level

Hit Points at 1st Level
8 + your Constitution modifier

Hit Points at Higher Levels
1d8 (or 5) + your Constitution modifier per warlock level after 1st

Armor Proficiencies
Light armor

Weapon Proficiencies
Simple weapons

Tool Proficiencies
Alchemists' Tools

Saving Throws
Wisdom, Charisma

Skill Proficiencies
Choose two from Arcana, Animal Handling, Deception, Insight, Intimidation, Investigation, Medicine, Nature, and Religion

Equipment
(a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) a priest's pack

Leather armor, any simple weapon, and two daggers

Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.

Otherworldly Patron
At 1st level, you have struck a bargain with a deity, legendary hero, or monster of your choice from the list below. Your choice grants you special features.

Cantrips
You know four cantrips of your choice from the Witch spell list. You learn additional Witch Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots
The Witch table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your warlock spells, so 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 modifier.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.

Godly Invocations
At 2nd level, you gain two godly invocations of your choice. When you gain certain witch levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pacts
At 3rd level, you gain one of the following features of your choice.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.

Pact of the Tablet

Your patron gives you a special Cursed Tablet. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the witch spell list, they are nonetheless witch spells for you. If you lose your Cursed Tablet, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous tablet. The tablet turns to ash when you die.

Pact of the Cauldron

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum
At 11th level, choose one 6th-level spell from the witch spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master
At 20th level, you can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Hekate
Expanded Spell List

The following spells are added to the warlock spell list for you.

Spell Level	Spells

1st	Burning Hands, Command

2nd	Blindness/Deafness, Scorching Ray

3rd	Fireball, Stinking Cloud

4th	Fire Shield, Wall of Fire

5th	Flame Strike, Hallow

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, when you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

Godly Invocations
If a godly invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast
Prerequisite: Eldritch Blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step
Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers
Prerequisite: 7th level

You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Book of Ancient Secrets
Prerequisite: Pact of the Tablet feature

You can now inscribe magical rituals in your Cursed Tablet. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Cursed Tablet in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Cursed Tablet. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Tartarus
Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Dreadful Word
Prerequisite: 7th level

You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot.

Olympian Spear
Prerequisite: Olympian Blast cantrip

When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper
You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning

Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms
Prerequisite: 15th level

You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos
Prerequisite: 9th level

You can cast Conjure Chthonic once using a warlock spell slot. You can't do so again until you finish a long rest.

Mire the Mind
Prerequisite: 5th level

You can cast Slow once using a witch spell slot. You can't do so again until you finish a long rest.

Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows
Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move, take an action or a reaction.

Otherworldly Leap
Prerequisite: 9th level

You can cast Jump on yourself at will, without expending a spell slot or material components.

Repelling Blast
Prerequisite: Eldritch Blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh
Prerequisite: 7th level

You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

Sign of Ill Omen
Prerequisite: 5th level

You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates
You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Visions of Distant Realms
Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot

Voice of the Chain Master
Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave
Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight
Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Icarus' Wings
Prerequisite: 15th level

You can cast the fly spell once at third level without expending a spell slot or material components. You must finish a short or long rest before you can do so again.

Olympian Reserve
Prerequisite: 9th level

The first spell casted using your pact magic feature doesn't expend a spell slot. You must finish a long rest before you can do so again.

Venomous Bite
Prerequisite: 7th level

Choose one damage type, whenever you deal damage using that damage type, you can choose to deal poison damage instead.