Hit Points

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 witch level after 1st


Armor: Light Armor
Weapons: Simple weapons, blowguns, shortswords, and whips
Tools: Alchemist supplies, poisoner's kit
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Nature, and Religion.


You start with the following equipment, in addition to the equipment granted to you by your background:

  • Choose: a whip and blowgun; or a light crossbow and 20 bolts; or any simple weapon
  • Choose: a component pouch; or a totem
  • Choose: a scholar’s pack; or a dungeoneer’s pack
  • Leather armor, any simple weapon, and a dagger
Level Proficiency Bonus Features Hexes Known Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Witch's Curse, Hexes 2 2 4 2
2nd +2 Cackle, Familiar 3 2 5 3
3rd +2 Witch's Craft 3 2 5 4 2
4th +2 Ability Score Improvement 3 3 6 4 3
5th +3 4 3 6 4 3 2
6th +3 Craft feature 4 3 7 4 3 3
7th +3 Improved Familiar 4 3 7 4 3 3 1
8th +3 Ability Score Improvement 4 3 8 4 3 3 2
9th +4 Cauldron 5 3 8 4 3 3 3 1
10th +4 Craft feature 5 4 9 4 3 3 3 2
11th +4 Grand Hex 5 4 10 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 10 4 3 3 3 2 1
13th +5 Cauldron improvement 6 4 11 4 3 3 3 2 1 1
14th +5 Craft feature 6 4 11 4 3 3 3 2 1 1
15th +5 Grand Hex 6 4 12 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 12 4 3 3 3 2 1 1 1
17th +6 7 4 13 4 3 3 3 2 1 1 1 1
18th +6 Grand Hex 7 4 13 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement 7 4 14 4 3 3 3 2 1 1 1 1
20th +6 Hexmaster 7 4 14 4 3 3 3 2 1 1 1 1


Cantrips: You know two 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 Warlock table.

Spell Slots: The Warlock 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 level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher: You know the spells hex and witch bolt, and two additional 1st-level spells of your choice from the witch spell list.

The Spells Known column of the Witch table shows when you learn more witch spells of your choice.

Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability: Charisma is your spellcasting ability for your witch spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 + Proficiency bonus + Charisma modifier
  • Spell attack modifier: Proficiency bonus + Charisma modifier

Ritual Casting: You can cast any witch spell you know as a ritual if that spell has the ritual tag.

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

Witch’s Curse

You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.

  • Hideous. Your appearance is ghastly to behold. Creatures have disadvantage on saving throws against being frightened by your hexes or spells. Additionally, when you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw or be frightened until the end of your next turn.
  • Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you reduce a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your your witch level + Charisma modifier (minimum of 1).
  • Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at 1st level, and again at 4th level, 8th level, 12th level, and 16th level. These spells do not count against your total number of spells known.


You can learn a number of powerful incantations, known as Hexes, derived from the same insidious magic which cursed you.

At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at that level.

Unless otherwise noted, you can only have one hex active at a time and you concentrate on this hex like a spell. You can concentrate on a hex and a spell at the same time, and you make only one check to maintain your concentration on both.


At 2nd level, you can use your bonus action to cackle. The duration of all your hexes within 60 feet extends by 1 round.

Not all witches laugh maniacally when they cackle. Each witch's cackle ability is a unique expression, ranging from the conventional, like the murmuring and gesturing of incantations, to the truly bizarre.


At 2nd level, you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

Additionally, as a bonus action, you can allow your familiar to use its reaction to make one attack or cast a spell.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: crawling claw, homunculus, imp, pseudodragon, quasit, or sprite.

Witch’s Craft

Your knowledge of magic has culminated in learning a Craft, an innate variety of magic which exists apart from the schools of magic. When you reach 3rd level, choose White Magic or Black Magic. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Craft Spells: Each craft is associated with a number of spells which represent a branch of arcana that you learn at the witch levels noted in the craft description. These spells count as witch spells for you and don’t count against your total number of spells known.

Improved Familiar

At 7th level, you can cast a spell which targets your familiar as if your familiar had cast the spell itself. This spell may affect other creatures, as long as your familiar is the point of origin of the spell and is also being affected by the spell. A spell cast in this way uses your spell attack roll and save DC, but is concentrated on by your familiar.

Additionally, you can choose the following forms for you familiar: red faerie dragon, spined devil, and will-o-wisp.


At 9th level, you can brew potions in a bubbling cauldron using raw components scavenged from nature. During a long rest, you can brew multiple potions, whose total alchemy point cost is no greater than 3. As you gain levels, your number of alchemy points increases, as shown in the Witch Alchemy table.
You can brew potions of animal friendship, healing, and poison for 1 alchemy point each. At 13th level, you can brew potions of heroism and mind reading, and philters of love for 2 alchemy points each. The potions retain potency 24 hours, after which they become inert.

Witch Level Alchemy Points
9th 3
12th 4
15th 5
18th 6

Grand Hex

By 11th level, you have perfected deeply malevolent forms of magic. You learn one Grand Hex, and you learn another at 15th and 18th level. Grand hexes are detailed at the end of the class description.


By 20th level, you have mastered your foul magic. Humanoid creatures have disadvantage on saving throws against your hexes.

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