Witch Hexes

Abate

You can use your action to temper those around you. Creatures you choose within 30 feet cannot take reactions. This effect lasts until the end of your next turn.

Beckon Familiar

You can cast the find familiar spell as an action without expending a spell slot or spell components.

Bleeding

As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, each time this creature takes damage, it takes an additional 1d8 damage. This effect lasts until the end of your next turn.

Charm

As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed.

Cripple

As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature can move a maximum of 10 feet or half its movement speed on its turn, whichever is lower, until the end of your next turn.

Dire Familiar

As an action, you can bolster your summoned familiar. For 1 minute, your familiar's current and maximum hit points is increased by your witch level and it gains a bonus to its attack and damage rolls equal to your Charisma modifier.

You can cast other hexes while this hex is in effect. Once you cast this hex, you can't cast it again until your familiar is dismissed, or until its duration expires.

Discord

As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature must use its action before moving to make a melee weapon attack a creature that you choose. If no creatures are within its reach, the creature acts normally. This effect lasts until the end of your next turn.

Disguise

You can cast the disguise self spell, targeting both yourself and your familiar, at will without expending a spell slot.

Disorient

As an action, choose one creature that you can see within 60 feet to make a Constitution saving throw. On a failed save, whenever this target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.

Duplicity

As an action, you can create a duplicate self, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack roll misses. This effect lasts until the end of your next turn.

Evil Eye

As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.

Fortune

As an action, choose one creature other than yourself you can see within 60 feet. The creature has advantage on ability checks and saving throws until the end of your next turn.

Go Unseen

As an action, you and your familiar become invisible. The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell.

Hesitate

As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On its turn, the target can move or use an action to make an attack, but not both. This effect lasts until the end of your next turn.

Mire

As an action, you can transform the ground within 30 feet of where you cast this hex into murky swamp, which is difficult terrain. You can move without penalty in this area. This effect lasts until the end of your next turn.

Misfortune

As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, whenever this target makes an ability check or a saving throw before the end of your next turn, it must roll a d6 and subtract the number rolled from the ability check or saving throw.

Nails

You grow unnaturally long and sharp fingernails. Your unarmed strikes deal 1d4 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

This hex is always active and you can cast other hexes while it is in effect.

Obfuscate

As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Pestilence

As an action, you create a 5-foot radius cloud of toxic gas around you. Each creature other than you and your familiar that enters this area or begins its turn there must make a Constitution saving throw or be poisoned until the end of your next turn. This cloud follows you as you move, and disperses at the end of your next turn

Ruin

As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature's AC decreases by 4, to a minimum of 10, until the end of your next turn.

Slumber

As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature falls unconscious until the end of your next turn. Undead, creatures which are immune to being charmed, and creatures whose current hit points are greater than three times your witch level are immune to this effect.

Telepathy

You can communicate telepathically with any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

This hex is always active and you can cast other hexes while it is in effect.

Tremors

As an action, you can create a small quake. Each creature you choose on the ground within 30 feet of you must make a Dexterity saving throw at the beginning of its turn or be knocked prone. This effect lasts until the end of your next turn.

Ward

As an action, choose 1 creature you can see other than yourself within 60 feet. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the end of your next turn.

Grand Hexes

Coven

Through a dark bargain, you have become a member of a hag's coven. You can enlist the help of one of your foul sisters, a green hag, by summoning her in a one minute long ritual. Doing so dismisses your familiar, and you cannot summon your familiar while your hag ally is summoned.

In combat, the hag rolls its own initiative and acts on its own turn. On each of your turns, you can use a bonus action to mentally command the hag. You decide what action the hag will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. The hag can choose to ignore this action if she sees fit. If you issue no commands, the hag acts and moves as she chooses. The hag is friendly to you and your allies.

At the end of one hour, or when the hag is reduced to zero hit points, it flees, instantly teleporting away.

After performing the ritual to summon your hag ally, you must finish a long rest before you can do it again.

Dual Hex

When you cast a hex which targets one creature, you can target two creatures instead.

Forceful Personality

Your Charisma score becomes 23. You gain proficiency in Intimidation and Persuasion, if you did not have it before. When you make a Charisma (Intimidation) or a Charisma (Persuasion) check, you can add twice your proficiency bonus to the roll.

Insidious Hex

Choose one hex you know. Creatures have disadvantage on saving throws made to resist this hex's effects.

Into a Toad

You learn the spells animate objects, flesh to stone, polymorph, and two other 5th level or lower transmutation spells of your choice. These spells don't count against your total number of spells known. You can cast one of them without expending a spell slot. After doing so, you must complete a long rest before doing so again.

Remote Hex

The range of your hexes double and you can target creatures within range of your hexes even if you cannot see the target, provided you have seen the target in the last minute and know that the target is within range.

Slow Death

As an action, choose 1 creature within your reach to make a Constitution saving throw. On a failed save, the creature takes 1 necrotic damage each hour for the next 100 days. The damage can only be healed by magical means. A remove curse spell ends this effect. You can cast other hexes while this hex is active, but casting this hex again ends its effect on its first target.

Weave of Fate

When you take a long rest, you can peer into the threads of fate and foresee paths the future might take. Roll 2d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Witch’s Broom

You can enchant a mundane object ─ like a broom, cauldron, or rug ─ to fly for you. You gain a flight speed equal to your base movement speed while holding this item, but only while wearing no armor or shield.

Witch’s Hut

When you begin a long rest, you can summon a magical domicile for the night. This domicile is an enchanted hut with the properties of the tiny hut spell, but it also physically resembles a witch's abode. While you are inside, only creatures you choose can approach the hut. If a creature you did not designate comes within 10 feet of the hut, it rises up on a pair of magical legs, becoming a huge animated object, as per the spell animate objects, and defends itself. The huts occupants are physically safe and undisturbed within. When your long rest is finished, or when the hut is reduced to 0 hit points, it vanishes, and all its occupants are deposited in its space.

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