World's Beyond Number
hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per witch level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons
tools:
Two types of artisan’s tools of your choice
saving throws:
Wisdom, Charisma
skills:
Choose three from Animal Handling, Arcana, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (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) an explorer’s pack
- Two daggers
spellcasting:
As a custodian of old folkways and the balance between
worlds, you can cast witch spells. Your magic works
through subtle but emphatic suggestion, channeling your
will to influence the wellbeing, fate, or opinions of beings
who need a little (or not-so-little) nudge to exist in harmony with others.
Cantrips
At 1st level, you know three 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.
Preparing and Casting Spells
The Witch table shows how many spell slots you have to
cast your witch spells of 1st level and higher. To cast one of
these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish
a long rest.
You prepare the list of witch spells that are available
for you to cast, choosing from the witch spell list. When
you do so, choose a number of witch spells equal to your
Wisdom modifier + your witch level. The spells must be of
a level for which you have spell slots.
For example, if you are a 3rd-level witch, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of
16, your list of prepared spells can include six spells of
1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level
or 2nd-level slot. Casting the spell doesn’t remove it from
your list of prepared spells.
You can also change your list of prepared spells when
you finish a long rest. Preparing a new list of witch spells
requires time spent practicing your craft: at least 1 minute
per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your witch spells,
since your magic draws upon your profound attunement to
the presence of magic in all things. 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
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 arcane focus as a spellcasting focus for
your witch spells. Witches may also have unusual, homemade, or repurposed objects as their arcane focuses, such
as brooms, kitchen knives, kettles, dolls, or similar household objects. To use such an item as your arcane focus,
you must spend an hour-long meditation dedicating it to
that purpose.
class features:
Witchcraft
You bring a touch of magic to everyday materials and
tasks, and as a result, the fruits of your labor bear a subtle—but potent—power. Savvy witches soon learn that
common chores can be just as useful as flashier forms
of spellcasting; they can channel magic just as easily by
cooking up restorative meals, growing strange medicines
in their gardens, weaving charm bracelets, and stitching
protection into the seams of clothes. They also empower
their familiars to aid them in spellcasting.
Tokens
The minor results of a witch’s craft—potions, salves, oneuse charms, and favors—are commonly called tokens, and
any given witch can expect to make countless numbers of
them in their lifetime. Many witches make a living by trading tokens with those in need, although few ever become
wealthy that way.
Any 1st-level witch spell that targets one or more creatures can be crafted into a token with 1 hour of labor. To
craft it, you must have an unexpended spell slot of a high
enough level to cast the spell (you need not have the spell
prepared) and you must succeed on a Wisdom check using
artisan’s tools with a DC of 10 + the spell’s level. On a failure,
the item isn’t created; if the check fails by 5 or more, you
also expend a spell slot of the spell’s level.
You can attempt to make a single token during a short
or long rest. Tokens take a form appropriate to the artisan’s
tools you use to create them. An herbalism kit might produce a potion or salve; chef’s tools might produce a cupcake.
Once created, a creature holding the token can cast the
spell from it using your spell save DC, spell attack bonus,
and spellcasting ability. If the spell requires concentration,
the creature must concentrate. The token then loses its
magical properties, becoming a mundane item of its kind.
At 9th level, you can create a token with any witch spell
of 2nd level or lower. At 13th level, you can create a token
with any witch spell of 3rd level or lower.
You can maintain a number of active tokens equal to your
proficiency bonus. If you make an additional token while at
your limit, the magic fades from your oldest token
Talismans
When you put your back into your craft and devote a little
part of yourself to what you’re making, you can weave your
magic into a talisman that will last forever. Many witches
make talismans of their hats, boots, cloaks, or walking
sticks. Brooms, athames, keys, and tools are also popular.
Some witches guard their talismans jealously, but others
craft them specifically for heroes, loved ones, or younger
witches under their tutelage.
Any witch spell that doesn’t require a costly material
component can be crafted into a talisman if you have an
unexpended spell slot of a high enough level to cast it (you
need not have the spell prepared). To craft a talisman, you
must spend 24 hours of labor (this time need not be continuous) and make a DC 20 Wisdom check using artisan’s
tools. On a success, you permanently sacrifice a spell slot
of the spell’s level to complete the talisman.
A creature holding the talisman can cast that spell from
it, using your spell save DC, spell attack bonus, and spellcasting ability. Once the talisman is used to cast its spell, it
can’t be used that way again until the next dawn.
You can add more spells to a talisman, or more uses of
the same spell, with an additional 24 hours of labor, another Wisdom check using artisan’s tools, and another
sacrificed spell slot of the appropriate level.
You can recover the sacrificed spell slot by holding the
talisman for 1 minute. The talisman ceases to be a magic
item, and you regain that spell slot the next time you finish a long rest. Similarly, if the talisman is destroyed, you
regain the spell slot when you finish your next long rest.
Alternatively, you can sacrifice a 3rd-level spell slot
to craft an item from the Common or Uncommon Items
table, or a 6th-level spell slot to craft an item from the
Rare Items table.
Common and Uncommon Items | |
Magic Item |
Attunement |
amulet of proof against detection and location |
Yes |
bag of tricks |
No |
boots of the winterlands |
Yes |
brooch of shielding |
Yes |
broom of flying |
No |
cloak of the manta ray |
No |
eversmoking bottle |
No |
gem of brightness |
No |
lantern of revealing |
No |
necklace of adaptation |
Yes |
periapt of health |
No |
periapt of wound closure |
Yes |
ring of mind shielding |
Yes |
slippers of spider climbing |
Yes |
stone of good luck |
Yes |
Rare Items | |
Magic Item |
Attunement |
cape of the mountebank |
No |
cloak of the bat |
Yes |
dagger of venom |
No |
folding boat |
No |
gem of seeing |
Yes |
handy haversack |
No |
horseshoes of speed |
No |
mantle of spell resistance |
Yes |
periapt of proof against poison |
No |
ring of feather falling |
Yes |
rope of entanglement |
No |
staff of withering |
Yes |
Witch’s Familiar
A witch’s familiar is their lifelong companion and friend.
You can choose to invest a willing bat, cat, crab, frog
(toad), hawk, lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel (or any
other CR 0 creature approved by your GM) with magical
power. Your familiar acts independently of you, but they
generally heed your requests. In combat, they roll their
own initiative and act on their own turn.
When your familiar is reduced to 0 hit points, you can
use a reaction to expend a spell slot of 1st level or higher to
make them drop to 1 hit point instead. If your familiar dies,
you can perform a ritual to revive them during a short or
long rest. The ritual requires 10 gp of herbs or incense, and
your familiar returns to life with all their hit points.
You can communicate telepathically with your familiar,
regardless of distance. Additionally, as an action, you can
see through your familiar’s eyes and hear what they hear
until the start of your next turn, gaining the benefits of
any special senses the familiar has. During this time, you
are deaf and blind with regard to your own senses.
You can’t have more than one familiar at a time. If you
choose another animal as your witch’s familiar, you lose
your connection to your previous familiar.
Magical Assistant
When you cast a spell with a range of touch, your familiar
can deliver the spell as if they had cast the spell. Your familiar must be within 100 feet of you, and they must use
their reaction to deliver the spell when you cast it. If the
spell requires an attack roll, they use your attack modifier
for the roll.
While you are maintaining concentration on a spell
and touching your familiar, you can transfer concentration to your familiar as a bonus action. Damage that you
take can’t break your concentration on the spell, though
the spell your familiar is concentrating on ends if you cast another spell that requires concentration. You can transfer concentration on the spell back to yourself as a bonus
action by touching your familiar.
Your familiar can use your Constitution saving throw
bonus in place of their own if they must make a saving
throw to maintain concentration. The spell ends if they
lose concentration or if they are killed or incapacitated.
Witchtongue
At 1st level, you learn Witchtongue, the language of witches. It is a strange and eerie language, one that alters magic when used and possessing beautiful sounds that some have described as ghostly singing. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence and can recognize its script with a successful DC 15 Wisdom (Perception) check, but can’t deicpher or understand it without having at least one level in this class or a Blessing of Vezenar.
Retributive Curses
Witches are quick to punish those who wrong them. A
witch’s curse carries a personal grudge, imbuing certain
spells with additional potency, as shown in the Curse
Spells table below.
Starting at 3rd level, when a creature within 60 feet of
you deals damage to you or forces you to make a saving
throw, you can cast a curse spell on the triggering creature
as a reaction. You must have the spell prepared, have a
spell slot of a high enough level to cast it with, and can
only target the triggering creature. However, the spell’s
range becomes 60 feet and you can cast it even if you can’t
see the triggering creature.
You can also use this reaction when a creature within
range deals damage to or forces a saving throw from a
creature holding a token or talisman you’ve created.
At the GM’s discretion, you may be able to use this reaction when you come within range of someone who has
dealt serious harm to you, or to people or things under
your care. Someone who burned down your house while
you were away might be subject to a curse as soon as you
track them down.
| Curse Spells | |
Spell
Level |
Spell |
Concentration |
1st |
bane |
Yes |
1st |
hideous laughter |
Yes |
1st |
witch’s grasp |
Yes |
2nd |
blindness/deafness |
No |
2nd |
ray of enfeeblement |
Yes |
2nd |
tongue-tie |
Yes |
3rd |
bestow curse |
Yes |
4th |
phantasmal killer (Coven
of the Wicked only) |
Yes |
5th |
othershoes |
Yes |
6th |
irresistible dance |
Yes |
6th |
flesh to stone |
Yes |
8th |
miser’s menace |
No |
9th |
imprisonment |
No |
Ability Score Improvement
When you reach 4th, 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.
Wracking Curses
A witch’s curse inflicts added harm on any who have
wronged them. Starting at 5th level, once per turn when you deal damage to a creature that is under the effects of a curse you cast with your Retributive Curses feature, you can deal an extra 1d10 psychic damage to it.
When you reach 11th level in this class, the extra damage increases to 2d10.
Willful Walls
At 18th level, a witch’s labor bears so much of their connection to magic that the very sticks, stones, walls, and hearth of their dwelling respond. You may take 8 hours to fashion a place where you’ve taken a long rest into a sanctum. If the place is already owned or inhabited, you must have permission from its owner to reside there. You determine the boundaries of your sanctum, but you must be able to traverse its perimeter in an hour or less.
If you have a sanctum that’s at least 7 days old, it becomes highly resistant to intrusion; you can cast the hallow spell on one 60-foot-radius area within your sanctum without material components. If you are in your sanctum when a creature tries to force its way into this area, you can impose disadvantage on the Charisma saving throw it makes to ignore the spell’s effects.
You can only have one sanctum at a time. Whenever you fashion a new sanctum, your old sanctum goes dormant, and if you decide to restore it, it takes another 8 hours of labor and another 7 days to regain its full power. If you designate a new sanctum, any hallow spell you cast on a previous sanctum with this feature immediately ends.
True Craft
True witchcraft knows no limits. At 20th level, you can
create a token or talisman using a spell of 8th level or
lower from another class’s spell list by expending a spell slot one level higher than the spell you choose.
subclass options:
Covens
A witch’s coven reflects their approach to practicing witchcraft, the intertwined discipline of high
spellcasting with the rituals of daily life. A witch’s
coven is usually shared by a mentor or small group of
more experienced witches, although some witches find
their philosophy and coven drift from that of their fellows
into another, and some have even been known to find their
way to a coven’s philosophies self-taught.
Living far from civilization in remote places of wilderness
and isolation, the Coven of the Claw’s wisdom is piercing,
contemplative, and often ascetic. Claw witches tend to
their fellow outsiders, trappers and hunters and hermits
with no one else to watch over them, and to those compelled to travel the hard path, deep and far, to seek them
out. Their care is harsh and truthful, but they fiercely protect their territory and those within it against harm and
exploitation.
The Coven of the Green are custodians of ancient medicinal wisdom, showing their care by attentively cultivating
things that grow and transforming them into nourishment, charms, salves and poultices. They understand best
the symmetry between people and the natural world, the
dancing of bees and the games that hares and foxes play,
and how the roots of trees and fungi lace together and
support a stump that’s been cut. But being so aware of the
big picture places them beyond and apart from it; green
witches tend to settle well outside of towns and villages, if
only a short trip away. A gardener tends the flower beds,
but she isn’t herself a flower.
Of all witches, witches of the heart take the most interest
in the lives and troubles of ordinary people, and they excel
as matchmakers, advice-givers, and gossips. Whether they
dwell in the charmingly odd house at the edge of town or
in the attic apartments above a busy store, heart witches
tend to live among the people that their magic serves and
become fixtures of community life, attending town halls
and festivals and helping out around town until others
hardly think there’s anything remarkable about a witch
living among them.
Coven of the Wicked
No witch sets out to be wicked, and no witch chooses the
wicked coven. Players may not pick the Coven of the Wicked
at 2nd level; this coven is a doom that befalls witches whose
care turns to selfishness and whose magic sours
with misuse. Members of this coven like to paint
themselves as misunderstood victims, but it’s
not tragedy that turns a witch’s heart to darkness—it’s the inability to let go of their suffering.
A wicked witch might claim to be an enemy
to all the world, but they always have one kind
of person in particular—usually related to their
past self, and what soured their magic—that they
despise above all else. When you become wicked,
choose a virtue that is anathema to you: courage, fairness, generosity, innocence, loyalty,
kindness, optimism, prudence, selflessness, or
being in love. Beings that display this virtue
are especially tempting targets for your ire.