September 30, 2016


Base Class
Comments from the Finger: Just in time for October!


Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one even cackles loudly at what she sees.
     A young girl sits underneath a tree, far from where the other children play. She glances about to make sure noone is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree's bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavy set boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy's eyes.
     A young elf intently mutters something underneath his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony.
     Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.

While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With gruesome effort, they can warp this power into spells to wrack others with the same torture which plagues them.

Pariahs and Outcasts
Almost without exception, witches are feared and hated. They are victim to a number of misconceptions about them, usually relating them to hags and other evil creatures of the night which prey on innocent people. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them.
     In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer to healer to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches move frequently, never residing in one place for too long.

Familiar Masters
It is rare to find a witch without his or her constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a witch's familiar with good reason is ubiquitous to common folk. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars, and command them more swiftly than other spellcasters.

Creating a Witch
Creating a witch necessarily involves a powerful, malicious curse in your backstory. Who cast it? Did you take a curse upon yourself for power? Was your entire lineage cursed generations ago, leading to a bloodline of witches? Or did another spellcaster use sinister, forbidden magic to curse you for life? Decide on the nature of your witch's curse and think about how you relate to it now. Do you feel like the curse was secretly a blessing, or does the desire for vengeance burn in your heart?
     What negative effects does the curse leverage on your personality and mind? Are you haunted by spirits, or is your mind plagued by destructive thoughts? How do you feel, manipulating the power of this curse outwards, into hexes and spells?
     Work with your GM to determine how witches are perceived in the world. Are they feared, burned, and persecuted? Are you an openly-known witch? Do the other characters in your party know of your witchhood? Some witches keep the source of their magic a secret, or claim to be wizards or sorcerers to conceal the true darkness of their magic.

Quick Build
To build a witch quickly, make Charisma your highest ability score, followed by Constitution. Second, choose the charlatan background. Then, choose the eldritch blast and minor illusion cantrips, and the spells bane and dissonant whispers, in addition to hex and witch bolt. Lastly, choose the Hideous Witch's Curse, and the hexes Evil Eye and Misfortune.

The Witch
LevelProficiency BonusFeaturesHexes KnownCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Witch's Curse, Hexes2242--------
2nd+2Cackle, Familiar3253--------
3rd+2Witch's Craft32542-------
4th+2Ability Score Improvement33643-------
6th+3Craft feature437433------
7th+3Improved Familiar4374331-----
8th+3Ability Score Improvement4384332-----
10th+4Craft feature54943332----
11th+4Grand Hex5410433321---
12th+4Ability Score Improvement5410433321---
13th+5Improved Cauldron64114333211--
14th+5Craft feature64114333211--
15th+5Grand Hex641243332111-
16th+5Ability Score Improvement641243332111-
18th+6Grand Hex7413433331111
19th+6Ability Score Improvement7414433332111

Class Features
AS a witch, you have the following class features.

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:

  • (a) a whip and blowgun, (b) a light crossbow and 20 bolts or, (c) any simple weapon
  • (a) a component pouch or (b) a totem
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and a dagger

You have learned to mold and reshape the magic that curses you into spells. 

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 Witch table.
Spell Slots
The Witch table shows how many spell slots you have to cast your 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.
     For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.

Spells Known of 1st Level or 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. Your magic originates deep within yourself, where your insidious curse stirs restlessly. 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 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your 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 friendshiphealing, 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 Alchemy
Witch Level Alchemy Points

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.
Sidebar: Male and Female Witches 
Witches are commonly considered to be only female, but in reality, male and female witches exist in equal number. This misconception is due to the fact that male witches are often called Hexers, or are incorrectly deemed Warlocks by common folk. 

Witch's Crafts

A witch's craft is distinct from a school of magic. Whereas magical schools seek to categorize spells, crafts are defined by the use of magic. Though others also exist, there are two primary crafts, White Magic, which seeks to mend and restore, and Black Magic, which seeks to rend and destroy.

Black Magic

Black magic is associated with hexes that cause pain and suffering, and spells which give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.

Black Magic Bonus Spells
Spell Level Spells
1st false life, inflict wounds
2nd gentle repose, magic weapon
3rd animate dead, vampiric touch
4th blight, death ward
5th cloudkill, contagion

Hex: Agony
Starting at 3rd level, you have mastered a hex that wracks a creature with waves of pain. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature is in agony. The creature has disadvantage on concentration checks. At the beginning of its turn, roll any die. On an odd roll, the creature has disadvantage on attack rolls until the end of its turn. This effect lasts until the beginning of your next turn.

Voodoo Doll
By 6th level, you have fashioned a voodoo doll to enhance your black magic. As an action, you can modify this voodoo doll to resemble a humanoid creature you can see within 60 feet. For 1 minute, while the doll resembles this creature, you can target the creature with spells, melee weapon attacks, and hexes by targeting the doll instead. The creature takes half damage from effects targeting it in this way.
     If you modify your doll with a possession of the target, such as fabric from its garment or a lock of its hair, the creature has disadvantage on saving throws against the next hex or spell you target it with.

Share Pain
At 10th level, as a reaction when you take damage, you can transfer some of that damage to another target. Choose a creature you can see within 30 feet to make a Charisma saving throw. On a failed save, the creature takes the damage that would have been dealt to you, and you take no damage. After using this ability, you must take a short or long rest before you can use it again.

Disrupt Life
At 14th level, you can wither away living things with a wave of necrotic energy. As an action, you can expend 1 spell slot. Each living creature you choose within 20 feet of you must make a Constitution saving throw. On a failed save a creature takes 1d10 necrotic damage for each level of the spell slot expended + your Charisma modifier, or half as much on a successful save.

White Magic

White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.

White Magic Bonus Spells
Spell Level Spells
1st bless, cure wounds
2nd lesser restoration, spiritual weapon
3rd beacon of hope, revivify
4th death ward, guardian of faith
5th hallow, raise dead

Hex: Remedy
At 3rd level, you learn a hex which closes wounds and eases pain. As an action, choose one creature you can see within 60 feet. This creature regains a number of hit points equal to 1d10 + your witch level. A creature affected by this hex can't be affected by it again until it takes a short or long rest.

Talisman of Protection
At 6th level, you can craft a talisman which wards off harm. You can only have one of these talismans at a time. A creature wearing this talisman has a +2 bonus to AC while not carrying a shield, and can add a d4 to all saving throws it makes.

Benevolent Surge
At 10th level, as a reaction when you, your familiar, or one of your allies within 30 feet takes damage, that creature regains hit points equal to 1d10 + your Charisma modifier. After using this ability, you must take a short or long rest before using it again.

Witch’s Gift
Starting at 14th level, when you cast a spell or hex which restores a creature's hit points, that creature gains a +3 bonus to AC until the end of your next turn.


The Hexes below are presented in alphabetical order. Unless otherwise stated, if a hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. All hexes require verbal or somatic components (caster's choice at the time of casting.)

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.

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.

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.

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.

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.

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

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.

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.

As an action, choose one creature other than yourself you can see within 60 feet. The creature has advantage on 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.

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.

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.

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.

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.

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.

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

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.

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 target takes damage, or 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.

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.

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.

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
The Grand Hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC.

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 increases by 3, to a maximum of 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
While wearing no armor and carrying no shield, 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.

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.

Witch Spells

Cantrips (0 Level)
Blade Ward
Dancing Lights
Eldritch Blast
Mage Hand
Minor Illusion
True Strike

1st Level
Animal Friendship
Charm Person
Comprehend Languages
Detect Magic
Disguise Self
Dissonant Whispers
Expeditious Retreat
Fog Cloud
Hellish Rebuke
Hideous Laughter
Protection from Evil and Good
Silent Image
Ray of Sickness
Witch Bolt

2nd Level
Animal Messenger
Calm Emotions
Crown of Madness
Detect Thoughts
Hold Person
Misty Step
Ray of Enfeeblement

3rd Level
Bestow Curse
Dispel Magic
Feign Death
Hypnotic Pattern
Magic Circle
Major Image
Speak with Dead
Speak with Plants
Stinking Cloud

4th Level
Arcane Eye
Dimension Door
Greater Invisibility
Locate Creature

5th Level
Dispel Evil and Good
Dominate Person
Hold Monster
Insect Plague
Modify Memory
Planar Binding

6th Level 
Guards and Wards 
Magic Jar
Mass Suggestion
Programmed Illusion
True Seeing

7th Level 
Mirage Arcane 
Project Image 
Plane Shift 

8th Level 
Dominate Monster 
Mind Blank 
Power Word Stun 

9th Level 
Astral Projection 

Changelog: 9/30/16: Hex: Fortune: Only affects saving throws
Hex: Slumber: Ends if the target takes damage
Grand Hex: Forceful Personality: Increases Cha by 3, to a max of 23.
10/1/16: Spells Slots per Level: Errors fixed on 18th,19th, and 20th level
10/2/16: Hexes: Require verbal or somatic components


  1. Maybe throw some of that under a Read More break?

  2. Forceful personality is insane, especially considering you can take it from level 11. It utterly annihalates the game's growth curve.

    1. It's effectively +1 to spell attacks and saves, with some interaction expertise thrown in. I don't think this kills the power curve by any means.

    2. Only if they've spent points to pump CHA up to that point. They could start with an 8 CHA and end with an effective +15 to stats. Mostly a problem for replacing characters later in campaigns or high powered campaigns. I'd suggest replacing it with a 3 point pump to CHA and an increase of max by 3.

    3. Agreed. It would have the same effect without the obvious exploit.

    4. This could also be fixed via Level Gating. If you could only take Forceful Personality at level 18, it would function more as it's intended to, since the likelyhood of a Charisma-based caster maintaining an 8 Charisma for 18 levels is almost non-existent.

    5. The main issue with the feature is introducing a new high level character into a game or building a high level witch for a high level game. In an actual campaign, the difference between adding 3 to your Charisma and increasing the cap by 3 and setting your Charisma to 23 basically is non existent- the game is designed for all levels of play though, and encourages deliberate stat manipulation at high level creation. I'd encourage you to change the feature as recommended

    6. Actually, thinking a little more into it, the Grand Hex Insidious laughter just encourages players to take more feats or ability scores in other areas and deal with a 16 charisma until 11. Its such a huge power spike why would I ever want only +3 to a stat when I could stick it out for a +7? The trade of exists as you don't get another Grand Hex, and level gating it would remove this particular problem. I just am beginning to disagree with it as a Grand Hex all together.

    7. I'm going to change this feature to +3 to Charisma, up to a maximum of 23, and we'll see how it fares in playtesting.

  3. How many times can you cast your hexes. Can you cast them at will. Do they take spell slots. Are they a once per short/long rest.

    1. Hexes take no spell slots and can be cast as much as you want. The limiting factor is that most of them only last 1 round, unless you continue to use your bonus action to cackle.

    2. Hexes are at will, but you can only concentrate on one at a time.

  4. Giving a sprite at 2nd level, and allowing it to cast spells with your bonus action, is completely crazy. A sprite can cast fly, polymorph, and I think some other 3rd level spell. This is definitely a problem.

    The talisman of protection is very powerful- as a magic item, it would be very rare (bracers of protection are rare and give only the AC part). This seems way too powerful for 6th level.

    The forceful personality grand hex (it it is a passive) is extremely powerful. Currently, the only ways to permanently increase an ability above 20 is a manual, hammer of thunderbolts, and the barbarian capstone. I'd make this "your charisma increases by 2, to a maximum of 20".

    insidious hex becomes obsolete at 20th level, so there should be a way to change grand hexes.

    Other than that, the class seems really cool and quite powerful.

    1. Spite: That's not actually true. The spite is CR 1/4 and can turn invisible -- that's about it.

      I can mess with Talisman of Protection to keep it on curve. In practice, it didn't seem remotely overpowered in playtesting, but we didn't bother giving it to anyone other than the witch. Dropping the AC to +1 is an easy fix (even though it doesn't strike me that the AC is a legitimate power issue) but I'm not sure what to do in replacing the passive bless.

      Forceful personality is going to be changed to +3, to a maximum of 23.

      Insidious Hex does not become obsolete completely. The 20th level feature only gives humanoids disadvantage against your hexes. Insidious Hex applies to /every/ creature. That's actually a very significant difference.

    2. Sprite: that's pixies that have all the OP magic, not sprites.

      Talisman of Protection: Yeah, considering that's the only thing you get at that level, and the fact that magic item rarity is mostly arbitrary, I'd say it's fine

  5. If I'm reading the hexes correctly, beckon familiar makes unlimited use of dire familiar.

    1. I'm not sure what you mean by this at all.

    2. Dire Familiar can't be reused until the familiar is dismissed. Beckon Familiar allows you to instantly summon your familiar as if you had cast the Find Familiar spell as an action without requiring spell slots- the idea is that you can just dismiss/beckon it and reset Dire Familiar.

    3. For the cost of two hexes, though.

    4. Oh! Casting find familiar while your familiar is already active doesn't technically dismiss your familiar and summon a new one, it actually just changes its form to something else. Regardless, that's a non-issue in terms of the action economy. You can dismiss your familiar as an action, and resummon it as an action (ending the effects of dire familiar) then recast dire familiar as an action. Seems like a way to go nowhere fast.

    5. I think what he's getting at is that you need 1 hour to summon a familiar, thus limiting your use of Dire Familiar to 1/Hour. Beckon Familiar allows you to keep your Dire Familiar past 1 minute by just taking the time to re-summon and re-cast.

    6. I'm not sure I understand why that's a problem. The reason there is a limit on how often you can recast Dire Familiar is to keep you from using it to insta-heal your familiar in combat by constantly increasing its max hp.

    7. You are correct. For some reason I kept thinking dire familiar was stronger than it really is.

  6. Voodoo dolls don't wear armor and are just cloth dolls. So does that mean spells with attack rolls will be able to hit the target more easily?

    1. Well, the idea is that it would be more of a range modifier thing. It might require some rewording to get that right (I've had some trouble hammering this feature into shape.)

    2. Like this?

      "...For 1 minute, while the doll resembles this creature, you can target the creature with spells, melee weapon attacks, and hexes by as if you were within 5 feet of its actual position. The creature takes half damage from effects targeting it in this way..."

    3. You'd probably need to make it so that you need to have seen the creature OR have something from it like a like of hair or the like. Otherwise the ability kinda seems useless except for situation where you want to stab them for way less damage so you could avoid the risk of getting hit.

  7. Fortune worries me as a DM. The potential for every out-of-combat check to have advantage is not something I like the sound of.

    1. Might be better if it were just "notGuidance"

    2. Yeah, this is one we've messed around with a lot. I haven't actually playtested it in its current form, but I'm reasonably certain it's balanced in terms of /combat./ I'm willing to play with it, however.

      One easy solution might be to cut out the 'ability' checks part, and leave it with saving throws.

    3. Saving throws as an action until next turn makes it a lot less useful in combat, without metagaming in consideration of course. If it were reaction or lasted a minute/worked for AoE targets, would be much better.

  8. Question- how much testing goes into producing these options? I'm aware the Alchemist saw quite a bit of testing- the rest of the content I'm not so sure. Were all of the hexes thoroughly tested in a number of environments? Did you test all of the expanded familiar options? I'm just curious as to how fleshed out and balanced this class got, because on paper its actually nuts.

    1. Our base classes always get some playtesting. The witch got less than the alchemist, which was unfortunate, since we didn't bank any higher level play, but the core system of Hexes are really quite fun, and works really well alongside the normal flow of the game. The familiar attacking as a bonus action competes with hexes for that slot on your turn, which acts as the most significant balancing factor for this class.

      Also, it's a blast to announce 'I cackle' ever turn.

    2. I did some of the playtesting, it's not that bad in play. Offensively it can't compete directly with most the classes and the power comes from the party exploiting weaknesses the witch creates, the witch herself can't exploit it nearly as much as people expect.

      On larger groups of enemies and most early game confrontations where not killing an opponent can mean dying, the Witch is not able to get much out of her abilities.

      Imp, Quasit and Pseudodragon are the strongest familiars due to MM extra rules, but that is subject to DM.

      Crawling Hand was my go to though. Wednesday with Thing flavor beats powergaming anyday.

  9. is there any limit how often a creature may be affected by a hex? for example, as written, a witch can hex a creature with slumber an unlimited amount of times and cackle to keep it going. I think there should be a clause, similar to the enchanters hypnotic gaze/the white witches remedy hex for effects that can be exploitable to make sure things stay balanced to other classes.

    i would also suggest a level limit for the forceful personality to keep it similar to other ability score increasing capstone abilties, (basically the barbarian.) perhaps you get the expertise and your charisma increases by 2 up to a maximum of 23 (but not to 23) or no increase until, say level 18, when it becomes 23. just a suggestion!

    i mean im also not a huge fan of the black/white magic dichotomy, personally finding it both culturally specific and also sometimes limiting? much prefer harmony/chaos, light/shadow, healing/harming, growth/decay, weal/woe or restoration/destruction magic, but thats just a personal thought. the white magic abilities are a lil bit too similar imo, two healing and two ac boosting, not too much variety.
    i would recommend changing the 14th level ability to something that really gives the subclass some uumph, +3 ac is kind of underwhelming and mirrors the second subclass ability without adding much. perhaps something like "you can apply a magical protective ward to one creature as an action. once you do so you must complete a long or short rest before doing so again. your magical ward grants a creature temporary hit points equal to twice your level plus your charisma modifier(when this ability is granted most likely at least 30 hp) and resistance to nonmagical slashing, piercing and bludgeoning damage as long as you have at least 1 of the aforementioned temporary hp." same kind of protective feeling thats a great 'oh shit' button but also good for those that are vulnerable to attacks.
    just an idea , something i may implement if i use this class. over all though i really like the opportunity for a 'good' witch who an heal but still be super witchy, love how it is implemented, and i really like the 6th level talisman ability!
    i also super apreciate the info about cackle, im glad you mentioned other ways of mantaining hexes that can be both sneaky but also like, fucked up, ideal!

    otherwise, a super amazing homebrew im definitely introducing to my next campaign! its a horrorish occult influenced homebrew setting, and ive found a great chassis for my BBEG and a new option for my players. thank you so much (and apologies for the awful grammar)

    1. Hexes last as long as you cackle them, which we've tried pretty hard to balance around. Slumber was missing a clause that said that the target wakes up if it takes damage -- that's been fixed.

      The Black/White magic thing was to keep balancing and playtesting manageable. More colors of magic will be coming to the patreon when we get them finished and balanced. Red Magic is almost done, and Green Magic is like 75%.

      Witch's Gift could use some snazzing up, but I'm interested in making sure that it's a passive benefit. Resistance to certain types of damage might be a suitable replacement for the AC boost. I'll have to mull it over before I decide.

    2. Slumber is quite ineffective against most creatures in play due to 3x Witch level HP restriction in combination with the saving throw. Beyond flavor reasons, it's rarely going to be more effective than attacking the monster.

      Some of the other hexes work better to take the monster out of action provided DM plays the monster to what it is. Platemail defensive knight is less likely to approaching raging barbarian if he's just had armor shattered (temporarily). Tremorsensing spiders are gonna be overstimulated if you make a small earthquake right near them.

    3. Yeah, I might raise that hp limit somewhat, especially since I added that it now ends when the creature takes damage. I'll have to do some math to figure out the sweet spot.

  10. Sorry for stopping on playtest feedback, had some stuff come up. Glad this made it's way here anyway, still the best Witch I've seen. On slumber, for Sleep spell a creature can use it's action to wake the sleeper up. I had thought asleep was a condition that had this and the damage clause included in it.

    Of course, this begs for a grand hex for a Golden Spinning Wheel Sleep that will send the goblins on a quest to find the Orc prince to awaken their Orc princess locked in eternal sleep.

  11. Just a curiosity, but isn't a full spellcaster supposed to get another 6th and 7th level slot at 19th and 20th level? Or is it different for Witches?
    Also, can the Familiar still use its action to make attacks/cast spells (if it can)? Or is it only from the Witch's Bonus Action?

    1. Good catch! Those levels should absolutely add new spell slots. I'll fix that very soon.

      Also, familiars can't normally attack, so they can't unless the witch commands them to. Familiars can however take other actions on their turn, which I suppose includes spellcasting. There might be a rule exploit lurking in here for me to stomp on...

  12. Just a few quick questions:
    1. Does the disguise hex require hex concentration? It definitely shouldn't in my opinion, the spell and invocation don't, and I imagine many witches stay in permanent disguise; perhaps even while fighting. It could definitely use some clarification though.
    2. Do hexes require components? I assume cackling is basically a verbal component, but do the hexes have verbal or somatic parts? This could come up because to maintain invisibility you would need to cackle, but could you just reuse the hex each turn so as not to give away your position?

    1. The disguise hex doesn't require concentration. It simply allows you to cast the disguise self spell, which also doesn't require concentration.

      I thought I had included that Hexes require somatic components, but it appears that I forgot to state this. Good catch.

    2. That's actually kind of hilarious, that you'd have to keep laughing to stay invisible.

  13. It was mentioned when this was posted as a patron preview, but the cackle is more of a flavor thing. You can flavor it as chanting, hand gestures, dancing, whatever. You just have to use your bonus action to do so.

  14. Aw, I was hoping for more Discworld.

    1. You'll have to explain this to me, since I haven't read much Discworld. What were you hoping for?

    2. I have not read much Discworld either, but I believe the witches within those books are more like Druids than anything else.

  15. Regarding the Improved Familiar feature at level 7, would a White magic Witch be able to cast Spiritual Weapon through the familiar and have the familiar use its bonus action to move and attack the spiritual weapon?

    1. Your familiar can cast spells in this way which target itself. Spiritual Weapon doesn't target the familiar, so it can't be cast like this.

    2. I see. So, you could have the familiar "cast" bless on itself and a couple other targets and concentrate on it while the witch cast hypnotic pattern on a group of enemies.

  16. I feel as though Phnatasmal Killer ought to be on this spell list. Witches seem heavily Fear and Illusion based, it's a shame they don't get the coolest Fear spell in the book

    1. I thought I _had_ phantasmal killer on this list. My bad. I'll change this soon

  17. I love this class, looks extremely creative and interactive to play. Definitely seems a little overtuned at first glance, but I'd have to see it played out since I'm sure the lack of DPS does hurt. Overall looks like a fascinating class. Playing a long nailed bruiser with a hex and a concentration spell going sounds awesome, and it's got fantastic utility. Seems like a great character to play.

    I'd like a little more elaboration on the hollow feature and it's roleplaying aspects. That feature also seems quite strong imo, but that's just at a glance. This is definitely the next thing I'll play when I get a chance.

    1. You know, I think people underestimate the witch's DPS. If you use your bonus action to attack with your familiar, it can add a pretty decent amount of free damage each round.

      If you're not familiar with Dark Souls, the moniker Hollow might not mean as much. Suffice it to say, a Hollow creature is undead(ish), but the influence this will have on encounters is largely up to your DM.

      Hollow's power might need some playtesting for how it works in practice, but in principle it's exactly the same as Dark One's Blessing in the warlock, so I'm confident it won't be a huge problem.

  18. Oh and also I think the class could benefit from a wider selection of Grand Hexes. Maybe something to expand on the claws and give it an alternative melee route? Gains AC until next turn if succeeds on a claw attack, up Claw Damage dice or range, shadowstep on claw attacks something of that nature perhaps?

    1. Yeah, I plan to do quite a few more Grand Hexes in the fullness of time. Like the Warmage and the Alchemist, the Witch will probably get a Complete version once we've put it through its playtesting paces thoroughly, and expanding on Grand Hexes is one of the first things I plan to do.

  19. What sort of spells can a familiar cast when the witch forgoes it's bonus action?

    1. Any spell the familiar is normally able to cast.

    2. So not any spells the witch can cast?