\$\begingroup\$ I would say that your final point regarding the imp being a fiend doesn't hold up. The witch is a new arcane caster class for use with 5e. Every witch has a connection to all things via the use of a spirit. When deciding on the witch class, think about what led your character to tap into the magic of the natural world. Just because the familiar can be a fiend, does not imply that it is actually an imp. Starting at 11th level, you learn to apply your bonded spirit to combat. The Coven of Secrets lets you choose from an expanded list of spells when you learn a witch spell. When a fightened creature loses line of sight of you, it can make an additional saving throw at the end of each of its turns. A spirit of fear and despair, they are able to help a witch attune more to the emotions of other creatures, and sometimes their inner thoughts. In addition, you have advantage on Charisma (Deception) and Charisma (Intimidation) checks while you are within 30 feet of your familiar. When this spirit is released, it is sent to haunt another creature that you can see within 30 feet of you. Plus, it is arguably possible to cast FF, exchange it for another spell when you level up, and keep the familiar, as long as you prevent it from getting killed. Finally, your bond grants you both a boon: Celestial. Finally, your familiar gains the following feature. enhance ability, Starting at 15th level, you learn to apply your magic to saving lives. The elf casts a spell, somehow more powerful than what is normally seen, blowing the spirit away. On a successful save, the damage is halved. You lose the passive effect of the spirit, and the creature that receives this gift gains the passive effect of that bound spirit until the creature finishes a long rest, or until you release or dismiss the spirit. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table. If succeeded, they take half the poison damage, rounded down. Second, choose the hermit background. Withered and gaunt, an old Halfling peeks out of his hut deep in the woods. The familiar adds your spellcasting ability modifier to its AC and bonus to initiative rolls. Familiar spirits often appear in the visions of the afflicted girls. When you bind a spirit to your service, choose a spell slot which the spirit fills. See chapter 10 of the PHB for the general rules of spellcasting, and p.11 of this document for the witch spell list. This choice is permanent, and whenever you cast this spell in the future, you conjure the same spirit. If the spirit is 4th-level or higher, and a creature fails its save by 5 or more, it is stunned instead of being affected as if by the enthrall spell. The familiar adds your spellcasting ability modifier to the damage rolls of its produce flame cantrip, and casts this cantrip as a bonus action. You can use this ability a number of times equal to your Intelligence modifier, and only once per long rest. Release. You can only release a Spirit of Ego once per long rest. You must meet the following prerequisites to qualify for a Witch. When this page has been reviewed so that this template is no longer applicable please remove this template. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this class description for the witch spell list. burning hands, This spirit impresses your will onto others and enhances existing desires. One kind of alliance is the circle that a witch belongs to. A common witch’s familiar in the Dark Ages and Early Modern Era was the hare. A spirit can't be a higher level than the highest level for which you can cast spells, and a spirit can't be higher than 9th level. It takes its turn on your initiative, though it doesn't take an action unless you command it to. undead, constructs, dieties, etc.) Witches of the Coven of Pain, known as grey witches, use coercion, pain, and psychological torture to subjgate spirits into service. You can't use this feature to exceed your total number of Bound Spirits. You may also release the spirit normally and cause its release effect. What is your Familiar? When the possession is over, the spirit is dismissed, and your body collapses to the ground. \$\begingroup\$ I think it's worth emphasizing that the tradeoff for not gaining levels is that in 5e the cost of losing a familiar is fat less. Undead, constructs, and incorporeal creatures are unaffected by this effect. Your familiar obeys your commands to the best of its abilities. For example, if you are a 5th level witch, you have four 1st level and two 2nd level spell slots. Release. The spellcasting ability for a witch of the Coven of Peace is Wisdom. A copy of the source is available on GitHub. The latest desktop versions of … A blood witch might utilize a bone fragment to bind the spirit, while a shadow witch might bargain with the summoned spirit, exchanging a secret for the spirit’s service. This homebrew class takes its inspiration and basic concept design from this excellent & inspired Witch class build by Zarieth. augury, Wisdom is your spellcasting ability for your witch spells, since your magic comes from knowledge of the natural world. Player's choice, within certain setting/DM's parameters of course (No, you can't have an elephant. While the extent of their power remains unknown, it is possible that a Familiar has all of the same powers, if not more, than the witch who employs it. Bound. When you release a spirit of 6th level or higher, instead of its release effect, you can wreath it in shadows and summon a wraith in an unoccupied space within 10 feet of you. Bound. detect poison and disease, When this spirit is released, you can gift it to an ally within 30 feet. cure wounds, You know the creature's upbringing, and change its background to any other background listed in chapter 4 of the PHB, or another background of your choice. ray of enfeeblement, Violence. Additionally, you can download the source at get.5e.tools. Some believe that the familar is a projection of the self, others that it is a separate entity, and still others that it is a physical animal. It regains the use of this ability when you finish a rest. cannot be affected by this fate. Spell save DC = 8 + your proficiency bonus + your Skills: Choose two from Animal Handling, Arcana. The familiar rolls it's own Initiative, so it acts *somewhere* in the turn order. At 10th level, you may dismiss a spirit as a bonus action to recover a spell slot of a level equal to that of the spirit’s. At 1st level, your coven grants you power over the shadows. Feature Flooding: with the Witch's Coven, Binding Rites, and Familiar mechanics, I figured that a spellbook would be just too much front-loading, especially since the spellbook might end up competing for resources with your Bound Spirits. an animal) is unaffected by this fate. For Witches, if there is going to be such an independent class in 5e, I think familiars should be automatic given class features. You can use a bonus action to verbally command it to take the attack, dash, disengage, dodge or help action. 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. Furthermore, you can use your athame as an spellcasting focus for your witch spells. You only need to sleep for half of a long rest in order to benefit from the long rest, though the remaining time must still be spent engaging in light activity. purify food and drink, You can use this ability once, and must finish a short or long rest to use this ability again. Some witches tend toward goodness, forming an affectionate bond with the spirits they bind, but many witches tend toward chaos, and sometimes evil, forcing souls to do their bidding, and drawing strength from the spirit's bond. Is there a measure of mutual respect? The Spells Known column of the Witch table shows when you learn more witch spells of your choice. At 17th level, you have learned how to extend your binding powers to your familiar. At 4th level, the gift lasts for 1 hour. You can change how the creature will die. You may only regain hit points in this way once per turn. If you are incapacitated, your familiar will try to protect you from harm. An elfish man dressed completely in black enters the home of the family that called him. And, who knows, perhaps at times sex between the witch and familiar occurred physically. It obeys any verbal commands that you issue to it (no action required). When you release this spirit, all creatures within 30 feet of you lose their reaction for a number of rounds equal to the spirit's level. Some witches believe that an animal familiar chooses their witch to live and work with. At 5th level, the range of this feature increases to 10 miles, and at 10th level, you can use this feature as long as the target is on the same plane of existence as you. commune with nature, Perhaps your character is even haunted by a particular spirit, and seeks a way to control or be rid of it. Witches of the Coven of Peace, known as white witches or good witches, offer safe haven and respite to spirits, and request power in return. You can make a witch quickly by following these suggestions. animal friendship, You can only see what they do. At 1st level, you learn the friends cantrip, and a creature affected by this magic doesn't become hostile to you when the spell ends, although it still realizes it was charmed. You are able to choose one type of spirit to be bonded to, and gain features from your choice at the 1st level, then again at the 5th, 10th, and 18th level. While this spirit is bound, you and your allies within 10 feet of you have advantage on saves against being frightened. Wisdom, or four times your witch levels to the ground entreat with powerful spirits and ask greater. The windows of others this class, you gain the organisation of an Goddess... Resurrected during the Pendle witch Trials in England, there are essentially three types of.... Another plane, the astral/spirit and the action is wasted they take the attack or spell hits fiend does need! 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