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Contact us. My Library. Affiliate System. Create Content for your Favorite Games. About Us. Privacy Policy. Our Latest Newsletter. Product Reviews. Newsletter RSS Feed. The Witch table shows how many spell slots you have to cast your spells of 1st level and higher.
You regain all spell slots when you finish a long rest. For example, if you know the 1st-level spell witch bolt and have a 1st-level and a 2nd-level spell slot available, you can cast witch bolt using either slot. 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.
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.
Your spellcasting ability for your witch spells is determined by the Coven that you belong to, since you draw your magic from your coven's traditions and binding rites. You use this ability whenever a spell refers to your spellcasting ability.
In addition, you use this ability's modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one. You can use an arcane focus or a druidic focus chapter 5 of the PHB as a spellcasting focus for your witch spells. At 2nd level, you can bind spirits to your service. You can bind a spirit in one of two ways, and both methods require the use of a small, special dagger, called an athame , and you add this dagger to your inventory at 2nd level.
You are considered proficient with this weapon, and attack and damage rolls made with this weapon use your spellcasting ability modifier. Furthermore, you can use your athame as an spellcasting focus for your witch spells. When you bind a spirit to your service, choose a spell slot which the spirit fills. That spell slot is no longer avilable for casting spells, and it remains unavailable for as long as that spirit remains bound to you.
If you later release the spirit, the spell slot is expended, and can be recovered at the end of a long rest. The spirit's power equals the level of the spell slot filled. For example, a spirit of Hate occupying a 3rd level spell slot is a 3rd level spirit.
You can't have more than one spirit with the same disposition bound at one time, and you can have a number of spirits bound equal to the number in the Bound Spirits column of the Witch table. Binding a spirit using a ritual takes 1 hour, can be completed during a short rest or at the end of a long rest, and requires a component pouch and a source of flame, like a brazier or a bonfire.
As the final act of the ritual, you must use the athame on yourself — you lose current hit points equal to the athame's damage roll, and your Max Hit Points are reduced by the same amount. Your Max Hit Points recover after you take a long rest. When you finish the ritual, you bind to any Spirit for which you meet the prerequisite. You can make an attack against a single creature with an Intelligence score of at least 6 with your athame. If the creature dies within 1 minute, you entrap the creature's spirit.
Roll a d8, and consult the table below. The result of the roll determines the type of spirit that you bind to your service, even if you do not meet its prerequisite. If the type of spirit is the same as a type that you already have, the binding fails. At 3rd level, you learn how to cast the spell find familiar as a ritual without expending material components, and you can cast it as a ritual even if it is not one of your known spells.
When you cast find familiar for the first time, you must choose whether the creature is a celestial, fey, or fiend. This choice is permanent, and whenever you cast this spell in the future, you conjure the same spirit. In addition, the familiar gains an Intelligence score of 6 if it is not already 6 or higher. You and your familiar benefit from a special bond.
Your abilities to telepathically communicate with your familiar, as well as your ability to see and hear through it, are unaffected by distance, so long as you both are on the same plane. Your familiar knows the light cantrip. It also knows either the guidance or resistance cantrip you choose, and this choice can't be changed. In addition, you have advantage on saving throws against being frightened while you are within 30 feet of your familiar.
Your familiar knows the cause fear spell, and can cast it once at 1st level. It uses your spellcasting ability modifier. It regains the use of this ability when you finish a rest. In addition, you have advantage on saving throws against being charmed, and you can't be put to sleep by magical means, while you are within 30 feet of your familiar. Your familiar knows the produce flame cantrip, and can cast it as an action. It uses your spellcasting ability modifier for attack rolls.
The cantrip increases in damage by 1d8 at 5th level, and again at 11th level and 17th level. In addition, you have advantage on Charisma Deception and Charisma Intimidation checks while you are within 30 feet of your familiar. When you reach 4th level, and again at 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. The release effect of the spirit you dismissed is not activated. In addition, as an action, you can move a spirit from one spell slot to another.
Moving a spirit expends the former spell slot, and fills the new one. At 10th level, the bond you have formed with your familiar grows stronger. If your familiar is subject to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds, and only half damage if it fails. As an action, the familiar can heal a willing creature it touches.
This power restores 1d4 hit points multiplied by your spellcasting ability modifier. It regains the use of this ability when you finish a short or long rest. The familiar adds your spellcasting ability modifier to its AC and bonus to initiative rolls. The familiar adds your spellcasting ability modifier to the damage rolls of its produce flame cantrip, and casts this cantrip as a bonus action. At 17th level, you have learned how to extend your binding powers to your familiar.
You can use your Binding Rites feature to bind a single spirit to your familiar, and the level of the spirit is equal to your spellcasting modifier.
This spirit does not count against your total number of Bound Spirits. If you permanently dismiss your familiar or cast find familiar again to change the creature's form, the bound spirit is dismissed without produc-ing its release effect. If the familiar dies, the spirit that was bound to your familiar produces its release effect instantly.
At 20th level, you gain the ability to project part of yourself into the Ethereal Plane. You and your belongings become invisible and incorporeal for up 1 minute.
You gain immunity to all non-magical damage, resistance to magical damage, and are immune to being grappled, paralyzed, petrified, poisoned, and restrained. You can't attack or cast spells while in this state.
You maintain concentration on this effect as if it were a spell. During this time, you may move your normal speed and may pass through solid objects.
As a bonus action, you can rematerialize and end the effect. If you are in a location occupied by a creature or solid object when this effect ends, you are shunted to the nearest occupied space and take force damage equal to twice the number of feet you are moved as a result. You may use this ability once, after which you must complete a long rest to use it again.
If you are already on the Ethereal Plane when you use this ability, nothing happens and the action is wasted. Almost all witches belong to a coven, a loosely bound gathering of like-minded practitioners that share traditions and philosophies regarding their magic and binding rites. Each coven grants its adherents unique magic, and as a witch delves deeper into its coven's traditions, they gain even more powerful abilities.
Your choice grants you features at 1st level, and again at 6th, 14th, and 18th levels. The coven a witch belongs to also determines their spellcasting ability. Witches of the Coven of Blood, known as red witches or blood witches, use sacrificial offerings in their rituals to bind spirits to serve the realm they formerly inhabited.
These witches know the power of a soul's past, and of the tokens they left behind. The spellcasting ability for a witch of the Coven of Blood is Wisdom. The Coven of Blood lets you choose from an expanded list of spells when you learn a witch spell.
The following spells are added to the witch spell list for you. At 1st level, you can cast a spell against a single creature over great distances. If you have a token belonging to another creature blood, hair, clothing , you can cast a single-target spell on the token, and the spell affects the creature as long as the creature is within 1 mile.
When you cast a spell using this feature, the token is consumed as a material component. 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. At 6th level, if a living creature dies within 30 feet of you, you may use your reaction to bind its soul to one of your unexpended spell slots.
Roll a d8 and consult the Violent Binding table to determine the type of spirit you have bound, or the DM may decide a spirit for you, depending on the behavior of the target creature.
You can't use this feature to exceed your total number of Bound Spirits. The spirit is dismissed after you finish a long rest, or when you use a bonus action to dismiss the spirit, and the spell slot in which the spirit was bound is restored. You may also release the spirit normally and cause its release effect. The creature who provided the soul cannot be resurrected during the time that its spirit is bound.
At 14th level, you learn to gain control of the blood within a living being. Once per long rest, you can cast a unique version of dominate person that has the following changes: the target creature must make a Constitution saving throw, instead of a Wisdom saving throw, to avoid the effects of the spell, and if you or creatures that are friendly to you are fighting it, it doesn't have advantage on the saving throw.
Humanoid creatures considered undead or incorporeal, as well as constructs, are unaffected by this feature. At 18th level, you can use your bonus action to release a spirit to bind any creature to the mortal realm. The creature must succeed at a Constitution saving throw, or lose any immun-ities and restistances it has to being grappled, paralyzed, petrified, prone, and restrained by you, and this effect lasts for 1 minute.
The creature makes another saving throw at the end of each of its turns, ending the effect on a success. If the CR of the creature is lower than the spirit's level, the creature automatically fails its initial saving throw. Witches of the Coven of Pain, known as grey witches, use coercion, pain, and psychological torture to subjgate spirits into service. Witches of this coven often have a natural inclination to use their force of will to bind spirits and extract power, with little regard to a spirit's well-being.
The spell-casting ability for a witch of the Coven of Pain is Charisma. The Coven of Pain lets you choose from an expanded list of spells when you learn a witch spell. At 1st level, whenever you score a critical hit with a weapon or spell, the target creature has disadvantage on its next attack roll, ability check, and saving throw that it attempts within the next minute. At 6th level, you have learned to coerce your bound spirits to grant you more power.
When you bind a spirit to your service, that spirit may be considered 1 level higher than the spell slot in which it resides. 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. You can only have one spirit bound in this way.
At 14th level, you can force your bound spirits to fight on your behalf. When you release a spirit of 6th level or higher as an action, you can cast the spell conjure fey instead of activating the spirit's release effect. The creature that you conjure is the released spirit embodied in the form of a beast-type creature, and the creature's type is undead.
You have learned to harness the pain of your bound spirits. Starting at 18th level, whenever you cast a spell that targets a single creature and deals fire, cold, lightning, thunder, radiant, or necrotic damage, the spell can deal psychic damage instead.
In addition, if you are attuned to any magic weapon that has a bonus to attack and damage rolls, the bonus to damage rolls made by that weapon can deal psychic damage, instead of the weapon's normal damage type. 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. Though not always true, witches of this coven tend to foster friendlier bonds with their spirits than other witches.
The spellcasting ability for a witch of the Coven of Peace is Wisdom. The Coven of Peace lets you choose from an expanded list of spells when you learn a witch spell. 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. At 6th level, you learn a rite that shields you from spiritual harm. As an action, you create a stationary foot-radius sphere centered on yourself.
The ward lasts 1 minute, and you must maintain concentration as if concentrating on a spell. A thin, glowing line of magical energy appears wherever the sphere intersects with another surface. All creatures inside the ward gain the following benefits:. In addition, any undead or incorporeal creature that attempts to enter the ward must succeed on a Charisma saving throw against your spell save DC, or have their movement reduced to 0.
At 14th level, you can retain control over a spirit after you release it. After a spirit expends its release effect, it remains bound in the same spell slot, and you can release it again. I realy like how fleshed out the class and its subclasses and abilities are. Gives a great feel for a 5e witch. Ive got two notions: you have both Constitution and wisdom as saving throws wich are both of the more used every phb class has a int, str or cha save.
Wich is asmuch or more than a barbarian. Thata about the only thing i could think of, i love the class! I have the same problem that was already reported: there is not download option after purchase, and the link redirects to this page.
Hello, I just noticed that there seems to be a problem. I will reupload it right now and see if it works. Thanks for making a notice of this. It originally worked when I updated it, but I am not an expert on how this site works so something might have changed in the meantime. Please try again at the earliest convenience and let me know if the problem has been solved. It won't let me download the PDF. The link to download just sends me back to the purchase page. Can anyone provide me with a working link?
Let me know if anything seems off, and I will try and get to it a bit faster. Hello - sorry the delay. I had a rather busy week. I will see what I can do. Did not really think people would like to print these kinds of things. Was this difference intentional? Hello, sorry for getting back to you only now. Does this make sense? It was just an idea, but I am open to change if it makes no sense to anyone else.
Thanks for your input anyway. First time uploading here. If anyone downloads this, feel free to give me any feedback. This is mostly just for my homebrew game where one of my players is testing it out.
Also, since this is my first time uploading - let me know if I made any grave errors. I will be on the lookout myself, but help is always appreciated.
My only thing i see might get picked on is the Con as well as Wisdom as saving throws. Iv gotten similar kickback of the saves being the main saves that get checked with my revised blood hunter take, i generally made it so in addition to the original strgth and wis saves they get a option of advantage on con due to it being a well practised area.
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