Witch
Classes→ Researcher
Contents
Witch is one of several possible subclasses you can gain at the 2nd level of the researcher class.
Your subclass affects which spells you can learn as a researcher. Your subclass grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels.
A witch is perhaps the most renowned and versatile of researchers. Their potions are coveted for healing wounds, and their poisons sought for bringing down kings. Although the magic of a witch is perhaps more subtle than the flashiness of a wizzrobe or the straightforward nature of a technomancer, it is easily the most versatile. Witchcraft includes a wide array of spells—far beyond simple medicines and poisons, they can cast spells to fling acid, enable flight, create illusions, heal wounds, and even twist dimensions.
Magic Points
At 2nd level, and every researcher level you gain after this, your magic points increase by 5.
School Proficiencies
At 2nd level, your witchcraft studies grant you several additional proficiencies.
You gain proficiency in the Medicine skill. If you are already proficient, you may instead gain proficiency in one skill from Animal Handling, Arcana, Engineering, History, Nature, and Religion.
You gain proficiency with both the apothecary's kit and poisoner’s kit. If you are already proficient in one of these tools, you may instead proficiency in any artisan's tool of your choice.
Witch's Broom
At 2nd level, you can use any broom as the spellcasting focus for your researcher spells. At your DM's discretion, you can substitute a similar implement such as a soup ladle or a wooden stick.
While you wield it, your Witch's Broom has the same weapon statistics as a club.
Ritual Casting
Starting from 6th level, you can cast a researcher spell you have learned as a ritual if that spell has the ritual tag.
Flying Broom
At 6th level, you learn to fly with the aid of a broom. You can use your action to gain a flying speed of 50 feet for as long as you maintain concentration and are riding your Witch's Broom. If your concentration ends while you are aloft, you fall.
Varied Learning
At 10th level, you can incorporate other schools of magic into your own. You can learn any one researcher spell as if you were a technomancer or wizzrobe. This spell must be 7-points or lower. It does not count against your Spells Known. Whenever you cast a spell gained with this feature, you must expend 1 more magic point than normal.
At 14th level and 18th level, you can gain a new spell that follows the same restrictions.
Multitasking
Starting at 14th level, you become able to mentally juggle several magical spells at once. While you are concentrating on one researcher spell or on your Flying Broom, you can cast another researcher spell and concentrate on both simultaneously. The sum of both spells' magic point cost cannot exceed your Magic Limit.
While multitasking, only need to make one Constitution saving throw to maintain concentration on both spells when your concentration is challenged, but failing it breaks your concentration on both spells at once.
Witch's Flight
At 18th level, you gain a flying speed of 50 feet.
If you use a broom and concentrate as with your Flying Broom feature, your flying speed becomes 100 feet for the duration of your concentration.
Masterful Learning
At 20th level, you become a library of knowledge and a pinnacle of magical research. You can learn any one spell from any class and cast it as if it was a researcher spell.
You also gain the following benefits:
- When casting a spell you have learned with your Varied Learning feature, you do not need to expend extra magic points to do so.
- You have advantage on all Intelligence checks and all Intelligence saving throws.
- You can always accurately remember any text or scripts you have read since you acquired this feature, even if it was from a language you didn't understand.
Witch Spells
Name | MP | Lv | School | Summary |
---|---|---|---|---|
Air Slash | 0 | transmutation | You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll. | |
Animal Messenger | 3 | 2nd | enchantment | Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so. |
Antimagic Field | 11 | 8th | abjuration | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
Antipathy or Sympathy | 11 | 8th | enchantment | You cause a certain type of creature to be attracted or repelled to a specific object. |
Beast Shape | 5 | 3rd | transmutation | Transform into a beast of your choice for 1 hour. |
Beguile | 2 | 1st | enchantment | You attempt to charm a creature you can see within range. |
Bestow Curse | 5 | 3rd | necromancy | At your touch, you afflict a creature with a debilitating curse. |
Blast Bolt | 0 | evocation | You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back. | |
Blight | 6 | 4th | necromancy | Necromantic energy washes over a creature of your choice that you can see within range. |
Brew | 3 | 2nd | conjuration | You brew medicine that can be used to restore heart points, stamina points, or magic points. |
Bubble Blast | 0 | evocation | You blow up an acidic bubble, and can either attack with it immediately for d8 damage or save it until your next turn for d12 damage. | |
Calm Emotions | 3 | 2nd | enchantment | You attempt to suppress strong emotions of a group of creatures. |
Candle | 0 | evocation | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. | |
Caustic Cauldron | 2 | 1st | evocation | You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it. |
Clairvoyance | 5 | 3rd | divination | You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes. |
Cloudkill | 7 | 5th | conjuration | Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it. |
Contagion | 7 | 5th | necromancy | You poison and then disease a creature you touch. |
Control Beast | 4 | 2nd | enchantment | You attempt to control a beast to do your bidding for up to 1 minute. |
Control Weather | 11 | 8th | transmutation | You take control of the weather within 5 miles of you for the duration. |
Counterspell | 5 | 3rd | abjuration | You attempt to interrupt a creature in the process of casting a spell. |
Cryonis | 0 | evocation | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. | |
Darkness | 3 | 2nd | evocation | Create magical darkness out to a radius of 15 feet for 10 minutes or longer. |
Darkvision | 3 | 2nd | transmutation | A creature you touch gains darkvision for 8 hours. |
Dead Hands | 3 | 2nd | conjuration | Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it. |
Delayed Flying Object | 6 | 4th | transmutation | |
Detect Magic | 2 | 1st | divination | Sense the presence of magic within 30 feet of you. |
Detect Poison and Disease | 2 | 1st | divination | Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. |
Dimension Door | 6 | 4th | conjuration | You teleport yourself and up to one other creature up to 500 feet away to a point you specify. |
Disguise Self | 2 | 1st | illusion | Cause yourself to appear different for the duration. |
Dispel Magic | 5 | 3rd | abjuration | You attempt to end a spell effect in range. |
Dispirit | 0 | enchantment | A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points. | |
Fear | 5 | 3rd | illusion | Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute. |
Feather Fall | 2 | 1st | transmutation | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
Feeblemind | 12 | 8th | enchantment | A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely. |
Fire Bolt | 0 | evocation | You hurl a mote of fire at a creature or object within range. | |
Fly | 5 | 3rd | transmutation | A willing creature you touch gains a flying speed of 60 feet for the duration. |
Flying Object | 1 | 1st | transmutation | A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path. |
Fog Cloud | 2 | 1st | conjuration | You create a sphere of fog within range. |
Foresight | 13 | 9th | divination | A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc. |
Grease | 2 | 1st | conjuration | Slick grease covers a patch of ground, potentially knocking creatures prone. |
Greater Invisibility | 6 | 4th | illusion | A creature you touch becomes invisible for 1 minute. |
Gust of Wind | 3 | 2nd | evocation | You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute. |
Haste | 5 | 3rd | transmutation | A willing creature is accelerated in time, improving its speed, actions, and combat capabilities. |
Hideous Laughter | 2 | 1st | enchantment | A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration. |
Identify | 2 | 1st | divination | You identify what spells are affecting a creature or object, or learn a magic item's properties. |
Illumination | 3 | 2nd | evocation | Create daylight out to a wide radius for 10 minutes or longer. |
Illusory Script | 1 | 1st | illusion | You write a script that appears true to creatures you designate, but illusory to all other creatures. |
Image | 2 | 1st | illusion | Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. |
Imprisonment | 13 | 9th | abjuration | You create a magical restraint to hold a creature that you can see within range, permanently. |
Invisibility | 4 | 2nd | illusion | A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. |
Knock-Out Brew | 4 | 2nd | enchantment | The stench of your special brew renders a creature unconscious if it fails a Constitution save. |
Knock | 3 | 2nd | transmutation | You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. |
Lesser Restoration | 3 | 2nd | abjuration | You touch a creature and can end either one disease or one lesser condition afflicting it. |
Light | 0 | evocation | You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet | |
Locate Creature | 6 | 4th | divination | Sense the direction of a familiar creature you specify if it is within 1,000 feet of you. |
Mage Armor | 2 | 1st | abjuration | A creature you touch gains an AC of 13 + its Dexterity modifier. |
Magic Circle | 5 | 3rd | abjuration | You create a 10-foot radius cylinder that prevents certain creature types from entering. |
Magic Lock | 3 | 2nd | abjuration | You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open. |
Magic Mouth | 3 | 2nd | illusion | You implant a message within an object in range, a message that is uttered when a trigger condition is met. |
Magic Touch | 4 | 2nd | conjuration | Your touch restores magic points or stamina points to another creature. |
Magnesis | 0 | transmutation | You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will. | |
Maze | 12 | 8th | conjuration | You banish a creature that you can see within range into a labyrinthine demirealm. |
Mending | 0 | transmutation | This spell repairs a single break or tear in an object you touch. | |
Mergewall | 9 | 6th | transmutation | You transform a creature into a painting, merging it into a nearby wall. |
Minor Illusion | 0 | illusion | You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. | |
Mirror Image | 3 | 2nd | illusion | You create three illusory duplicates of yourself to distract attacks away from you. |
Muffle | 1 | 1st | illusion | |
Nondetection | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
Paralyze | 3 | 2nd | enchantment | You attempt to paralyze a creature you can see within range. |
Passwall | 7 | 5th | transmutation | A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep. |
Perceive Invisibility | 2 | 1st | divination | For at least 1 minute, you see invisible creatures and objects as if they were visible. |
Petal Glide | 1 | 1st | transmutation | You are hurled 30 feet into the air, then glide for up to 1 minute. |
Poe's Hand | 2 | 1st | transmutation | A creature you touch gains an extra arm and hand for up to 1 hour. |
Poison Spray | 0 | Conjuration | Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage. | |
Polymorph | 6 | 4th | transmutation | Transform a creature in range into a beast for up to 1 hour. |
Prestidigitation | 0 | transmutation | You create one of several minor magical effects. | |
Programmed Illusion | 8 | 6th | illusion | You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled. |
Project Duplicate | 10 | 7th | illusion | For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away. |
Protection from Poison | 3 | 2nd | abjuration | A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour. |
Purify Food and Drink | 1 | 1st | transmutation | Remove poison and disease from food and drink within a 5-foot-radius sphere. |
Ray of Enfeeblement | 3 | 2nd | necromancy | The target deals only half damage with weapon attacks that use Strength for up to 1 minute. |
Ray of Radiance | 0 | evocation | You hurl a ball of light, dealing radiant damage and briefly illuminating the target. | |
Razor Tome | 0 | transmutation | Razor-sharp parchment flies out to slash one or more nearby creatures. | |
Regulate Water | 2 | 1st | transmutation | You either create, destroy, or drain water. |
Remove Curse | 5 | 3rd | abjuration | At your touch, all curses affecting one creature or object end. |
Revivify | 5 | 3rd | necromancy | You touch a creature that has died within the last minute, restoring it to 1 heart point. |
Sage Hand | 0 | conjuration | Conjure a translucent, floating hand that can manipulate objects at range. | |
Sanctuary | 2 | 1st | abjuration | You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures. |
Sandcast | 0 | evocation | You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll. | |
Scrying | 7 | 5th | divination | You can see and hear a particular creature you choose that is on the same plane of existence as you. |
Seeming | 7 | 5th | illusion | Give numerous creatures an illusory disguise that lasts up to 8 hours. |
Seizing Bolt | 3 | 2nd | evocation | A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature. |
Sending | 4 | 3rd | evocation | You send a short message to any creature with which you are familiar over any possible distance. |
Sequester | 10 | 7th | abjuration | A willing creature or object you touch becomes hidden and enters suspended animation for any period of time. |
Shocking Grasp | 0 | evocation | Lightning springs from your hand to deliver a shock to a creature you try to touch. | |
Silence | 3 | 2nd | illusion | For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet. |
Silhouette | 1 | 1st | illusion | |
Slow | 5 | 3rd | transmutation | Up to six creatures are slowed in time, diminishing their effectiveness in combat. |
Sphere of Death | 5 | 3rd | necromancy | A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw. |
Spider Climb | 3 | 2nd | transmutation | A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour. |
Spike Growth | 3 | 2nd | transmutation | A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it. |
Spook | 0 | enchantment | A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round. | |
Stinking Cloud | 5 | 3rd | conjuration | Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action. |
Tiny Hut | 5 | 3rd | abjuration | |
Touch Wind | 0 | transmutation | You seize the air and compel it to create one of several minor effects. | |
Tremor | 1 | 1st | evocation | You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain. |
True Polymorph | 13 | 9th | transmutation | Transform any object or creature into any other object or creature, permanently. |
True Resurrection | 13 | 9th | necromancy | Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years. |
True Seeing | 9 | 6th | divination | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
Unseen Servant | 2 | 1st | conjuration | Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. |
Warping Step | 1 | 1st | conjuration | You teleport to an unoccupied space you can see up to 30 feet away. |
Water Breathing | 5 | 3rd | transmutation | Grant up to ten creatures the ability to breathe underwater for 24 hours. |
Web | 3 | 2nd | conjuration | You conjure a mass of webbing that restrains creatures caught in it. |
Witch's Familiar | 2 | 1st | conjuration | Gain the indefinite aid of one Tiny beast. |