# Tradition of the Witch *[occultist](Compendium/πŸ‘¨πŸ»β€πŸ€β€πŸ‘¨πŸ»%20-%20Player%20Options/Classes/Occultist/occultist.md): Occult Tradition* *Source: Kibbles' Compendium of Legends and Legacies p. 15* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='3'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Witch (Level 1)' class='internal-link'>Witch</a></td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Familiar Bond (Level 3)' class='internal-link'>Familiar Bond</a></td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Witch's Touch (Level 6)' class='internal-link'>Witch's Touch</a></td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Master of Curses (Level 14)' class='internal-link'>Master of Curses</a></td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"></td></tr> > </tbody></table> ^class-progression ## Class Features ### Witch (Level 1) A Witch can be many things, and most often refers to someone that villagers find scary and weird, but at the heart of every crazed story there's a sliver of truth. That truth is that Witches do indeed exist. Some may openly live as they are, while others may be the last person the superstitious villagers would expect. Varied in their powers, designs, and traditions based on their Coven, generalizing about a Witch is challenging. They are most often defined by the varied and utilitarian magic they use, hexes that make crossing them unwise, and powerful intelligent familiars. > [!note] Witches & Gender > > While the term "witch" is often used to refer to a female spellcaster in contrast to a male "warlock," the Warlock class is certainly available to any gender and the same is generally true for the Witch subclass. > > Various settings' lore and mythos may make assumptions about gender for witches, but by their very nature PCs tend to be the exception to rules. This subclass is not limited to any particular gender. ^witches-gender ### Witch's Magic (Level 1) When you select this tradition at first level you learn the find familiar spell, and when you summon a familiar with this spell, it acts on your initiative. Additionally, you can select two additional cantrips of your choice from the Occultist spell list. ### Coven (Level 1) Starting at 1st level, you select the Coven you belong to from among the Black Coven, the White Coven, or the Green Coven. Based on which Coven you select, you gain access to additional spells and manifest different special powers. Spells gained from this feature are added to your spells known and count as Occultist spells for you, but do not count against the total number of spells you can know. While the Covens are often associated with Evil, Good, and Neutral respectively, you do not have to have a particular alignment to join a particular covenβ€”it is merely your area of expertise and what traditions you know. Each Coven explores a different expression of magic. A Witch of the Black Coven specializes in inflicting pain, curses, and eventual agonizing death on those that cross them. By contrast, a Witch of the White Coven focuses on binding and healing. The focus of a Witch of the Green Coven is the closest to the Witch's roots in hag-like fey magic, drawing power from nature to baffle her foes and control her surroundings. **Black Coven Spells** | Witch Level | Bonus Spells | |-------------|--------------| | 1st | [rotting curse](/3-Content/Compendiums/spells/rotting-curse-kt-cll.md), hideous laughter | | 3rd | blindness/deafness, darkness | | 5th | bestow curse, [curse of doom](/3-Content/Compendiums/spells/curse-of-doom-kt-cll.md) | | 7th | black tentacles, [devour shadow](/3-Content/Compendiums/spells/devour-shadow-kt-cll.md) | | 9th | [killing curse](/3-Content/Compendiums/spells/killing-curse-kt-cll.md), contagion | ^black-coven-spells **White Coven Spells** | Witch Level | Bonus Spells | |-------------|--------------| | 1st | [binding curse](/3-Content/Compendiums/spells/binding-curse-kt-cll.md), healing word | | 3rd | calm emotions, hold person | | 5th | [karmic curse](/3-Content/Compendiums/spells/karmic-curse-kt-cll.md), mass healing word | | 7th | banishment, resilient sphere | | 9th | [enfeebling curse](/3-Content/Compendiums/spells/enfeebling-curse-kt-cll.md), dispel evil and good | ^white-coven-spells **Green Coven Spells** | Witch Level | Bonus Spells | |-------------|--------------| | 1st | [befuddling curse](/3-Content/Compendiums/spells/befuddling-curse-kt-cll.md), entangle | | 3rd | alter self, enlarge/reduce | | 5th | [curse of misfortune](/3-Content/Compendiums/spells/curse-of-misfortune-kt-cll.md), major image | | 7th | greater invisibility, polymorph | | 9th | [swapping curse](/3-Content/Compendiums/spells/swapping-curse-kt-cll.md), seeming | ^green-coven-spells ### Familiar Bond (Level 3) At 3rd level, when you cast find familiar, your familiar gains an Intelligence, Wisdom and Charisma of 10 (unless that respective score is already greater) and the ability to speak any languages you speak. When your familiar takes damage, you can choose to take that damage yourself instead, transferring all damage to you. Additionally, you can cast spells with a material component if your familiar can access the material component without holding it yourself (including curse spells that can acquire the material component by touching the target creature). #### Black Coven As a reaction to a creature within 30 feet of your familiar hitting with an attack, you can have your familiar subtract 1d4 + half your Occultist level (rounded down) from the attack roll (no action required from the familiar). It can do this a number of times equal to your Wisdom modifier, regaining all uses after you complete a long rest. #### White Coven When you complete a long rest, your familiar gains temporary hit points equal to your Wisdom modifier + twice your Occultist level. While it has temporary hit points, as an action your familiar can teleport to a creature within 30 feet of it and grant that creature one or more of its temporary hit points. You can direct it to do this immediately using your reaction when a creature within 30 feet of it takes damage (no action required by the familiar). #### Green Coven When you complete a long rest, your familiar gains a number of illusory duplicates equal to your Wisdom modifier (a minimum of one). These persist until destroyed by taking damage or you complete a long rest. The illusory duplicates cannot take any actions, but move and act like your familiar during your turn, staying within 30 feet of you or it. At the end of your familiar's turn or when it takes damage, it can swap places with an illusory familiar (no action required by the familiar). If it does this as a result of taking damage, the illusory familiar is destroyed but the familiar takes no damage. Illusory duplicates are immune to damage while within 5 feet of you. Unless otherwise specified, illusory familiars occupy the Witch's space and move with them. ### Witch's Touch (Level 6) Starting at 6th level, whenever you cast a spell with a range of touch (including through your familiar), you can add one of the following modifiers to the spell: - Temporary Hit Points. It grants one affected target temporary hit points equal to your Wisdom modifier. Only one creature can have these temporary hit points at a time. - Bonus Damage. It deals additional damage equal to your Wisdom modifier to one affected creature. - Misfortune. It adds or subtracts 1d4 from the target's next attack roll or saving throw before the start of your next turn. You can also confer these effects to another spell with a range longer than touch by making its range touch. If you make the range of a curse spell touch, you no longer need the material component for the spell. Alternatively confer these effects as an action without casting a spell by touching a target (making a melee spell attack against the target if it is an unwilling creature). ### Master of Curses (Level 14) Starting at 14th level, you no longer need the material component for curse spells (even when casting them at range). Additionally, casting 1st level Hex or Curse spell no longer interrupts or is interrupted by concentration of other spells, though this cannot let you concentrate on more than two spells at a time, with at least one being a 1st level Hex or Curse. If you lose concentration while you are doing this, concentration is lost on both spells.