A White Witch specializes in supporting others. A familiar can't attack, but it can take other actions as normal. Improved Familiars Description Source: PRPG Core Rulebook This feat (for more details, see the Improved Familiar feat) allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. 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. banishment, While you are bound to this spirit, any creature within 30 feet of you that fails a saving throw against one of your spells of 1st level or higher is dealt additional psychic damage equal to the spirit's level, and this damage does not disrupt the spell's effect, as with sleep or hold person. You can take this action once, and you must finish a long rest to use this ability again. Perhaps your character is even haunted by a particular spirit, and seeks a way to control or be rid of it. This power restores 1d4 hit points multiplied by your spellcasting ability modifier. You instantly know the creature's current hit points, as well as any magical conditions currently affecting the creature. shatter, You may use this ability once, after which you must complete a long rest to use it again. At 14th level, you can retain control over a spirit after you release it. As normal, you can't increase an ability score above 20 using this feature. Yeah, no. "The Crow's Dagger" : Elsa Kroese That spell slot is no longer avilable for casting spells, and it remains unavailable for as long as that spirit remains bound to you. On a success, the creature is no longer frightened. If the creature dies within 1 minute, you entrap the creature's spirit. The Witch’s Dog Familiar. In addition, when you conjure your familiar, and whenever you finish a long rest, your familiar gains temporary hit points equal to your witch level + your spellcasting ability modifier. This curse lasts for a number of rounds equal to the spirit's level. Familiar type generator . This spirit does not count against your total number of Bound Spirits. Reflect on the relationship that you may have with your coven, and work with your DM to determine to what degree witchcraft will play in your adventure. Do you adventure on behalf of your coven, or have you been exiled? 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. When the possession is over, the spirit is dismissed, and your body collapses to the ground. commune with nature, If you are incapacitated, your familiar will try to protect you from harm. You can change how the creature will die. A creature can't be killed by the release of this spirit. When deciding on the witch class, think about what led your character to tap into the magic of the natural world. If you do not understand how to review this page please leave comments on this page's talk page before making any edits. Finally, your bond grants you both a boon: Celestial. First, make Intelligence, Wisdom, or Charisma your highest ability score, depending on your chosen Coven, followed by Constitution. If you are already on the Ethereal Plane when you use this ability, nothing happens and the action is wasted. During this time, your hit points remain at 0 and you continue to make death saving throws. At 7th level or higher, the gift lasts for 8 hours. Undead, constructs, and incorporeal creatures are unaffected by this effect. You are able to share your inherent gifts with others while this spirit is bound. Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Witch level after 1st, Armor: None If the resulting number is lower than the creature's current age, the creature instantly dies. After a spirit expends its release effect, it remains bound in the same spell slot, and you can release it again. 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. Jack-o-the-Green grants the following features: A Grey Lady appears as a woeful woman clad in grey clothing. Skills: Choose two from Animal Handling, Arcana. Each of these spells must be of a level for which you have spell slots. It regains the use of this ability when you finish a rest. This trance requires concentration up to a minute, as if it were a spell. 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. There’s a theory that hares were associated with witches because they were sacred to ancient goddesses of the past (Eostre, Artemis, Hecate, Holda). 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. While this spirit is bound, you add your proficiency bonus to Charisma (Intimidation) checks, or double it if you are already proficient with this check. They see other witches as brothers and sisters, and other spellcasters as close cousins. At 18th level, the shadows obey your will. 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. The following spells are added to the witch spell list for you. raven In addition, whenever you are in dim light or darkness, you also have advantage on all Dexterity checks. call lightning, Once you use this ability, you must finish a short or long rest to use this ability again. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th level. Instead, you lose control of it, it becomes hostile toward all creatures it is aware of, and it might attack. Starting at 6th level, as long as you have at least one spirit bound, you may call upon nearby shadows to perform either the verbal or the somatic component of any spell that you cast. For Witches, if there is going to be such an independent class in 5e, I think familiars should be automatic given class features. You are considered proficient with this weapon, and attack and damage rolls made with this weapon use your spellcasting ability modifier. Prince Rupert, Isobel Gowdie, and Besse Dunlop all had familiars, as well. When this spirit is bound, you always have a sense of peace and clarity of thought. Due to the power of this spirit, it can only be bound to a spell slot of 6th level or higher. Familiar Teaching Familiar: A witch’s familiar can learn spells from another witch’s familiar. 218 2.0): If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. Second, choose the hermit background. The attack bonus of your offensive spells is now equal to your Wisdom modifier + your Charisma modifier + proficiency bonus. A Grey Lady grants the following features: A black dog appears as a large dog with shaggy black fur and glowing red eyes. The definition of a familiar may vary from person to person. For example, if you are a 5th level witch, you have four 1st level and two 2nd level spell slots. 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