Red Magic
Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in this craft are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath.
Spell Level | Spells |
1st | burning hands, magic missile |
2nd | acid arrow, scorching ray |
3rd | fireball, protection from energy |
4th | ice storm, wall of fire |
5th | cone of cold, telekinesis |
Hex: Imperil
Starting at 3rd level, you know how to strip away your foes’ magical defenses. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw, and choose any one damage type. On a failed save, the creature loses resistance to the chosen damage type until the end of your next turn, or is treated as only having resistance, if it has immunity to that damage type.
Convolute Energy
At 6th level, whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can gain resistance to that damage type until the end of your next turn.
Invulnerability
Beginning at 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to briefly become all but invulnerable. The damage you take from the attack is reduced by 50.
Once you use this feature, you can’t use it again until you finish a long rest.
Elemental Annihilation
Starting at 14th level, when you cast a witch spell that deals acid, cold, fire, lightning, or thunder damage, you can expend another spell slot of equal or higher level to maximize the damage dealt.
Once you use this feature, you can’t use it again until you finish a long rest.