White Magic
White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.
Spell Level | Spells |
1st | bless, cure wounds |
2nd | lesser restoration, prayer of healing |
3rd | beacon of hope, revivify |
4th | death ward, guardian of faith |
5th | mass cure wounds, raise dead |
Hex: Remedy
At 3rd level, you learn a hex that closes wounds and eases pain. As an action, choose one creature you can see within 60 feet of you. This creature regains a number of hit points equal to 1d10 + your witch level. A creature that regains hit points from this hex can’t be affected by it again until it finishes a short or long rest.
Talisman of Protection
At 6th level, you can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be performed over the course of a short rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become mundane. Any creature wearing the talisman can add a d4 to all saving throws it makes.
Benevolent Surge
At 10th level, when you, your familiar, or one of your allies you can see within 30 feet of you takes damage, you can use your reaction to cause that creature to regain hit points equal to 1d10 + your Charisma modifier.
Once you use this feature, you must finish a short or long rest before you can use it again.
Witch’s Gift
Starting at 14th level, when you cast a spell or hex that restores a creature’s hit points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.