Black Magic
Wield the Dark Arts
Black magic is associated with Hexes that cause suffering and spells that give rise to undeath. Harnessing such magic can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.
Level 3: Black Magic Spells
Witch Level | Spells |
3 | Exhume*, Gentle Repose, Hex: Decay*, Inflict Wounds, Ray of Enfeeblement |
5 | Animate Dead, Vampiric Touch |
7 | Blight, Death Ward |
9 | Cloudkill, Contagion |
Level 3: Decay
You gain the Hex: Decay cantrip, as follows. This cantrip is exclusive to this subclass.
Hex: Decay
Necromancy Cantrip (Witch: Black Magic Subclass)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round
One creature you can see within range must succeed on a Constitution saving throw or take 1d6 Necrotic damage. This damage ignores Resistance and Immunity. The creature takes this damage again at the end of each of its turns. The spell ends at the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Level 6: Undeath Command
Your authority over Undead grants you the following benefits.
Quick Command. When you take a Bonus Action to command your familiar, you can use the same Bonus Action to issue a command to any Undead you control via the Animate Dead spell or similar magic.
Undead Familiar. Undead you control via the Animate Dead spell gain the benefits of the Witch Familiar sidebar
Level 10: Life Tether
When you take damage from a creature you can see within 60 feet, you can take a Reaction to transfer some of that damage to a creature that is the sole target of your Hex. You take half the damage (round down) and the hexed creature takes the remaining damage.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Level 14: Grim Sacrifice
If your familiar is within 60 feet of yourself, you can take a Magic action to dissolve its magical bond to this plane. Your familiar drops to 0 Hit Points and unleashes necromantic energy in a 20-foot Emanantion. Each creature you choose within the Emanation makes a Dexterity saving throw against your spell save DC. A creature takes 8d10 Necrotic damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 6+ spell slot (no action required)
.
*This subclass is for the 2024 ruleset. You’ll find the 2014 version of this subclass here.
Get all 14 subclasses in the Complete Witch
Or get more innovative subclasses in Valda’s Spire of Secrets!
-
Complete Witch (PDF)
$10.00 -
Valda’s Spire of Secrets (PDF)
$30.00 -
Valda’s Hardcover + VTT Bundle
$90.00