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 A cackling female witch, her white hair in a single waist-length braid, brandishes a gnarled wooden staff bedecked in leaves. Her patched purple and brown coat holds vials of potions and a beaded belt. A glowing ribbon of purple energy spills from her hand and surrounds her.

Get all 14 subclasses in the Complete Witch!

Witch subclass

Green Magic

Wield Nature and an Empowered Familiar

Plants, nature, and things that grow are the domain of Green Magic. Normally a branch of arcana championed by Druids, some Witches have a close tie to the powers of Green Magic and can coax plants and animals to do their bidding.

Level 3: Green Magic Spells

When you reach a Witch level specified in the White Magic Spells table, you thereafter always have the listed spells prepared.
 
Witch Level Spells
3 Barkskin, Druidcraft, Entangle, Goodberry, Locate Animals or Plants
5 Plant Growth, Speak with Plants
7 Dominate Beast, Stoneskin
9 Awaken, Tree Stride

Level 3: Elder Tongue

You always have the Speak with Animals spell prepared and can cast it without a spell slot.

Level 3: Primal Ally

Your command over natural magic strengthens your familiar, granting you the following benefits. 
 
Hit Points. You add three times your Witch level, instead of twice your Witch level, to your familiar’s Hit Point maximum.
 
Improved Quick Attack. You can use your Quick Attack twice on the same turn, using an action for one attack and a Bonus Action for another attack.

Level 6: Vital Nourishment

You exude an aura of Green Magic that restores and reinvigorates life around you. When you finish a Long Rest, plant life within 120 feet of where you finished your Long Rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.
 
Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain Temporary Hit Points equal to your Witch level plus your Charisma modifier. You can also end one of the following conditions affecting each creature: Blinded, Deafened, Paralyzed, or Poisoned.

Level 10: Sacrificial Familiar

Whenever you are targeted by an attack while your familiar is within 5 feet of you, you can take a Reaction to command it to dive in the way of the attack, causing the attack to target your familiar instead.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.

Level 14: Cloak of Thorns

You can take a Magic action to envelop yourself or a willing creature you can see within 60 feet of yourself with thorny vines for 1 hour. Whenever a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes Piercing damage equal to 1d6 plus your Charisma modifier. Additionally, whenever the target hits a creature with a melee attack roll, it can deal an extra 1d6 Piercing damage.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ 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 base classes in Valda’s Spire of Secrets!

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