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
| 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
Level 6: Vital Nourishment
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.
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