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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

Red Magic

Lay Your Foes to Waste with Arcane Fury

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.

Level 3: Red Magic Spells

When you reach a Witch level specified in the Red Magic Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).
Red Magic Spells
Witch Level Spells
3 Burning Hands, Dragon’s Breath, Hex: Imperil,* Magic Missile, Scorching Ray
5 Fireball, Protection From Energy
7 Ice Storm, Wall of Fire
9 Cone of Cold, Telekinesis

Level 3: Imperil

You gain the Hex: Imperil cantrip, as follows. This cantrip is exclusive to this subclass.

Hex: Imperil

Transmutation Cantrip (Witch, Red Magic subclass)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

You gesture at a creature you can see within range and choose a damage type. The creature must succeed on a Constitution saving throw or lose Resistance to that damage type, if it has Resistance to it. If it has Immunity to that damage type, it instead has Resistance to it. The spell ends at the end of your next turn.

Level 6: Convolute Energy

When a creature you can see within 60 feet of yourself deals Acid, Cold, Fire, Lightning, or Thunder damage to one or more creatures, you can change that damage type to one of the other listed types (no action required).

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 10: Invulnerability

When a creature that you can see hits you with an attack, you can take a Reaction to reduce the damage you take from the attack by 50, to a minimum of 0.

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 4+ spell slot (no action required).

Level 14: Elemental Annihilation

When you cast a level 1+ Witch spell that deals Acid, Cold, Fire, Lightning, or Thunder damage, you can expend another spell slot of equal or higher level to deal maximum damage with that spell on the turn you cast it.

Once you use this feature, you can’t use it again until you finish a Long Rest.


Get all 14 subclasses in the Complete Witch

The Complete Witch contains rules for the 2014 and 2024 rulesets. Or check out more innovative base classes in Valda’s Spire of Secrets!

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