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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

White Magic

Heal and Mend a Broken World

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.

Level 3: White Magic Spells

When you reach a Witch level specified in the White Magic Spells table, you thereafter always have the listed.
 
Witch Level Spells
3 Bless, Cure Wounds, Lesser Restoration, Prayer of Healing, Spare the Dying
5 Beacon of Hope, Revivify
7 Death Ward, Guardian of Faith
9 Mass Cure Wounds, Raise Dead

Level 3: Remedy

You have a reservoir of healing magic represented by a pool of d6s. The number of dice in this pool equals your Witch level.

As a Magic action or a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending one or more dice from the pool. You can expend a maximum number of dice equal to your Charisma modifier (minimum of one). Roll the dice you expend, and add your Charisma modifier to the roll if you use this feature as a Magic action, restoring a number of Hit Points equal to the total.

Your pool regains all expended dice when you finish a Long Rest.

Level 6: Talisman of Protection

You can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be done during a Short or a Long 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 adds a d4 to all saving throws it makes.

Level 10: Benevolent Surge

When you, your familiar, or an ally you can see within 30 feet of you takes damage, you can take a Reaction to cause that creature to regain a number of Hit Points equal to 1d10 + your Charisma modifier.

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: Witch’s Gift

Whenever 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.

*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 check out more innovative base classes in Valda’s Spire of Secrets!

 

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