dauntless/content/Classes/Witch/Playing a Witch.md
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Witches are spellcasters who wield knowledge and power drawn from their communion with spirits. They cultivate their bond to these supernatural entities, becoming guardians of the veil between worlds, attendants of deep knowledge, and liaisons to realms of limitless possibilities.
Though their power is drawn from supernatural forces, witches often possess a deep connection to the natural world—particularly spaces far from the noise of civilization, where ancient spirits dwell and the veil between worlds is thin. While witches can practice their craft in any environment, most prefer to commune under the open sky, with wind on their face, dirt underfoot, and blood on their tongue.
Spirits are everywhere and assume myriad forms. A witch communicates with all spirits, whether small and fleeting, emerging spontaneously only to quickly condense back into the ebb and flow of unseen realms, or massive ancients, dozing in lost corners of reality while the world moves around them. With patient and skilled determination, witches appeal to these diverse beings—by befriending, cajoling, or coercing them—calling them into focus and coaxing them into service to perform both mundane and otherworldly feats.
## Witches as Adventurers 
Witches are versatile spellcasters with an array of features useful both in and out of combat. They lack the raw damage potential of other spellcasters but excel as battlefield controllers with their ability to hinder enemies and bolster allies. With their variety of implement options and an expansive ritual list, there are many ways to customize witches, allowing them function well in nearly any adventuring role.
While some cultures fear the supernatural power witches command, many acknowledge and venerate them as guides, healers, and protectors. In magical societies, most people know someone who has benefited from a witchs wisdom, receiving assistance breaking a curse, curing a magical affliction, or soothing an irate spirit. Adventuring witches often benefit from the respect afforded their historical reputation, particularly in rural or nature-centric communities. However, this same colorful reputation might just as easily attract demands from the desperate or aggression from the ignorant.
## Class Features 
As a witch, you have the following class features. 
### Hit Points 
Hit Dice: 1d8 per witch level 
Hit Points at 1st Level: 8 + your **CON** modifier
Hit Points at Higher Levels: 1d8 (or 5) + your **CON** modifier per witch level after 1st
### Proficiencies 
Armor: Light armor
Weapons: Simple weapons 
Tools: Your choice of alchemist tools or herbalist tools
Saves: **WIS**, CHA 
Skills: Choose two from Animal Handling, Arcana, Medicine, Nature, Perception, Persuasion, and Survival
### Starting Equipment 
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and 20 arrows or (b) any simple weapon.
- (a) a component pouch or (b) a wyrd focus. 
- (a) a priests pack or (b) an explorers pack.
- Leather armor and a dagger.
| Witch Progression | | | | | | | | | | | | | | |
| ----------------- | --- | -------------------------------- | -------------- | ------------ | ------------- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| Level | **PB** | Features | Cantrips Known | Spells Known | Rituals Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | +2 | Hex (d6), Spellcasting | 3 | 2 | 1 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Shadow Craft, Spirit Binding | 3 | 3 | 2 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Witch Subclass | 3 | 4 | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Improvement | 4 | 5 | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Greater Hex, Hex (d8) | 4 | 6 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Shadow Craft, Spirit Binding (3) | 4 | 7 | 5 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Subclass Feature | 4 | 8 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Improvement | 4 | 9 | 6 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Hex (d10), Shadow Craft | 4 | 10 | 7 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Heroic Boon | 5 | 11 | 7 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Subclass Feature | 5 | 12 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Improvement | 5 | 12 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Spirit Binding (4) | 5 | 13 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Hex (d12), Shadow Craft | 5 | 13 | 10 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Subclass Feature | 5 | 14 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Improvement | 5 | 14 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Otherworldly Form | 5 | 15 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Shadow Craft | 5 | 15 | 13 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Improvement | 5 | 15 | 13 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Epic Boon | 5 | 15 | 13 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Hex
1st, 5th, 9th, and 14th-Level Witch Feature 
You curse a creature with a potent disruptive magical effect called a hex. As a bonus action, you can choose a creature within 60 feet of you, other than yourself, that can hear or see you. That creature gains one Hex die, a d6.
Once within the next 10 minutes, as a reaction when the creature makes an ability check, attack roll, or save, you can roll the Hex die, and the creature subtracts the number rolled from that checks total. Once the Hex die is rolled, it is lost. A creature can have only one Hex die assigned to it at a time.
You can use this feature a number of times equal to your **WIS** modifier, and you regain any expended uses when you finish a long rest. Your Hex die changes when you reach certain levels in the witch class, increasing to a d8 at 5th level, d10 at 9th, and d12 at 14th.
### Spellcasting
1st-Level Witch Feature 
As a conduit for wyrd power, you can cast Wyrd spells. See Spellcasting in the Players Handbook for general rules of spellcasting and for the Wyrd spell list.
### Cantrips 
At 1st level, choose three cantrips from the Wyrd spell list to learn. You choose more Wyrd cantrips to learn at higher levels, as shown in the Cantrips Known column of the Witch Progression table.
### Casting Spells 
You know several spells and can cast any of them by using a Wyrd spell slot of the spells circle or higher. You dont need to prepare spells ahead of time.
The Witch Progression table shows how many spells you know and how many Wyrd spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell guiding bolt and have a 1st-circle and a 2nd-circle spell slot available, you can cast guiding bolt using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.
You regain all used spell slots when you finish a long rest. 
### Spells Known of 1st Circle and Higher 
At 1st level, choose two 1st-circle spells from the Wyrd spell list to learn.
The Spells Known column of the Witch Progression table shows when you learn additional Wyrd spells. Each spell you choose must be from a circle for which you have Wyrd spell slots. For instance, when you reach 3rd level as a witch, you can learn one new Wyrd spell of 1st or 2nd circle.
In addition, when you gain a level of witch, you can choose one Wyrd spell you know and replace it with another spell of your choice from the Wyrd spell list. The replacement spell must be of a circle for which you have Wyrd spell slots.
### Spellcasting Ability 
Wisdom (**WIS**) is your spellcasting ability. Your **WIS** modifier determines the save **DC** or the attack modifier for certain spells you cast:
Spell save **DC** = 8 + your proficiency bonus (**PB**) + your **WIS** modifier
Spell attack modifier = your proficiency bonus (**PB**) + your **WIS** modifier
### Rituals
You can also cast a type of long-form spell called a ritual. Rituals dont count against your known spell total, and they dont use up spell slots. 
At 1st level, choose one ritual from the Wyrd ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Witch Progression table, but only from a circle for which you have spell slots. Rituals you learn dont count against the number of spells you learn at each level.
### Spellcasting Focus 
You can use a wyrd focus as a spellcasting focus for your Wyrd spells. Unless stated otherwise, any of the witchs implements described in the Spirit Binding feature can also function as a spellcasting focus.
### Shadow Craft 
2nd, 6th, 9th, 14th, and 18th-Level Witch Feature 
Witches, perhaps more than other spellcasters, view ritual magic as the foundation of their craft. Your familiarity with ancient rites gives you access to additional ritual spells. Choose one ritual from any spell list. Any ritual you choose must be of a circle equal to or lower than the highest-circle spell you can cast with your spell slots, as shown on the Witch Progression table.
The chosen rituals count as Wyrd rituals for you and are already included in the number in the Ritual Spells Known column at these levels on the Witch Progression table.
You learn one additional ritual spell from any source at 6th, 9th, 14th, and 18th level.
## Spirit Binding 
2nd, 6th, and 13th-Level Witch Feature 
You gain the ability to bind spirits into items to create mystical witch implements. To bind the spirits, you must spend 1 hour, which can be done as part of a short or long rest, focusing on the item you wish to transform into a witchs implement while remaining in physical contact with it.
Choose an implement from those you know how to create and target a nonmagical item that meets the requirements listed in that implements description. At the end of the hour, a spirit is successfully bound, and the item is transformed into a magic item that counts as a witchs implement for you. If you lose an implement or it is destroyed, you can repeat this ritual to bind a new spirit to a suitable replacement vessel. If a previous implement of the same type still exists when you perform this ritual, the binding ends on that previous object. 
If an implement bestows a special benefit (called a secret) when you learn how to create it, that benefit remains active even if your implement is destroyed, deactivated, or otherwise temporarily rendered inactive.
Due to the nature of the binding, implements you create are usable only by you. A spirit bound into a witch implement is instantly released if you die or if the implement is out of your possession for more than 24 consecutive hours. Otherwise, the spirit remains bound in that implement until you choose to unbind it (no action required) or until you perform this ritual on a different item to create the same type of implement. When a spirit is released from an implement, the item reverts back to its nonmagical state and no longer counts as a witchs implement for you.
When you first gain this feature, you learn how to create two implements of your choice (from the options detailed at the end of this feature). As you gain levels in the witch class, you learn how to create additional types of implements. Choose an additional type of witchs implement from the options at 6th level and again at 13th level. You can have implements of different types active at the same time, provided you have performed the necessary spirit-binding ritual for each.
### Brewers Cauldron 
Item Requirement: Handheld Cauldron, Kettle, or Other Portable Cooking Container
You bind a spirit of vitality into a cauldron, kettle, or similar portable container. 
- Secret of Vitality. When you learn how to create this implement, your hit point maximum increases by 2 for each witch level you have. After this initial bonus, your hit point maximum increases by 2 each time you gain a new witch level. 
- Brewed Concordance. Over the course of 1 hour, which can be done as part of a short or long rest, you can use your cauldron to prepare a brew that fortifies the soul. This brew can be consumed by a number of creatures equal to your **WIS** modifier (minimum of 1). At the end of the hour, each creature that partook of the brew gains 1d8 temporary hit points, which last until expended or until the creature finishes its next long rest. 
Once you reach 9th level in the witch class, the brew grants 1d12 temporary hit points to creatures that partook in the brew. 
- Superior Focus. While using the cauldron as a spellcasting focus, spells you cast that restore hit points or grant temporary hit points restore additional hit points or grant additional temporary hit points equal to twice your **PB**. If a spell both restores hit points and grants temporary hit points, you decide whether the bonus from this implement goes to restoring additional hit points or granting additional temporary hit points. 
### Hollow Blade 
Item Requirement: Knife, Scissors, or Similar Cutting Implement 
You bind a spirit of sacrifice into a dagger, scissors, scalpel, or similar cutting instrument. 
- Magic Weapon. While a spirit is bound within the blade, it counts as a +1 dagger when you wield it. When you attack with the weapon, you can use your **WIS** modifier, instead of **STR** or **DEX**, for attack and damage rolls.
Once you reach 9th level in the witch class, the hollow blade counts as a +2 dagger. At 15th level, it becomes a +3 dagger.
- Pain Transference. As a bonus action, you can touch the blade to a willing creature within 5 feet of you and end one of the following conditions currently affecting it: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned. That condition is absorbed into the blade, where it remains until it is expelled or until you finish a short or long rest.
When you hit a creature with the dagger, you can choose to forgo any damage it would deal and instead expel a condition stored within the blade. Unless the creature is immune or resistant to the expelled condition, it is immediately inflicted with the condition for up to 1 minute. If the creature is immune, the dagger has no effect. If the creature is resistant, it suffers the condition only if it fails a **WIS** save against your spell save **DC**. A creature afflicted with a condition from the dagger can attempt a **WIS** save against your spell save **DC** at the end of each of its turns, ending the condition on itself on a success.
- Spell Breaker. As an action, you can choose one creature, object, or magical effect within your reach. One spell of a circle equal to or less than the highest-circle spell you can cast (as per the Witch Progression table) on the target ends. If the spell youre attempting to break is of a higher circle, make an ability check using your spellcasting ability. The **DC** equals 10 + the spells circle. On a successful check, the spell ends. Once you successfully end a spell with this implement, you cant do so again until you finish a long rest.
### Nightflyer
Item Requirement: Broom, Staff, or Similarly Sized Branch from a Plant
You bind a spirit of motion into a broom, staff, or similarly shaped branch from a plant. 
- Secret of Motion. When you learn how to create this implement, your movement speed increases by 10 feet. In addition, as a bonus action, you can now take the Disengage or Dodge action. 
- Nights Journey. As a bonus action while nightflyer is within 60 feet of you, you can animate it for up to 1 minute. You can also deactivate it as a bonus action. If you are ever more than 60 feet away from it, it deactivates. If it is flying when its duration expires, when you deactivate it, or when its magic is otherwise suppressed, it (and any passengers or cargo it is carrying) floats gently to the ground, descending at a rate of 60 feet per round until it lands.
While animated, nightflyer gains a flying speed of 40 feet, can hover, and can carry up to 1,000 pounds of weight. On your turn, you can mentally command it to move up to its movement speed (no action required by you). It cant take other actions. You can spend half your movement to mount or dismount it while it is within 5 feet of you, and you can choose to allow other creatures within range to mount it, though only you can control its movement. Creatures mounted on it cant be grappled and are immune to the restrained condition. 
You can animate nightflyer a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
Once you reach 9th level in the witch class, nightflyer can remain animate for up to 1 hour (all at once or in several shorter flights, each one using a minimum of 1 minute from the duration), and its flying speed increases to 50 feet.
- Swift Spell. As a bonus action while you are holding or mounted on nightflyer, you can cast a spell that normally has a casting time of 1 action. You cant use this feature to cast two 1st-circle or higher spells on the same turn. You can use this feature a number of times equal to half your **PB** (rounded down), and you regain all expended uses when you finish a long rest.
### Oracles Aid 
Item Requirement: Deck of Cards, Runestones, or Crystal Ball 
You bind a spirit of prophecy into a deck of cards, set of runestones, crystal ball, or similar fortune-telling device.
- Secret of Prophecy. When you first learn how to create this implement, you have advantage on initiative rolls, and you gain a bonus to AC equal to half your **PB** (rounded down). You lose this bonus to your AC while you are incapacitated.
- Make Prediction. When you make an ability check, attack roll, or save, you can choose to store the number rolled on the d20 within your oracles aid. You then reroll the d20 and calculate the check result as normal, using that new roll. You can store up to a number of rolls equal to your **WIS** modifier in the oracles aid. When you make an ability check, attack roll, or save and the oracles aid has at least one result stored within it, you can choose to use a stored result instead of rolling the d20, removing that result from the oracles aid. You cant use the stored rolls to modify the same check more than once. Any rolls you have stored in the oracles aid disappear when you finish a long rest.
- Spirit Consultation. As an action, you can unleash the spirit within your oracles aid to investigate a problem and return to you with solutions. For 1 minute, the spirit can answer up to three questions you ask of it. These questions can be about current events or the most likely result of a specific course of action you plan to take within the next 30 minutes. The answer to each question is a truthful one-word answer or short phrase, such as “yes,” “no,” “maybe,” “positive outcome likely,” “disaster ahead,” “irrelevant,” or “unclear” (if the spirit doesnt know the answer to the question). The spirits knowledge of current events is limited to what is common knowledge in the region where you are asking the question. Therefore, the spirit can confirm the name of the local lords lead advisor but not that the advisor is secretly a doppelganger. Once you use this feature, you cant do so again until you finish a long rest.
### Soul Candle 
Item Requirement: Candle, Lantern, or Similar Handheld Light Source
You bind a spirit of light into a candle, which can be mounted on a candlestick, in a lantern, as part of a candelabra, or similar. 
- Mystic Flame. As a bonus action while the candle is within 60 feet of you, you can mentally command it to light or extinguish itself. If you are ever more than 60 feet from the candle, it is automatically extinguished.
While lit, the candle sheds a magical flame that is heatless and can be any color you choose. The light cast by the flame can be seen by only you and creatures you designate within 60 feet of you. When you first light the candle, you can choose for it to shed bright light anywhere from a minimum radius of 5 feet out to a maximum radius of 30 feet, and dim light for an additional number of feet equal to the chosen radius. Changing the color of the flame, the radius of the candles light, or which creatures can see the candles light doesnt require an action.
- Soul Fire. As an action while the soul candle is lit, you can cause it to burn with a supernatural substance called soul fire for up to 1 minute. While soul fire is active, the candle emits one of the following effects of your choice instead of bright or dim light: 
- Dark Sight. You can see normally in darkness, both magical and nonmagical, within the candles radius.
- Deep Sight. You can see through solid matter within the candles radius. To you, solid objects within that radius appear transparent and dont prevent light from passing through them. This vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block this effect, as does a thin sheet of lead.
- Heart Sight. You can see invisible creatures and objects within the candles radius as if they were visible. In addition, you are aware of any creature within the candles radius, revealing a creatures presence without necessarily allowing you to automatically see them, such as by making you aware of a creature on the other side of a door. 
- Magic Sight. You can sense the presence of magic within the candles radius, and you see a faint aura around any visible creature or object in the area that bears magic, learning its school, if any. This effect otherwise works like the detect magic spell.
You can change the effects radius as if it was light shed by the candle, as detailed previously, and you can end the effect early at any time on your turn (no action required). As a bonus action while soul fire is active, you can change which effect the soul candle emits. You can activate this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
- Superior Focus. While using the soul candle as a spellcasting focus, you have advantage on spell attack rolls against creatures within the candles radius. You receive this bonus only while the candle is lit with either mystic flame or soul fire.
### Spirit Book 
Item Requirement: Book, Scroll, or Similar Item for Recording Information
You bind a spirit of knowledge into a book, scroll, or other object suitable for recording information. 
- Secret of Knowledge. When you first learn how to create this implement, choose three cantrips from any spell list (though the three neednt be from the same list). If the chosen cantrips dont appear on the Wyrd source list, they still count as Wyrd spells for you. You can cast these cantrips just like normal cantrips, but they dont count against your number of cantrips known.
- Book of Knowledge. When you gain a new spell slot from gaining a level in this class, one additional spell of your choice from any spell list appears in your spirit book in a cipher that only you can read. While you carry the spirit book, you can expend spell slots to cast these spells like any other spell you know. Each of these spells counts as a Wyrd spell for you, but it doesnt count against the number of spells you know. 
When you first learn how to create this implement, choose one spell of your choice from any spell list for each circle of Wyrd spell you can cast. These spells then appear in the book. For example, if you learn to create this implement at 6th level, you choose one 1st-circle spell, one 2nd-circle spell, and one 3rd-circle spell from any spell list.
You can replace a spell in the spirit book when you gain a witch level, and that replacement spell can be from any spell list. Your spirit book can never contain more than one spell of each circle you can cast, to a maximum of 9 spells at 17th level. 
- Universal Language. While holding the book, the spirit contained within it can translate languages for you, allowing you to read any written language and understand any language you hear. 
Once you reach 9th level in the witch class, you can also speak and write in any language while holding the book.
### Thundering Aegis 
Item Requirement: Bell, Handheld Gong, Chime, or Other Percussion Instrument
You bind a spirit of sound into a bell, gong, chime, or other percussion instrument. 
- Secret of Sound. When you learn how to create this implement, you can no longer be surprised while you are conscious. You also gain proficiency in one of the following skills: Investigation or Perception. If you are already proficient in both of these skills, choose one. Double your **PB** when you make a check with the chosen skill.
- Chime of Revealing. As an action while holding the thundering aegis, you can begin sounding it, creating an audible soundscape that can be heard up to 60 feet away. As long as you can hear the sound created by your thundering aegis, you perceive your surroundings within 30 feet of you as if you had keensense—including being able to target creatures or objects within this radius with attacks and spells.
As a bonus action on each of your subsequent turns, you must continue sounding thundering aegis. Otherwise, this effect ends.
- Chime of Deviation. As an action, while holding the thundering aegis, you can create a note that holds certain types of creatures at bay. For 1 minute, whenever an Aberration, Celestial, Elemental, Fey, Fiend, or Undead starts its turn within 30 feet of you, it must succeed on a CHA save against your spell save **DC** or be unable to move any closer to you that turn. Once you use this feature of the thundering aegis, you cant do so again until you finish a short or long rest.
## Witch Subclass 
3rd, 7th, 11th, and 15th-Level Witch Feature 
Choose a subclass that represents the coven you align with: Crimson Cord, Night Song, or Twilight Soul (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.
### Coven Spells 
Each witch subclass has a list of coven spells that you can access as soon as you can cast spells of that circle (as shown on the Witch Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesnt count against the number of spells you know. However, casting a coven spell still expends a spell slot as normal.
If one of these spells isnt on the Wyrd spell list, it still counts as a Wyrd spell for you. You cant replace coven spells when you gain a level of witch.
## Improvement 
4th, 8th, 12th, 16th, and 19th-Level Witch Feature 
Choose one of the following improvements (ability scores cant be raised above 20 with this feature):
- Increase a single ability score by 2.
- Increase two different ability scores by 1 each.
- Increase one ability score by 1 and select a talent from the magic talents list (see Players Guide).
Greater Hex 
5th-Level Witch Feature 
You now regain all expended uses of your Hex feature when you finish a short or long rest. 
In addition, you can now automatically give a creature a Hex die when you target it with a Wyrd spell of 1st circle or higher (instead of spending a separate bonus action). If you cast a spell that targets multiple creatures, you can hex any number of those creatures, but you must expend a use of the Hex feature for each creature you choose to affect in this way.
## Heroic Boon 
10th-Level Witch Feature 
Your commitment to the witchs path grants you a powerful new ability. Choose one of the following heroic boons:
- Bounty of Pentacles. When you use a Hex die (see Hex feature) to reduce a creatures ability check, attack roll, or save, and the roll still succeeds, you automatically regain one expended Hex die. In addition, if you roll a 1 on the Hex die, the die isnt lost and remains active on the current target.
- Might of Swords. When you roll damage dice or roll dice to determine how many hit points an effect restores to a creature, you can reroll any die that resulted in a 1. You must use the new roll.
- Mysticism of Wands. When you roll initiative, you can expend a use of your Hex feature to automatically give a Hex die to one creature you can see (no action required). In addition, as a reaction when a creature with one of your Hex dice is reduced to 0 HP, you can transfer the die to a different creature you can see within 60 feet of the original target.
- Recovery of Cups. When you deal damage to a creature that has a Hex die (see Hex feature), you can cause yourself, or a creature you choose within 5 feet of the target, to regain hit points equal to half the damage you dealt (up to an amount equal to your witch level). This feature triggers only on damage dealt by you during your turn.
## Otherworldly Form 
17th-Level Witch Feature 
Your connection to the Wyrd suffuses your being, infusing your physical form with otherworldly abilities. You gain the following benefits:
- As a bonus action, you can magically alter your appearance, height, weight, and similar characteristics to that of a Medium or smaller Humanoid of another lineage. This effect otherwise works like the change appearance aspect of the alter self spell, except it doesnt require concentration and lasts until you die or choose to end it (no action required).
- You cant be magically aged, and you suffer none of the frailty of old age. You can still die of old age, but your expected lifespan now becomes thrice that of the average lifespan of your lineage.
- You have advantage on saves against spells or effects that would alter your form.
## Epic Boon 
20th-Level Witch Feature 
Your commitment to the witchs path grants you a powerful new ability. You gain one of the following epic boons:
- Spirit Avenger. As a bonus action, if you start your turn with no uses of your Hex feature remaining, you can recover a number of uses equal to your **WIS** modifier (minimum of 1). Once you use this feature, you cant do so again until you finish a long rest.
- Spirit Guardian. You gain a +1 bonus to saves for each active witch implement currently within 60 feet of you.
Spirit Keeper. When you are reduced to 0 HP or killed outright, you can instead release one of the spirits bound within one of your witch implements, causing it to revert to its nonmagical state. You then become conscious with a number of hit points equal to your witch level + your **CON** modifier.