Witch Mage

Witch Mages manipulate the forces of misfortune to destabilize their foes. Their magic is rooted in twisted fate, ill omens, and subtle curses, interfering with luck and unraveling enemy confidence.


You specialize in disrupting opponents through cursed spells, fateful hexes, and debilitating misdirection. Whether sabotaging plans or turning fortune against your enemies, you thrive when chaos tilts the balance.

Witch Mage Features By Level

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Hexblood
1st Level Feature

Your innate connection to the hag’s magic doubles your Arcana proficiency bonus and grants you 60 feet of darkvision in both magical and nonmagical darkness.

In addition, you can cast the Disguise Self and Hex spells using this trait. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest, although you can also cast them using your spell slots.

Familiar’s Aid
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Familiar’s Aid
3rd Level Feature

You gain a small or tiny pet, which is a familiar as per the Find Familiar spell. Your familiar does not have a stat block and cannot interact physically with the environment, but gains extra tricks.

Your familiar can deliver your touch spells up to 30 feet away, and it can grant you or an ally a 1d4 bonus on one attack roll, ability check, or saving throw once per round.

Fate Twister
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Fate Twister
6th Level Feature
You learn the Silvery Barbs spell. It does not count against your number of spells known. You can cast Silvery Barbs without expending a spell slot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dark Familiar
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Dark Familiar
10th Level Feature
Your familiar grows stronger. It now has a range of 60 feet and you can make a spell attack as a bonus action dealing 2d8 + your spellcasting modifier necrotic damage on hit.

You can also use this as a reaction to make an opportunity attack on creatures who move within 60 feet of you.

Maledict
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Maledict
14th Level Feature
When you damage a creature, you can curse it to take additional damage. For 1 minute, the target takes an extra 1d6 damage whenever it takes damage.

The target must succeed on a Charisma saving throw at the start of its turn to end this effect. You can use this feature once per short rest.

Wretched Luck
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Wretched Luck
19th Level Feature
As an aura of misfortune surrounds you, all hostile creatures within 15 feet of you have disadvantage on their first attack roll or saving throw each round.

This radius increases to 60 feet while you are concentrating on a spell.