Witch

Hit Points

 * Hit Dice: 1d8 per level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 + your Constitution modifier

Proficiency

 * Armor: Light Armor
 * Weapons: Simple melee weapons
 * Tools: Celestial Items
 * Saving Throws: Wisdom, Charisma
 * Skills: Choose three from Arcana, Deception, Investigation, Nature, Perception, Religion, and Survival

Equipment

 * (a) quarterstaff or (b) a simple melee weapon
 * (a) leather (b) padded or (c) studded leather
 * (a) Eye of Truth (b) Demon's Horn or (c) Angel's Feather
 * An explorer's pack.

Witch's Pact
At 1st level, you choose one of the following Demons or Celestial to serve:
 * Eve, The Vast
 * Rakdos, The Grim
 * Brol'gamal, The Horde
 * Conah, The Forever

Pact Weapon
At 2nd level, you gain a Pact Weapon from your Patron. The weapon is of your choice and you gain a proficiency with that weapon. No one else is allowed to use your Pact Weapon, and appears from a certain item such as a handle, ring, or some sort of item no longer, wider, or thicker than five feet.

The appearance of the Pact Weapon depends on your Patron, which the DM can help describe.

The abilities your Pact Weapon grant are as listed as below:
 * Eve: If you kill a creature with your Pact Weapon, you may gain 1 + your level halved, rounded down + your Wisdom modifier in temporary HP. You may use this feature once per short or long rest.
 * Rakdos: If you killed a creature with your Pact Weapon that has damaged you in the past hour, you may roll a 1d6 and add that number to any damage roll you make. You may use this feature once per short or long rest.
 * Brol'gamal: If you kill a humanoid creature that you can disguise as with your Pact Weapon, you can disguise yourself as that creature, add that identity to your Personality List, and do not have to study them to disguise yourself as that creature. You may use this once per short or long rest.
 * Cenah: If you kill a creature with your Pact Weapon, you can steal one of their Features up to level 3 or if they have a CR rating less than 1 and use that said feature once before it disappears. You may use this once per short or long rest.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Witch's Curse
At 5th level, you are able to imbue a Curse onto a hostile creature that you can see and is within a 60 foot radius. This curse is removed once you take damage, the creature moves out of this range, or when you become unconscious. After adding the Curse, you can add one of the following effects: You may only Curse 1 creature at a time and may use this feature three times before a long rest is needed.
 * You have advantage on saving throws that the creature makes against you.
 * You have advantage on attack rolls against this creature.
 * The creature has disadvantage on attack rolls against you or an ally of your choice.
 * The creature has disadvantage on Charisma and Wisdom saving throws.

Pact Magic
At 7th level, you may choose one of the following spells once you meet the level requirement:
 * Armor of Shadows: You may cast Armor on yourself that gives you 10 temporary hit points. Whenever an enemy rolls for damage against you, the number of temporary hit points you subtract is the amount of damage that creature takes. You also gain advantage on Stealth checks whenever you are not in sunlight. This armor disappears after the temporary hit points are reduced to 0, if you are in sunlight for more than 1 minute, or you become incapacitated. You may use this once per long rest.
 * Beast Speech: You can speak to friendly animals.
 * Beguiling Influence: You can a proficiency in Persuasion and Deception.
 * Darkvision: For 1 minute, you can see in dim light as if it was bright light and darkness as if it was dim light in a 60 foot radius. You may use this three times per long rest.
 * Eyes of The Forever: You can read all languages and learn to speak them twice as fast.
 * Mask of Mirrors: You may disguise yourself as any person for 1 hour. Any creatures are able to make a roll against your passive Deception and see through your disguise on a succession.

Mystic Item
At 10th level, your Patron grants you a item unknown to the material plane. Your Patron decides what Mystic Item you gain. You may only use this feature once per long rest.
 * Mind of The Forgotten: You gain knowledge about all Celestial and Demons for 1 minute and have an advantage on Wisdom, Intelligence, and Charisma rolls against those creatures. You must have Eve as your Patron to gain this.
 * Soul of The Damned: Your Curse is able to Restrain a creature if they fail a Wisdom saving throw against your passive Deception. You must have Rakdos as your Patron to gain this.
 * Triple Faced Mask: You are able to disguise yourself as any person for 1 hour. You may change your height by 1 foot, your weight by 50 pounds, and your voice to go to any pitch, but not tone. Your hair is able to grow or shorten by 5 inches, and any facial features are able to be changed with moderation. You choose three individuals by changing these features and you may switch to any three of them at any point until that 1 hour is up. You must have Brol'gamal as your Patron to gain this.
 * Whispering Voices: You have advantages on Perception, Insight, and Investigation checks. You must have Conah as your Patron it gain this.

Witch's Blessing
At 14th level, whenever you reduce a creature's hit points to 0, you gain temporary hit points equal to your Wisdom or Charisma modifier + your level.

Additional Witch's Curse
At 17th level, you are able to add one more additional feature whenever you Curse a creature.

Pact of The Vast
At 1st level, all Wisdom skills you have a proficiency with gains double proficiency and all Wisdom skills you don't have a proficiency with gain a bonus equal to your proficiency bonus halved, rounded down.

Curse of The Loyal
At 3rd level, Eve may command you to do any of the following chores at any given time: If you succeed on the given chore, you gain amount of gold equal to your Wisdom modifier + your level. If failed, you reduce your maximum hit points to half of their original, rounded down for 1 day.
 * Attempt to infect an ally with the Celestial Virus
 * Attempt to bring an ally to The Church or The Warp for a ritual.
 * Attempt to kill an enemy using your Pact Weapon.
 * Attempt to steal a valuable from one of your allies.

The Warp's Nightmare
At 9th level, after killing a creature, you may send their soul to The Void as a sacrifice to Eve. Their soul will be forever tormented, but Eve will give you less Chores and will give you temporary hit points at the start of combat that is equal to your Wisdom modifier + your initiative bonus for 7 days.

Loyal Sheep
At 17th level, you may pray to Eve 3 times a day and accept 1 chore that you must complete within an hour. If both this requirements are met, you gain double proficiency with all Wisdom checks for 1 day.

Final Wish
At 20th level, once your hit points are reduced to 0, all creatures in a 30 foot radius must make a Wisdom saving throw against your AC. If failed, they become infected with the Celestial Virus. If you infect three or more people, you are instantly brought back up to 1 hit point and gain temporary hit points equal to your Wisdom modifier + your level halved + 5 after each person after the third.

Pact of The Grim
At 1st level, whenever you make a critical against a creature, you may add a 1d6 to the damage. You may use this feature once per short or long rest.

Curse of The Bloodlust
At 3rd level, whenever a creature deals damage to you, you are forced to kill them before 1 hour. If succeeded, you gain an Inspiration Point. If that creature runs away or another player kills it, you reduce your maximum hit points by half rounded down by 1 hour and whenever you roll for damage, you roll a 1d6 and reduce that amount by the number rolled for 1 hour.

Rakdos's Blessing
At 9th level, after you take a short or long rest, you may choose to gain a resistance against fire, cold, or acid until you take another short or long rest. Magical weapons ignore these resistances.

Boiling Blood
At 17th level, you may sacrifice three creatures who have done wrong to you in the past 25 days. If all sacrifices are made in 7 days, you may roll a 2d8 and add that number to any damage roll you make for 1 day.

Explosive Outburst
At 20th level, whenever a creature deals damage to you, rolling a 19 or a 20 is considered a critical for 1 hour. In addition, you deal an additional 3d6 damage to the creature who dealt damage to you and you ignore their resistances for 1 hour. You may use this feature three times before a sacrifice to Rakdos must be made.

Pact of The Horde
At 1st level, you can add a bonus to any Charisma check you make that is equal to your Charisma modifier + your level halved after level 1, rounded down. You may use this feature three times before a short or long rest is needed.

Curse of Many Faces
At 3rd level, whenever you disguise yourself or make another identity, you add this said person to your Personality List. At random times, the DM may roll a percentile die, and if it is equal to or less than the number of creatures you have disguised yourself as, the DM chooses at random what disguise, and you will be forced as them for 1 hour.

Mirrored Gifts
At 9th level, you may roll a Charisma saving throw against any creature that rolls an insight check against your passive Deception. If succeeded, that creature does not see through your disguise and cannot make another investigation check for 1 hour.

Personality Sacrifices
At 17th level, you may give up 1 disguise off of your Personality List and spend 15 gold pieces to gain double proficiency to all Charisma checks for 1 hour and Pact of The Horde increases to 5 uses until a short or long rest is needed for 1 day.

A Demon's Assistance
At 20th level, you are able make a sacrifice to your Patron and you gain advantages on all Charisma checks for 1 day. In addition, creatures are unable to make an Insight check against your disguises for 1 day.

Pact of Knowledge
At 1st level, you gain an advantage on Wisdom and Charisma rolls made against Demons and/or Celestial.

Curse of Madness
At 3rd level, if you were to make a Wisdom or Charisma check against a Demon or Celestial, roll a percentile die. If you roll a number that is equal or less than your level + your Wisdom modifier + your Charisma modifier, you decrease either your Wisdom or Charisma attribute by 1 point for 1 day.

Scroll of Nothing
At 9th level, you are gifted an empty Scroll. With this Scroll, you are able to steal the features of others after seeing that feature be used once and studying it for 1 hour or longer. Once that feature is stolen, it can be used by you at any time once per long rest.

Truth Purge
At 17th level, you may give up one feature that is on your Scroll of Nothing. As a reward, your Patron will grant you a bonus to Wisdom and Charisma skills that is equal to the corresponding attribute's modifier + your level for 1 day whenever you make a roll for one of those skills.

Stolen Knowledge
At 20th level, you may give up all features that is on your Scroll of Nothing and choose a creature. You replace all of the purged features with that creature's up to level 15. You may use this once per 7 days.