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You could make the same argument about paladin, ranger, or druid, not to mention necromancer, assassin, or cavalier.

No, males in the real world who consider themselves witches are much more offended by being called a warlock, and it s negative meaning, whether the modern meaning was once historically not accurate. As for Witch, you have to deal with the stereotype that only females can be witches, so in the early days of D D, when the vast majority of players were male, of course a Witch class failed.

Witchcraft class in Dungeons and Dragons 5e

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Witch Class

Witches are usually (but not always) women that specialize in ancient natural magic to heal, charm, or harm their enemies and allies alike. Using their superior intellect and calling on a Familiar to assist them, they are capable of astonishing feats of magical prowess. While Witches have a reputation for being cruel and evil, many of them are quiet, benign, and helpful to those around them. In either case, they tend to be shunned by polite society because of their unusual connection to nature and the magic within.

Most witches will learn from an older, more experienced witch, often in a secluded part of nature where their unorthodox casting methods will go unnoticed. However, some witches learn on their own through careful study. In the world of Calypso, most witches gain formal training at the Arcanum, though the covens of dread and black magic are highly restricted.

Creating a Witch

When creating your Witch, consider how you acquired your power. Were you instructed by another witch? Or maybe you discovered your power through careful study and evaluation. Perhaps you discovered a long-lost tome that gave you the basics of natural magic. Or you could have a natural talent for bending the forces of nature to your will.

Quick Build

You can build a Witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Outlander background.

Class Features

As a Witch, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Witch Level

Hit points at 1st level: 6 + your Constitution modifier

Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Witch level after first.

Proficiencies

Armor: None

Weapons: Simple weapons

Tools: Alchemist’s Tools

Saving Throws: Intelligence; Wisdom

Skills: Choose two from Arcana, Deception, Medicine, Nature, Perception, and Survival.

Multiclass: Simple weapons; Witches
require a score of 13 Intelligence.

Equipment

You start with the following equipment,
in addition to the equipment granted by your background:

  • (a) a quarterstaff, or (b) a dagger
  • (a) a component pouch or (b) a spellcasting focus
  • (a) a Dungeoneer’s pack or (b) an Explorer’s Pack

Spellcasting:

See chapter 10 for the general rules of spellcasting and chapter 11 for the witch spell list.

Cantrips At 1st level, you know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Witch spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Fog Cloud and have a 1st-level and a 2nd-level spell slot available, you can cast Fog Cloud using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Intelligence is your spellcasting ability for your witch spells, since the power of your magic relies on your ability to interpret and coerce the forces of nature. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your witch spells.

Ritual Casting

You can cast a Witch spell that you know as a ritual if that spell has the ritual tag.

Find Familiar

At 1st level, you gain the Find Familiar spell. This spell does not count against your total number of spells known.

Witch’s Coven

At 1st level, choose a magical specialization that you follow. You may choose Black Magic, Natural Magic, Dread Magic, or White Magic. Each specialization gives you features at 1st level, and again at 6th, 14th, and 18th level.

Coven Spells

Each Coven has a list of spells - Coven Spells - that you gain at the Witch levels noted in the Coven description. Once you gain a Coven spell, you always know it, and it doesn't count against your total number of spells known.

If you have a Coven spell that doesn't appear on the Witch spell list, the spell is nonetheless a Witch spell for you.

Craft Magic

In your study of natural magic, you have unearthed Craft Magics, fragments of knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain three Crafts of your choice. Your craft options are detailed at the end of the class description.

Additionally, when you gain a level in this class, you can choose one of the crafts you know and replace it with another craft of your choice.

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.

Improved Find Familiar

By 7th level, your control over your Familiar
improves. You may now cast Find Familiar as an action.
Your familiar gains a bonus to its AC equal to your proficiency bonus, and a bonus to its hit points equal to twice your Witch level.

Additionally, as an action, you may allow your familiar to use its reaction to deliver a spell with any range, instead of only those spells with a range of touch. Your familiar must be within 60 feet of you to cast a spell with a range other than touch. Calculate the range of the spell using the familiar’s position. All other rules for casting via your familiar still apply.

Empowered Magic

At 10th level, your Craft Magic is empowered. You learn 2 additional Crafts of your choice. Additionally, as an action you may use your knowledge of nature and its power to inscribe an object with a rune, phrase, sigil, or other similar effect. When you use this feature you may choose whether the inscription is visible or not, and how it can be seen if it is not visible. You may also choose how long the inscription lasts, or if it is permanent.

Masterful Concentration

At 20th level, for up to 1 minute you can maintain two 'concentration' spells at once, so long as both spells are Witch spells, and at least one of the spells is of 2nd level or lower. While concentrating on two spells in this manner, if you take damage you make one concentration save for both spells. This save is made at disadvantage, and if you fail the save you lose both spells. Once you use this feature, you must finish a long rest before you may use it again.

The warlock in D&D is a little different, though--it's much more offense-oriented, and is actually closer to the older idea of the witch as someone who made a pact with the devil. The idea of "potion-brewing, hexing, and toad-making" rural spellcaster, which could be good or evil, is more of a 'hedge mage', someone who lives in the country and doesn't have access to the complicated scholastic training of the wizard but does minor magics for (or against) their local community, has become somewhat separate. Somewhere between wizard and druid.
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