Red witches work magic through the living pulse: blood, breath, warmth, and the stubborn will to survive. Their spells can mend wounds, mark a foe, or turn pain into force. In a fight, a red witch is a full spellcaster who trades a little raw versatility for short-rest spell recovery and ways to make magic feel intimate and consequential.
Full caster; flexible spellcaster, emergency healer, and marked-target support.
RWRed Witch
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d6
PrimaryIntelligenceConstitution
Features
20, levels 1 to 20
1Level 1, reached
Pulsecraft, Blooded Remedy
You gain spellcasting, Blooded Remedy, and the ability to recover some spell slots during a short rest. You learn three cantrips from the sorcerer spell list and two 1st-level spells from the wizard spell list; Cure Wounds is added to that list for you. Use the standard 2024 full-caster spell-slot progression.
2Level 2
Red Offering
When you cast a spell using a spell slot, you can take necrotic damage equal to twice the slot’s level to add your spellcasting ability modifier to one damage roll or one healing roll of that spell. This damage cannot be reduced or prevented.
3Level 3
Red Witch Tradition
Choose a Red Witch Tradition. Your tradition grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Witchmark
Once per turn when a creature fails a saving throw against one of your spells, you can mark it with a visible crimson sigil until the end of your next turn. The next time you or an ally hits it, the attacker deals extra necrotic damage equal to your proficiency bonus.
6Level 6
Tradition Feature
Your tradition grants you a feature.
7Level 7
Merciful Pulse
You can cast Cure Wounds without expending a spell slot a number of times equal to your proficiency bonus per long rest, using a spell slot level no higher than 2nd. You can still cast it normally with spell slots.
8Level 8
Ability Score Improvement
9Level 9
Crimson Reserve
When you use Red Offering, you can also gain Temporary Hit Points equal to your proficiency bonus.
10Level 10
Tradition Feature
Your tradition grants you a feature.
11Level 11
Second Wind of Blood
When you roll Initiative and have no uses of Blooded Remedy remaining, you regain one use.
12Level 12
Ability Score Improvement
13Level 13
Shared Vitality
When you use Blooded Remedy, choose one creature you can see within 30 feet. It gains Temporary Hit Points equal to your proficiency bonus.
14Level 14
Tradition Feature
Your tradition grants you a feature.
15Level 15
Redirection
When a creature bearing your Witchmark takes damage from you or an ally, you can use your Reaction to reduce that damage by an amount equal to your spellcasting ability modifier, then deal that much necrotic damage to the marked creature. Once used, this feature recharges on a short or long rest.
16Level 16
Ability Score Improvement
17Level 17
Deep Pulse
When you use Red Offering, its extra damage or healing equals twice your spellcasting ability modifier instead of your modifier. You can use Red Offering without taking damage once per long rest.
18Level 18
Heart’s Return
When you roll Initiative, you regain one expended spell slot of 3rd level or lower. Once you regain a slot this way, you can’t do so again until you finish a long rest.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify. You also gain an Epic Boon feat or another feat for which you qualify.
20Level 20
Unbroken Heart
Once per long rest, when you would drop to 0 Hit Points but aren’t killed outright, you can drop to 1 Hit Point instead and immediately cast a spell of 5th level or lower that you have prepared, without expending a spell slot. The spell must have a casting time of an action or bonus action.
Core traits
Hit die
d6
Primary
IntelligenceConstitution
Saves
IntelligenceWisdom
Hit pointsHit Die: d6 per Red Witch level. Hit Points at 1st Level: 6 + your Constitution modifier. Hit Points at Higher Levels: (or 4) + your Constitution modifier per Red Witch level after 1st.
DefensesHit Points: d6 Hit Die. Armor: Light armor.
ArmorLight armor.
WeaponsSimple weapons.
ToolsHerbalism kit. Choose two skills from Arcana, Insight, Investigation, Medicine, Nature, Persuasion, and Religion.
ResourceSpell slots, recovered at a short rest by Blooded Remedy; limited uses of Red Offering’s risk-for-power exchange.
MulticlassingPrerequisite: Intelligence 13. When you multiclass into Red Witch, you gain light armor proficiency. Spell slots follow the multiclass spellcaster rules; Blooded Remedy and Red Offering use Red Witch levels only.
Spells and options
1st-level spells
2nd-level spells
3rd-level spells
4th-level spells
5th-level spells
Subclasses
3
Hearth-Mender
Keep the living whole, whatever the cost.
3: A healing-focused rite that improves Blooded Remedy’s recovery.
6: Share a protective ward with a creature you heal.
10: Restore an ally from a grave condition with a costly reaction.
14: A powerful area remedy that can turn a battle’s tide.
Thorn-Curse
Every wound has a name, and every name can be called.
3: Bind a Witchmark to a foe and exploit its weakness.
6: Turn a marked enemy’s pain into defensive magic.
10: Spread a curse when a marked creature falls.
14: Make your most dangerous maledictions difficult to escape.
Candle-Seer
Read the living future by the light of a single flame.
3: Shape a protective familiar charm from a small keepsake.
6: Use your charm to scout or deliver a touch spell.
10: Deflect a hostile spell with a practiced counter-rite.
14: Surround allies with a ward that punishes attackers.
Playing one
What it is
Red witches work magic through the living pulse: blood, breath, warmth, and the stubborn will to survive.
Their spells can mend wounds, mark a foe, or turn pain into force. In a fight, a red witch is a full spellcaster who trades a little raw versatility for short-rest spell recovery and ways to make magic feel intimate and consequential.
How to play one
You play as a full caster with broad wizard-list preparation and sorcerer-list cantrips.
Use short-rest recovery to keep your spell resources active across an adventuring day, and choose carefully when Red Offering’s self-inflicted damage is worth the boost. Witchmark rewards coordination: set up an enemy for an ally’s hit, then shift between control, healing, and damage.
Make one
Personality
I notice who is hurting before I notice who is important.
Ideal
Care: Power is justified when it keeps people alive.
Bond
I keep a promise to the person whose blood first awakened my magic.
Flaw
I mistake suffering for proof that a choice was worthwhile.
Quirk
Counts a person’s pulse when thinking.
Personality
I notice who is hurting before I notice who is important.
I speak plainly about death, but gently about fear.
I collect small tokens from places where someone survived against the odds.
I prefer practical questions to grand declarations.
Ideals
Care: Power is justified when it keeps people alive.
Agency: No one should be forced to pay a price they did not choose.
Truth: Every wound, bargain, and spell leaves evidence worth reading.
Bonds
I keep a promise to the person whose blood first awakened my magic.
My community trusts me with its most dangerous secrets.
I carry a charm made by someone I could not save.
Flaws
I mistake suffering for proof that a choice was worthwhile.
I keep secrets even when honesty would be kinder.
I am tempted to treat people as problems I can fix.
When afraid, I reach for a dangerous spell before asking for help.
Quirks
Counts a person’s pulse when thinking.
Ties red thread around objects they want to remember.
Warms their hands over a candle before casting.
Asks permission before touching an injured person.
Leaves a little food or clean water beside places of grief.
In the world
Training
Red witches usually learn through apprenticeship, family tradition, or a desperate first act of magic.
Initiation may involve tending a stranger through the night, making a vow over a shared pulse, and learning to distinguish a healing cost from a needless sacrifice.
How others see them
People often welcome a red witch when illness or injury strikes, then grow uneasy when they see the witch’s blood-price magic.
Some communities treat them as folk healers; others suspect curses, forbidden rites, or dangerous bargains.
Famous practitioners
Red WitchMara VennA battlefield healer remembered for walking unarmed through a rout and bringing both armies’ wounded back to life.
Red WitchTallow-Sister IlyraAn infamous court advisor who read political fortunes in the pulse of a monarch’s wrist.
Factions
The Hearthblood Compact
A loose network of village practitioners who exchange remedies, shelter fugitives, and investigate unnatural sickness.
The Scarlet Field
A secretive circle of battlefield witches who study how to preserve life amid mass casualties.
The Red Thread Society
An urban association of licensed charm-makers, midwives, and curse-breakers that negotiates with city authorities.
Regions
The Briar Marches
Remote farmsteads and market villages where healers are valued but their more frightening rites remain private.
The Sable Coast
A storm-battered coast whose midwives and sailors preserve old blood-charms against illness and drowning.
The Cinder Cities
Dense city wards where licensed practitioners tend the poor and unlicensed witches work behind shuttered doors.
Character hooks
A village healer, you discovered that your remedies work best when you speak to the blood beneath the skin.
You inherited a book of spells written in your ancestor’s marginal notes—and their warnings.
You escaped a royal physician’s laboratory with a stolen cure and a price on your head.
You are the last practitioner of a tradition outlawed after a disaster you did not cause.
A spirit bound to your family’s hearth taught you the first words of witchcraft.
You seek the source of a plague that bears the unmistakable mark of your own magic.
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