Orginally posted here: https://theotherside.timsbrannan.com/2020/10/dmsguild-witch-project-wonders-of-witch.html
This PDF is 50 pages (front and back covers, legal, 47 pages of content) and runs for $9.99.
It is light on art (save for a great cover) but high on design. It is a very attractive book to look at and super easy to read.
I have not talked about PDF bookmarks so far because there has never been a need; all the other pdfs have been small enough to not really need them. This PDF is larger and uses them. So another plus in their favor.
We open with a fiction section with Baba Yaga instructing a young Igwilv (sic) on the nature of magic and witchcraft. Seriously are you guys just flirting with me now? As someone that has spent a lot of time with both characters in my games, this one feels right. Canon accepted. Hell that cover could double as the young Iggwilv/Tasha really.
We start out with witch-related background details. There is the Dedicate, the Disciple, the Healer, the Hidden One, the Malefactor, and the Temptress (or Tempter). Each with associated Traits, Ideals, Bonds, and Flaws. Eight pages of this and I want to figure out a witch for each one.
Next is the Witch class proper. It is a full 20 levels with powers at many levels. The archetypes/subtypes/subclasses for this are known as Covens and they are Hag, Grey, Elemental, and White. Spellcasting ability is Charisma. This witch has spell slots like all casters, and a max number of spells known. Witches are Ritual casters and use arcane spell foci. So yeah, everything I want to see in a witch really.
Witches gain a power at 2nd level (Beguile) and then a "Witch Craft" at levels 3, 10 and 17. These function a bit like Hexes (Pathfinder) or Occult Powers (mine). There is a list to choose from and these are independent of coven.
The covens are nicely detailed. They are all written in a manner that immediately makes you realize that the authors could add any number of extra covens as their imagination sees fit. This is yet another positive aspect of this class. The covens also feel different enough and cover a wide variety of witchy archetypes.
Spell lists follow with the expected spells. There are also NEW SPELLS. This is the real gem of this book. There are 27 new spells here. They are truly new spells. There are some that will feel familiar, but many that are new.
For clerics there is a new "Black Magic" Domain.
We also get some new named covens. There is the Daughters of Twilight, dedicated to Shar (and a new spell). The Vistani get the Stravaneska Tasque, and a new spell. The Secret Shards dedicated to Selûne (and a new spell). The Sun Sisters, dedicated to the Goddess of the Sun. The Blood of the Green, witches of the forests. The Red Witches of Thay, a Lawful Good sect of witches in Thay! So six more new spells.
There are some Tools fo the Trade which covers many new magic items.
50 plot hooks for witch adventures.
A bit on the Mother Goddess in the Realms, or bringing the Witch Goddess to the Toril.
Finally a bestiary of witch related creatures. These are the: Brownie, Gallows Hag, Rune Hag, Weeping Hag, Gilt Hag, Severed Hag, Daughter of Darkness (!) Witch, and Witch High Priestess. They are organized by CR.
This really is a quality product. One of the best of the DMsGuidl Witches to be honest.