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aliases:

  • Green Magic
    created: 2026-03-09T12:15:33.930-04:00
    modified: 2026-03-09T12:15:33.930-04:00
    published: 2026-03-09T12:15:33.930-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/witch/green
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Green Magic

Witch: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Green Magic
4th+2
5th+3
6th+3Twin Familiar
7th+3
8th+3
9th+4
10th+4Vital Nourishment
11th+4
12th+4
13th+5
14th+5Sacrificial Familiar
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Wield Nature and an Empowered Familiar

Plants, nature, and things that grow are the domain of Green Magic. Normally a branch of arcana championed by Druids, some Witches have a close tie to the powers of Green Magic and can coax plants and animals to do their bidding.

Subclass Features

Green Magic Spells (Level 3)

When you reach a Witch level specified in the Green Magic Spells table, you thereafter always have the listed spells prepared.

Green Magic Spells

Elder Tongue (Level 3)

You can cast Speak with Animals without a spell slot.

Primal Ally (Level 3)

You add three times your Witch level, instead of twice your Witch level, to your familiar’s Hit Point maximum.

Twin Familiar (Level 6)

When you summon your familiar, you can divide its spirit into two bodies. When summoned in this way, your familiar is two identical creatures that share a single pool of Hit Points. Your twin familiars act on subsequent turns. You can use your Quick Attack twice on the same turn, using an action to command one twin and a Bonus Action to command the other. A spell or feature that targets or dismisses your familiar affects both twins.

Vital Nourishment (Level 10)

You exude an aura of Green Magic that restores and reinvigorates life around you. When you finish a Long Rest, plant life within 120 feet of where you finished your Long Rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.

Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain Temporary Hit Points equal to your Witch level + your Charisma modifier. You can also end one of the following conditions affecting each creature: Blinded, Deafened, Paralyzed, or Poisoned.

Sacrificial Familiar (Level 14)

Whenever you are targeted by an attack while your familiar is within 5 feet of you, you can take a Reaction to command it to dive in the way of the attack, causing the attack to target your familiar instead.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.