Masters of craft magic, these spellcasters walk the line between druids and wizards, and shape magic into the tools and art they create through arcane imbuements. Become a master of herblore and blood bindings, a seer who unspools the future, a malevolent caster of destructive forces, a summoner with a powerful familiar bound to service, or a weaver of light, illusion, and glamour. Become a master of ritual. Become a Witch.
For anyone who likes the natural spells of a druid, the arcane rituals of the wizard, and the old prepared-spell system of 3.5e. This class is meant for people playing characters who like ritual magic, craft magic, planning things out, and preparing specific imbuements (more powerful versions of spells, and certain unique abilities) over their short and long rests.
This class is a team player and a plotter, but if you want to compete with a cleric for healing, go hedge witch, and if you want to compete with a wizard or sorcerer for damage, go Maleficent. Each of the subclasses brings with it a niche that allows the Witch to fill a specific role in a party's composition - and be a lot of fun for the person playing them!
- from the publisher's blurb