Natalia Gorbovna
Female human Witch 10
Str -1 Dex 2 Con 3 Int 0 Wis 5 Cha 3
HP 73 AC 12 Speed 30
Saves: Con, Wis
Skills
- Deception +8
- Medicine +10
- Perception +10
- Stealth +8
- Sympathy +10
Talents
- Felicity
- You can [[Detect Magic]] at will.
- Whenever you spend Mana, you enter a state of mild euphoria, healing you for 1 HP per Mana spent, and granting advantage to any pain-based effects for one minute.
- Frost Witch
- You gain access to the [[Frost]] sphere. Additionally, you are resistant to frost damage, because the cold never bothered you anyway.
- Congeniality: any hostile magic that distinguishes between friend and foe has a 50% chance to consider you a "friend".
Powers
Cantrips
- Drain Life: std action, touch; you sap the target's life force, inflicting medium necrotic damage. You gain the same amount as temporary Hit Points (expiring after 5 rounds if not used).
- Infection: std action, touch; you infect subject with a chosen disease. Diseases last 3 rounds (4 at level 5, 5 at level 10, etc). Blood Boil: subject suffers light fire damage per round, and when struck for physical damage, causes a burst 1 inflicting light fire damage to enemies. Frost Fever: subject suffers light cold damage per round, and is chilled (-50% movement). Shadow Plague: subject suffers light necrotic damage per round, and has disadvantage to damage rolls.
- Let Blood: As a swift action, you let your own blood, suffering 5 internal damage and gaining 1 Mana.
- At level 5, you may suffer 10 to gain 2; level 10, 15 hp 3 mana, etc.
- Alternate use: you splatter your blood in a burst 2 within 30-ft. It lands on the ground. Could be useful.
- Ray of Frost: At-will, std, range 10; inflicts medium cold damage, plus chilled (50% movement reduction), Con ends.
First-level
- Animorph: swift, range 10; subject becomes a harmless animal. Con ends, damage ends.
- Burning Blood: Std, circle 2, 30-ft range, concentration; targeted blood bursts into flame. Anyone standing in the area of burning blood suffers medium fire damage when the spell is cast, and again on turn start, as long as the spell lasts and they remain inside. (Assume that any time a creature with blood takes non-internal damage, they leave some blood in the square they currently occupy).
- Alternate use: ignite a bloodied weapon, such that it causes medium fire damage in addition to normal damage. Alternate use: target a single creature with blood; they suffer light fire damage on turn start, and each time they are struck for non-internal damage, they suffer light fire damage as flames erupt from their wounds.
- Drain Main: std action, touch; you drain 1d4+1 Mana from the subject, gaining the same as temporary Mana to be used within 5 rounds. At level 5, drains 1d6+2; at level 10, 1d8+3, etc.
- Alternate use: can use against an existing spell effect. If spell's Mana cost is equal to your drain limit or less, you end the spell while gaining the (temporary) Mana. If its Mana cost is less than twice your maximum, you halve its effectiveness (half damage or healing, subjects have advantage to save against it, etc); doing this twice will end the spell. If its Mana cost is higher still, you cannot affect it. Note that this spell does not confer immunity to the touched spell's effect, so touching a Wall of Fire might be a bad idea.
- Transfusion: swift, touch; you transfer your HP into subject (not to exceed their maximum). You may also expend 1 Mana to add +5 HP (stackable).
- Frost Armor: Costs 1 mana, swift, 1 hour; you gain medium armor (AC 15 + Dex), and when attackers strike you in melee they are chilled (Con ends).
- Reanimate: 1 action, 60-ft, V/S, 5 rounds; you animate one or more recently-dead (within the last hour) corpses (of humanoids or animals). The cost is 1 Mana per creature animated. You may control a maximum of 1 + 1 per 2 levels as a bonus action (60-ft range, language-dependent); any others act on your last command, or, lacking such command, act as crazed, starved, wild animals might. The traits of the animated dead are:
- Undead: immune to death effects, energy drain, etc. Cannot be healed as living creatures would. Vulnerable to abilities that affect undead specifically.
- Clumsy: -2 to Dex and movement speed.
- Stupid: Int set to 5. They are barely able to understand the simplest of spoken commands, with the aid of gestures and nonverbal communication. They lose any spellcasting abilities, skills, feats, class features, and proficiencies. If wielding martial weapons, they are disadvantaged on attack rolls (but are fine with simple weapons).
- Doomed: At the end of the duration of the spell, they die once more, and cannot be raised again with Reanimate.
Second-level
- Frost Bolt: Costs 2 mana, std, range 20; inflicts medium cold damage plus chilled (Con ends), or, if target is already chilled, inflicts heavy cold damage.
- Shatter: All of your spells which cause ''chilled'' critically hit on a roll of 15-20 when striking a creature who is already chilled, or 10-20 if ''rooted''.
- Spectral Hand: swift, concentration; a ghostly duplicate of your own hand emerges from it. Thereafter, once/rd, as a free action, you can direct it to move anywhere within 60 feet. If it touches a living creature, it inflicts medium necrotic damage. Alternatively, you may use the hand to deliver touch-range spells. The hand has 1 Hit Point, but is incorporeal and invulnerable to all damage types except Radiant.
Third-level
- Frost Block: Costs 3 mana, swift, range 10; subject is encased in a block of ice, unable to act, but also invulnerable. The block of ice has Hit Points equal to a heavy damage roll, and is resistant to all forms of damage, except it is vulnerable to fire and immune to poison, disease, and cold. The block lasts until destroyed, or until you end the spell as a free action, or after 3 rounds. Subject emerges a bit chilly, but unharmed.
- Necrosis: swift, 60-ft, concentration; subject grows an additional limb, which appears withered and monstrous. It is technically undead, feeding off their life energy, but acting under your control. Once per turn, as a free action, you can direct the necrosis' actions (if it is within 60 ft at the time). It has all the same abilities as the host, within reason (for instance, it could cast one of the hosts' spells, but it couldn't attack with the host's sword if said sword was in another hand (although it could grapple with said hand)).
- Drain Soul: std, range 10; you extract a portion of the subject's soul, forming it into a glowing, black crystal called a Soul Shard. Choose one of the following:
- Fetish: you drain one of the subject's ability scores. They suffer disadvantage to checks with that score while you possess the shard, and, you gain advantage in turn. Lasts up to 24 hours.
- Phylactery: you use the soul fragment as the component for a phylactery (see Create Phylactery).
- Steal Ability: you gain access to a single chosen power, maneuver, or skill that the subject possesses, while you retain the shard. You must be high enough level to use the ability. Lasts up to 24 hours.
- Reactive Frost Block (upgrade): You may cast Frost Block on yourself as a reaction.
- Create Undead: as Reanimate, but not so clumsy, stupid, or doomed. TBD
Fourth-level
- Wall of Ice: Costs 4 mana, swift, range 20, wall 1/level, concentration; 20-ft high wall of ice blocks line of sight and effect. Each 5-ft wide section has HP equal to a heavy damage roll, and the same resistances as Frost Block. Destroying one section does not destroy the whole wall, and in fact, the destroyed section reforms one turn later.
- Frost Barrier: Your Frost Armor also grants Ablation 10% with 1 charge per round. (When suffering damage, you can choose to suffer 10% of your max HP instead of the damage)
- Anti-Magic Touch: swift, touch, sustain 1; touched creature or object is wreathed in anti-magic, nullifying all magic affecting or originating from them while it is active. Field lasts for 1 round, but you can sustain it by continuing to expend Mana (1 per turn).
- Ironguard: swift action, concentration; you become immune to metal weapons. They simply pass through you, as if they were made of nothing at all. Has no effect on wooden or glass weapons.
Fifth-level
- Frost Bomb: Costs 5 mana, std, range 20, circle 4; on the start of your next turn, every creature and object in the area is frozen solid, suffering heavy cold damage each round (Con ends), then chilled (Con ends).
- Frozen Blood: Costs 5 mana, immediate, concentration; your blood ceases to flow. You may act normally even if you have no Hit Points. Keep track of all damage you suffer, though, because as soon as this spell ends, you suffer all the normal effects of that damage (unless healed).
- Grudge: Costs 5 mana, std, range 20; subject suffers internal necrotic damage equal to all damage subject has inflicted upon you in the last 10 rounds. Damage which you avoid, mitigate, or resist does not count, though damage to which you are immune does count. If you suffer an instant-death effect, that counts as 100% of your max hp.
Rituals
Rank 1
- Command Undead: At-will, swift, short range; you dominate targeted undead creature (Will ends, 3 strike rule, 10% penalty per failure). May slot reserve to bind until sunrise.
- Reversed: At-will, swift, short range; you release targeted undead creature from the domination of another. Subject is allowed 3 Will saves to end domination, only 1 success if needed. If all 3 fail, subject cannot be freed by this ritual until after sunrise.
- Death Sight: At-will, concentration; you see through the eyes of an undead minion under your control, and establish a telepathic link through which you may command it; max range 1 mile/level.
- Reversed: Recharge 33%, swift, medium range; subject undead is blinded (Fort ends). Evoke Flame: Free, medium range; targeted blood, freshly spilled within last 3 rounds, burst into flames, providing heat and light and igniting flammable objects as normal. Blood burns as long as you remain in long range, or until the sun rises.
- Reversed: Free; you suffer medium physical damage, letting your blood flow, which you then cast in a short cone. Any fires in the area, natural or otherwise, are immediately quenched.
- Create Phylactery: 10 minutes, reagent cost (1 sp plus a sympathetic component); you create a phylactery: being an object that uses sympathetic magic to create a thaumaturgical connection to another creature. The key ingredient is a sympathetic component, such as blood, hair, or even a prized possession. The object's composition does not matter much; usually, it is a simple doll. The phylactery allows the following uses:
- Locate Creature: at-will; as you concentrate, you sense the direction of the creature, and the rough distance (1 yard, 10 yards, 100 yards, 1 mile, 10 miles, 100 miles, etc).
- Spirit Link: at-will; you create a mental link to the creature. You may speak to the subject through that creature. You perceive the subject and its most immediate surroundings (a few feet). Lasts as long as you concentrate.
- Transmit Weal or Woe: at-will; you may cast a spell or use a physical attack against the doll. This transmits the effect of the spell or attack to the subject, over any distance, bypassing all wards. Each such attack has a 25% chance of destroying the doll permanently.
- Recall Spirit: 1 minute cast, concentration, subject must be dead; you conjure the creature's spirit, allowing communication. If unwilling to cooperate, you may force the subject spirit to answer questions (Will ends effect, one save per question). Destroys phylactery.
- Steal Visage: 1 minute cast, reserve; you take the form of subject, down to the most minute detail. You know important knowledge the subject would know, such as the names and faces of his close companions. To recall an important detail, such as a secret only he would know, when prompted for it, you may force it from the phylactery (Will ends; a passed save means you can conjure no more secrets this casting). Destroys phylactery.
Rank 2
- Death and Rebirth: 10 minutes, reagent (1 living creature of the same type as the subject, e.g. "natural humanoid"); you sacrifice a living creature, and use its passing to resurrect a subject who has been dead for up to 1 day/level.
- Reversed: Dead subject quickly decays into dust; in a radius around the subject, verdant life springs forth from the ground, in full bloom. Radius is based on the level of subject (10 yards for minor creatures, otherwise 100 yards per level). Optionally, subject's bones remain.
Rank 3
- Create Hearthstone: 10 minutes, reagent (a stone from the destination hearth, plus 10 gp); you create a stone which allows you to teleport to the destination hearth. A hearthstone has a 1 hour cooldown.
- Reversed: 10 minutes, reagent (one hearthstone); you destroy the hearthstone, and the hearth to which it is meant to teleport its user, negating the function of any other hearthstones connected to it.
- Create Greater Phylactery: 1 hour, reagent cost (1 gp plus a strong sympathetic component); as Create Phylactery, but requires the strongest of sympathetic components, such as a vial of fresh blood (no more than 5 minutes exposed at start of ritual) or a portion of subject's soul. Allows all uses of a standard phylactery, plus:
- Transmit Weal or Woe: same as normal, except phylactery can suffer 5 "hits" before being destroyed.
- Steal Visage: same as normal, but does not destroy phylactery.
- Steal Spell: at-will; you may cast a spell that the subject knows, as if you knew it.
- Magnify Harm: constant; any harm you inflict upon subject directly (not through Transmit Weal or Woe) is increased in effectiveness by 50%.
- Domination: at-will, concentration; you may control subject's actions (Contest of Wills).
Equipment
Cloak of Night
Very rare magic item
This sheer, pitch-black hooded cloak is cool to the touch, and so dark it seems to fade from existence outside the brightest conditions.
- Shadowmeld: when standing in shadows, you are invisible until you take a hostile action.
- Shadow form: at will, free, must be in dimness or darkness; you gain resistance to physical damage, but cannot inflict it yourself.
- Disperse: once/day, immediate interrupt; you become incorporeal for 1 round.
Alicorn of Bad Intentions
Rare magic item
Ebony athame, carved into the shape of a unicorn horn, used a casting implement (similar to a wand). Special powers:
- Once per day, inflicts all diseases you can inflict with Infection by touch.
- Once per day, inflicts 3d12+10 necrotic damage to a creature by touch, and heals you the same amount.
Hat of Storage
Uncommon magic item
Floppy, black witch's hat. Can store up to 100 pounds of gear in extradimensional space.
Basics
- Witch outfit
- Spell component pouch
- Trail rations
- Waterskin
- Walking staff
- Silver athame
- Phylactery creation kit