Witch
Attribute | Value |
---|---|
Hit Die | d6 |
HP/level | 4 |
Weapon Prof. | None |
Armor Prof. | None |
Saving Throws | Con, Wis |
Level | Max Vitae | Special Ability |
---|---|---|
1 | 3 | Witchcraft |
2 | 4 | |
3 | 4 | |
4 | 5 | |
5 | 5 | |
6 | 5 | |
7 | 6 | |
8 | 6 | |
9 | 6 | |
10 | 6 |
Level | Max Vitae | Special Ability |
---|---|---|
11 | 7 | |
12 | 7 | |
13 | 7 | |
14 | 7 | |
15 | 7 | |
16 | 8 | |
17 | 8 | |
18 | 8 | |
19 | 8 | |
20 | 8 |
Witchcraft
Traditions of witchcraft:
Everyone has:
- Cauldron
- Familiar
- Phylactery
Optional traditions:
- Blood
- Frost
- Black
- Mind
- Death
If you take Witch at level 1, you gain a tradition as a bonus feat. Otherwise, you must spend a Class Feat to gain one.
Spells Known
You know all spells in your traditions, and all universal Witch spells.
Powering Spells
Some spells require Vitae, a form of life energy that can be gathered through various means. Each tradition has a specific way to gather Vitae. All Vitae is the same; if you have more than one tradition, you may gather Vitae through any and all methods known to you, and spend it on any spells you know.
Universal Spells and Formulae
Cauldron
Brew Potion: Each day, you can create a number of potions, elixirs, or alchemical concoctions equal to your Witch level + your Wisdom modifier. Potions last 10 minutes unless otherwise specified.
Rank 1
- Healing Potion: Heal the imbiber for heavy damage.
- Growth Potion: Increase or decrease the imbiber's size by one category (your choice), lasting 10 minutes. (Increasing size grants a +4 size bonus to Str and Con, -2 penalty to Dex, -2 penalty to Dodge, -4 penalty to hit, and +4 bonus to Str-based damage; decreasing does the opposite).
- Sleep Potion: Puts imbiber to sleep for however long creatures of that type naturally sleep, unless awoken.
- Elixir of Longstrider
- Elixir of Thick Skin (+AC)
- Elixir of Animal Friendship
- Elixir of Woodland Stride
Rank 2
- Invisibility Potion: Daily, short rest; you create 1d3+2 potions which make the imbiber invisible until they take or inflict damage, or use a power that causes debilitating effects, or otherwise lasts 10 minutes.
- Love Potion: Imbiber falls in love with the first person they see after drinking (Wis ends, 3 strike rule, lasts until imbiber completes a long rest).
- Elixir of Nondetection
- Elixir of Darkvision
- Elixir of Water Breathing
Rank 3
- Speed Potion: Grants a bonus action of any type each round (std, swift, move, reaction) for 3 rds.
- Flying Potion: Grants a fly speed of 10 for 5 rounds.
Familiar
Figuring out how to level this up. Feats?
Phylactery
Divination
Various means of divining truth, seeing afar, or predicting the future, all powered by the Vitae of the one seeking the answer (not necessarily the witch).
Notes:
- Soulgaze?
- Detect Magic of some kind
- Mirrors / orbs / pools of water
Traditions
Anti-Magic
Anti-Magic is the tradition of drawing Vitae from other magicks. As such, it is well-suited to combating spellcasters.
Rank 1
- Absorb Magic
- Antimagic Aura
Rank 2
- Antimagic Zone
- Spellsteal
Rank 3
Blood
Blood Witches draw Vitae from living blood. The blood can belong to anyone, even themself.
Rank 1
- Burning Blood: set blood aflame
- Let Blood: loose your own blood to gain Vitae
- Transfusion: transfer HP by touch
Rank 2
- Hemokinesis: telekinetically control blood (suck it out of people, animate them, etc)
- Blood Bond: bond two creatures together by mixing their blood. Spells think both are the same target; freely share damage; know where the other is; etc.
- Frozen Blood
Rank 3
- Ironguard
Plague
Plague Witches draw Vitae from disease. By nature, disease is a life form that harms or kills to empower itself.
Rank 1
- Contagion
Rank 2
- Pestilence
Frost
Rank 1
- Name TBD: draw Vitae from the environment, making it colder; or draw Vitae from a creature by touch, causing cold damage.
- Frost Barrier: defend yourself with frost
- Frost Lance: attack with frost
Rank 2
- Wall of Ice
Black
Black Witches draw Vitae from the source: living creatures. This is considered the darkest tradition, and stains the Chroma of any witch who uses it
Rank 1
- Lifedrain
- Malevolence
Rank 2
- Drain Soul
- Grudge
Mind
There is vitality in emotion; powerful emotions can be tapped for Vitae.
Rank 1
- Emotion
- Mindfire: psychic damage, plus subject feels terrible pain and fear, which you harness as Vitae.
Rank 2
- Mind Control
- Veil
Death
Death Witches draw Vitae from the passing of life, as all living creatures emit their Vitae upon death. By taking control of Vitae during this transition, it is possible to animate the dead.
Rank 1
- Death Toll: reaction (or free action on your turn) to a creature dying in range; gain Vitae.
- Reanimation: use Vitae to animate a corpse under your control.
Rank 2
- Corpse Explosion
- Necrosis
- Hasten Death
White
The tradition of faith, sometimes called "White" magic, is one dedicated to respecting the laws of magic, and humbly asking for blessings, presumably in exchange for good deeds and strict adherence to a moral code. It does not require belief in a specific deity--only reverence for Magic itself, and its natural laws--although many worlds have goddesses of magic that fit this faith well.
Rank 1
- Blessing
- Supplication
Feats
- Felicity
- Improved Familiars