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, Familiar |
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 |
Witch
Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text.
Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text. Witchy flavor text.
Witchy flavor text. Witchy flavor text.
Witchcraft
You are able to cast spells.
- Spellcasting Skill
- You gain the Witchcraft skill (Wisdom based). This skill is used to target spells, set DCs, etc.
- Spell List
- The list of spells you can potentially learn is given below in the #Witch Spell List.
- Spell Knowledge
- You learn spells through study, and finalize that study by scribing spells in your #Book of Secrets.
- Each level of Witch grants 2 new spells of appropriate level (max level = your Witch level / 2, rounded up). This represents your ongoing study that occurs in the background as you adventure.
- If you take your first level of Witch at character level 1, you gain the Bonus Feat Book of Secrets, which grants an additional 2 spells known, as well as 2 cantrips known (see below).
- You may learn spells from others, whether through instruction, or by reading, comprehending, and transcribing spellbooks and spell scrolls. Rules TBD
- You always know all rituals of spell levels that you can cast.
- Mana
- Gain 2 Mana per Witch level.
- Unless otherwise specified, each spell costs 1 Mana per the spell's rank. Cantrips cost none.
- Cantrips
- You begin knowing 1 cantrips of your choice. Each time you gain new spell knowledge, you can select a cantrip instead.
- If you take your first level of Witch at character level 1, you gain the Bonus Feat Book of Secrets, which grants an additional 2 cantrips known, as well as 4 spells of rank 1.
Familiar
Short version:
- You have a familiar.
- It's a basic animal, such as a raven, toad, etc. Type has some mechanical implications.
- Much tougher than a normal animal
- Sympathetically linked to you
Basic abilities:
- Each round, as a free action, you can give it instructions if within range:
- Attack: rolls an attack on one target/rd, inflicting light damage
- Harry: annoy someone, necessitating concentration checks for spellcasting
- Gather: bring you a small item, including a sympathetic component (such as blood from last round's attack)
- Concentrate: concentrate on your spell (may require a feat)
- Proxy: deliver your touch spell
Special mechanics:
- Raven: can talk (and fly)
- Toad: poison, swim
- Rat: is a rat
- Cat: is a cat
Witch Spell List
Witch Schools:
- Alchemy
- Anti-Magic
- Blood
- Divination
- Frost
- Mysticism (divination, illusion, mentalism)
- Necromancy (Disease)
Possible reorg:
- ???
- Blood
- Mysticism
- Nature?
- Frost
- Green?
- ???
- Anti-Magic
- Necromancy
Take 2:
- ???
- Blood
- Transmutation
- Nature
- Frost
- Plants
- Mysticism
- Telepathy
- Divination
- Black Magic
- Anti-Magic
- Necromancy
Blood
Blood Cantrips
Assault
- Blood Burn: Std, ranged; you unleash the vital energy of blood.
- Can be used on a target who has suffered damage in the current encounter, causing fire damage based on how damaged they already are: if above 50% max HP, they suffer medium damage. If at 50% or below, they suffer heavy damage.
- Can be used on blood that has spilled on the ground, creating an area effect. TBD
Enhancement
- Let Blood: At-will, bonus; you let your own blood (using your athame), suffering light slashing damage (unavoidable), gaining 1 Mana. At rank 2, you may suffer 200% light damage to gain 2 Mana; etc.
Ritual
- 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.
Rank 1 Blood Spells
Assault
- Blood Boil: Std, ranged; you infuse subject's blood with excess vitality, causing their blood to burn and boil, bursting from within. Target suffers medium fire damage. If they have taken any piercing or slashing damage in the encounter, their blood bursts forth from within, causing a burst 2 inflicting light fire damage to all other targets.
Debilitation
Healing
- Transfusion: At-will, swift, touch, 1 mana; you transfer your HP into subject. Subject's HP cannot exceed their max, nor can you reduce yourself to 0 or below; otherwise there are no limits.
- Alternate: at-will, std, touch, 1 mana; you inflict heavy necrotic damage (Con half), and heal yourself the same amount. Excess healing is stored as temporary HP, expiring at the end of the encounter.
Healing
- Blood Bead: Bonus action, 1 Mana; you create a bead of your own blood, which hardens. At any time, as a free action, a creature can crush the bead, healing himself for 1d8 + Wis damage (+1d8 per extra Mana spent). No creature may possess more than one bead at a time. Beads not possessed by a creature melt into liquid blood and are wasted.
Rank 2 Blood Spells
Assault
- Blood Nova: Single action, medium range, burst 2; inflicts fire damage to enemies equal to the number of hit points the subject is currently missing, and heals allies for half that amount.
Debilitation
- Hemophilia: Bonus action, medium range; all physical damage subject suffers becomes ongoing for 3 rds. This effect lasts for 3 rounds.
Defense
- Ring of Fire: Single action, centered circle 1-3, 3 rounds; a low ring of fire surrounds you, inscribing a pentagram. Does not block line of sight, but does block line of effect of hostile magic and projectiles. Enemies suffer 4d8 fire damage upon entering or starting turn within area.
Healing
- Death and Rebirth: ritual, 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.
Defense
- Ironguard: Bonus 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. The force of the weapon is spread out as if you were a fluid--you can feel it, but it isn't painful or damaging. However, if you encounter a very large amount of metal--such as a huge creature's iron gauntlet, the force is not negated, just blunted. In other words, an iron golem can't hurt you with its fist, but it can still pick you up and grapple you.
Rank 3 Blood Spells
Mobility
- Create Hearthstone: ritual, 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.
Utility
- Create Greater Phylactery: ritual, 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).
Defense
- Frozen Blood: Bonus action, concentration; your hit points cannot change, up or down. You still accumulate damage, which can be healed away (though not any damage you already had when you first cast the spell). Costs 1 Vitae per round to sustain.
Mysticism (Grey)
Mysticism Cantrips
- Mindlink
- Presence: You alter the environment around you, causing creatures to be empowered, chilled, or unsettled. TBD
1st Rank Mysticism Spells
Assault
- Mindfire: 1 mana, ranged; medium psychic damage + wracked 1 rd (Wis half, negates wracked).
Control
- Phantasm: Bonus, concentration, 30-ft range; you control what subject senses while you concentrate (Cha ends, but only if they realize the effect is happening; you can use Deception to fool them if your phantasm is suitably subtle).
Enhancement
- Vital Focus: Immediate action; spend 1 or more Vitae to gain advantage to a single check or save.
Healing
- Pain Suppression: Bonus action, touch; subject is mostly immune to pain, ignoring pain effects, and gaining the ability to take actions while ''disabled'' or ''dying''. Rules TBD
Utility
- http://5e.d20srd.org/srd/spells/detectThoughts.htm Detect Thoughts: You read subject's surface thoughts (click for details).
- Emotion: Single action, ranged; subject is affected by a single, powerful emotion. Choose one of the following
- Calm: Subject immediately ceases all action and contemplates life. Wisdom save ends; any hostility against target ends the effect. Can also use on an ally to nullify a negative emotion effect or berserker rage.
- Desire: Subject is overcome with desire for caster or another of caster's choice, undermining his judgment. Rules TBD.
- Fear: Subject becomes frightened, ceasing all action but to flee and defend himself. Wisdom save ends after first round.
- Resolve: Subject's will is hardened; he gains advantage to all saving throws for 1 minute.
- Rage: Subject immediately becomes hostile to everyone. Wisdom save ends.
- Veil: Bonus, concentration; you wrap yourself in illusion, becoming invisible. This requires great concentration, so if you suffer damage, or are otherwise distracted while maintaining it, you must pass a spellcasting check to avoid dropping the veil.
- At level 5, you may spend 1 extra Mana to expand the radius by 1 square. Every 2 levels, the limit increases by another 1 mana and 1 square.
2nd Rank Mysticism Spells
Control
- Mind Control: Single action, concentration, long range; you control subject's actions while he remains within Long range (Wisdom save ends, max one save per 10 minutes). Any hostile actions by your allies against subject negates the spell.
Defense
- Psychic Feedback: Bonus action, ranged, concentration; chosen subject broadcasts their emotional state in a radius. Those who cause damage to the subject suffer equal psychic damage immediately.
Shaping
- Magic Circle: Inscribe a circle which extraplanar creatures cannot easily cross (click for details).
Utility
- Clairvoyance: Project your sight or hearing to a remote location (click for details).
- Mystic Eyes: Bonus action, concentration; you gain the ability to see outlines around all creatures within short range, regardless of invisibility, stealth, concealment, cover, or presence in the current dimension.
3rd Rank Mysticism Spells
Assault
- Mind Blast: Single action, 30-ft cone; subjects suffer medium psychic damage plus stunned for 1 rd (Wis negates).
Control
- Greater Emotion: As Emotion, but affects all targets in a 10-ft burst. Alternatively, a single target within medium range gains one of the following effects:
- '''Despair:''' Subject takes no actions at all, even if attacked and harmed.
- '''Love:''' Subject loves you and no concern--not allies, nor even his own life--stands in the way.
- '''Zeal:''' Subject is so self-assured, he becomes immune to all mental control effects for 1 minute.
- Others TBD
Utility
- Co-opt Concentration: Bonus action, medium range; you seize control of an ongoing spell effect that affects a target other than the original caster himself. If the caster is currently concentrating on the effect, you must win an opposed Charisma check.
- Psychic Feedback Network: As Psychic Feedback, but for up to 1 target per Vitae spent.
- True Seeing (SRD)
Weather? Elements? TBD
Rank 0
Assault
- Cold Spell Name TBD: You absorb energy from the environment, making it colder. Gain 1 Vitae. The effect varies (choose one):
- Swift, centered circle 3; area becomes noticably colder (about 20 degrees C). This is instantaneous, and interacts with wind and other forces normally.
- Swift, you form a shard of ice in your hand, formed of the latent moisture in the air. This has the practical statistics of a dagger, at least until it melts at the end of the encounter.
- Std, touch; subject suffers medium frost damage, and gains Frost Fever, a disease causing them to suffer light frost damage on turn start, plus a 50% movement penalty (Con ends).
- Alternate: ranged, but inflicts light damage (still inflicts Frost Fever).
Utility
- Witchfire: Bonus, concentration; your hand or a held object is immolated by heatless blue fire, which illuminates as well as a torch. The light can only be seen by your allies or those actively detecting magic.
Rank 1
Assault
- Frost Nova: std, ranged, burst 2; light frost damage plus Frost Fever (light frost damage on turn start plus 50% movement penalty), Con ends.
Healing
- Frozen Heart: swift, ranged; creature's heart slows, causing its blood to pump more slowly. This has several effects:
- Gain Resist 50% to all damage-over-time effects
- Upon reaching 0 HP, subject does not fall unconscious (does not remove existing unconsciousness)
- Death Saves need only be rolled once per minute
Defense
- Frost Barrier: swift, 1 Vitae; you surround yourself with a barrier of frost, gaining Absorb 100% to all external damage, to a limit equal to a heavy damage roll. Lasts until expended or until the encounter ends.
Rank 2
- Howling Winds: swift, emanation 3, concentration; you're surrounding by a cyclone of freezing winds whipping around you. For anyone trying to see through the area, one square of the area grants concealment, and two squares grants total concealment; you and your allies can see through this concealment.
- Thin Air
- Wall of Ice
Rituals:
- Icewalker
Rank 3
- Frost Bomb
- Frost Tomb
- Ice Form
- Frozen Blood
Rank 4
- [Remorseless Winter]: it's like Howling Winds but it gets bigger and causes chilled/rooted/frozen on enemies.
Soul (Anti-magic) (Purple)
Soul Cantrips
Debilitation
Utility
- Soulgaze: 1 action, ranged; you gaze into subject's eyes. If subject averts eyes, spell fails. You pry into subject's mind, gazing into his soul. While your gaze remains locked, you may learn things about the subject, learning the answer to one question about the subject per round (Cha ends). Each time you learn an answer, the subject learns one random fact about you in return.
Rank 1 Soul Spells
- Absorb Magic
- Soul Splint: Upgrades Soulgaze; while Soulgazing, you may implant a shard of your own soul within the target's as a free action. Thereafter, you may use this shard as the equivalent of a phylactery--however, there is the danger that your shard can be used as a phylactery against you. It wears off eventually...TBD
Rank 2
- Antimagic Zone: Swift, centered circle 2, concentration; all magic is 50% less effective inside the area. That includes magic originating in the area and targeted outside, or magic originating outside the area targeting inside. The effectiveness applies to damage and healing; for any effect that cannot be divided in half (such as death), it instead suffers a 50% failure chance per instance.
- Reversed: Swift, centered circle 2, concentration; those in the area may call upon your mana to enhance their own magic. Each use costs you the same amount of Mana as their power (minimum 1), and has the effect of adding 50% effectiveness. You can do this to yourself as well. Great way to run out of mana in a hurry!
- Drain Magic: Std, ranged; you target a single spell, power, or innate magical or supernatural ability of the subject (if known; otherwise one is chosen randomly). Subject loses the ability to use that power (Cha ends).
- Reversed: 1 action, touch; you imbue a willing subject with one of your spells, and optionally an amount of Mana of your choice, if they have none. They can use your power, but you can't, until it is returned or taken back by you as a free action.
Rank 3
- Antimagic Aura
- Spellsteal: Drain Magic but you get the spell
Black Magic
Black Magic Cantrips
- Command Undead: dominate undead, turn them into spies, etc. TBI
- Kiss of Death: Std, touch; heavy necrotic damage.
- Alternate: std, ranged; medium necrotic damage.
Rank 1 Black Magic Spells
Debilitation
- Infection: Std, ranged; subject suffers a disease which inflicts medium necrotic damage on turn start, plus weakness to a chosen ability score. Weakness means any attack using that score inflicts half as much damage, and any saves with that score are disadvantaged. Con ends the disease and all its effects.
Defense
Healing
- Death Curse: Reaction; if you are reduced to 0 hp or less, you can instantly convert 1 or more Vitae into an effect causing 1d8 necrotic damage per point to the attacker and healing you for the same amount.
- Death Pact: Immediate, medium range; an undead minion under your control dies, and you are healed for its current HP (not to exceed your own Max HP).
Shaping
- Malevolence: Std, conc, em2; you emanate pure malice, instilling fear into your enemies and bolstering your undead allies, while they remain in the area.
- Enemies gain dread, causing them to suffer disadvantage to attacks against you. Landing an attack successfully, removes dread from the attacker.
- Undead allies gain advantage to one attack or save per round while in the area.
Summoning
- Reanimate: Std, ranged; you animate one or more recently-dead (within the last hour) corpses (of humanoids or animals). The cost is one charge of ''Vitae'' 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.
Utility
- Spectral Hand: Bonus action; creates a ghostly hand within 60 feet that can move up to 60 feet per round and serves as a proxy for your touch spells.
- [http://www.5esrd.com/spellcasting/all-spells/g/gentle-repose Gentle Repose] (ritual)
Rank 2 Black Magic Spells
Assault
- Pestilence: Std, ranged, circle 3, concentration; a cloud of necrotic energy, buzzing flies, and swirling miasma cause sickness to all within. Anyone starting a turn inside takes medium necrotic damage (Con half) plus nauseated for 1 rd (Con negates).
Assault
- Corpse Explosion: 1 action, medium range; targeted corpse or undead creature explodes for medium necrotic damage in a burst 2. If the explosion strikes other corpses or undead, they explode for the same damage. Secondary explosions do not cause further explosions. Undead creatures are allowed a Con save to negate exploding; friendly undead under your control can be forced to fail this save. "Exploding" does not mean instant death--they suffer the amount indicated.
Utility
- Drain Soul: 1 action, ranged; 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. Lasts up to 24 hours.
- Necrosis: Sprout an appendage of the subject's body that can use subject's abilities as you direct.
Ideas
- Death Drain: You attempt to unravel the binding energy of an undead. At-will, std, ranged; undead target takes heavy (TBD) damage. If this pushes them below 25% HP, they must pass a Con save or be reduced to 0 and destroyed. If the creature is destroyed as a result of this spell, or within 3 rounds thereafter, you gain a portion of the energy used to animate it. You can use the energy to:
- heal
- make a new undead
- enhance spells
- etc
Rank 3
- Disintegrate (drinking from the wrong grail)
Transmutation (Brown)
Rank 1
Green
Briar Witch? Forest Witch? Wood Witch?
Spell ideas:
- Kind Herb: grow an herb that heals you, or at least makes you chill out
Class Feats
- Ethos: adherence to a specific moral code
- Witchblade/DK
- Felicity
- Alchemy
- Familiar
Alchemy
- Brew Potion
Familiar
- Familiar: you have a familiar.
- Improved Familiar: you have a familiar of an uncommon type with advantages.
- Familiar Focus
- Two Familiars
Ideas
Witchblade:
- Athame = Weapon. Attacks cause Blood Boil, Frost Fever, etc
- Blood Strike: heal self
- Something AC
- Something HP
Familiar:
- Invisible Familiar: Encounter, swift; familiar becomes invisible until it attacks or takes damage.
- Notes: not great, could just proxy a Veil
- Spell Proxy: You can use your familiar as the origin of your spells, if the familiar is within range of said spells.
- Notes: this is built in to 5e familiars, probably should be in this case too
- Deadly Familiar: Your familiar gains a melee attack inflicting medium damage of an appropriate type.
- Rework based on type, and the lack of actions for minions. Or just merge with Evolution
- Familiar Evolution: Your familiar gains more advanced powers, along with a new category (fey, elemental, construct, undead, etc). Perhaps it was always that sort of creature, but now it's growing into its power.
- All: gain the power of speech.
- Construct
- Elemental: gain XYZ
- Fey: gain XYZ
- Unded
- Familiar Focus: Your familiar can spend its standard action to concentrate on a concentration spell that you were already concentrating on, or one you are casting simultaneously with the familiar's action. To maintain concentration, the familiar must sacrifice its standard action every round.
- Notes: simplify. It can concentrate on your spell instead of attacking/proxying/etc.
- Two Familiars: What's better than one familiar? Two!
Felicity:
- Sympathetic Magic: Any magic that distinguishes between friend and foe has a 10% chance per Witch level to consider you a friend, even if its caster intended you to be a foe.
- Spell Stowaway: Encounter, reaction, ranged; when anyone casts a spell that grants them healing, enhancement, defense, or mobility, you can use this reaction to gain the same effect yourself. (Take twice to improve to recharge 33%)
Alchemy:
- Preparation: you start each day with X free potions (can choose as a Bonus Feat at level 1)