Witch

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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.

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.
  • You start at level 1 with 6 1st-level Witch spells of your choice.
  • Each level, you may choose 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.
  • You may learn spells from others, whether through instruction, or by reading, comprehending, and transcribing spellbooks and spell scrolls. Rules TBD
Spell Preparation
You must prepare spells in order to cast them (except for rituals). Preparing spells is an action requiring TBD. To change your prepared spells, you must first take a long rest.
  • Max spells prepared: 1 per Witch level + Wisdom bonus
Spell Slots
You do not have spell slots, but rather use Vitae to power your spells.
Cantrips
You begin knowing 3 cantrips of your choice. You gain another known cantrip at level 4 and level 10.

Book of Secrets

Rules:

  • Never show to anyone else.
  • ???

Sympathetic Magic

At level 1, you gain the following ritual:

  • 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.

Vitae

Every spell requires energy to cast. Some classes prefer to think of this energy in the abstract as a system of "slots", but Witches see the plain truth: magical energy is life energy, or Vitae, and it comes from the self.

Or does it?

By understanding the nature of Vitae, a Witch can broaden her access to it, and gain new tools and techniques to harness it. Like all spellcasters, a Witch has the ability to tap her own life force to power spells, her essential Vitae.

  • Essential Vitae: 2 per Witch level + Con bonus

To cast a spell, a Witch expends Vitae equal to 1 per level of the spell (with cantrips costing 0, naturally). Reaching 0 Vitae means she has drawn upon her life energy to the maximum safe extent before resting, much similar to a wizard or sorcerer bereft of spell slots. However, she can find ways around this limit in certain circumstances, should the need arise.

Among the Witch Spell List are spells and techniques a Witch may use to gain Vitae in unorthodox ways.

Felicity

The more you learn of witchcraft, the closer you near to true harmony with magic.

Each time you gain this ability, select one permanent benefit from the list below. You immediately gain all benefits appropriate for your current level, and when you gain more levels, you automatically gain the listed benefits for those traits you've selected.

  • Clarity: You perceive the flow of magic ever more clearly.
    • Level 5+: You may activate or deactivate Clarity as a free action. It grants the benefits of Detect Magic and See Invisibility at no Vitae cost.
    • Level 9+: When Clarity is active, you can see the true form of any creature whose form is obscured by illusion, transmutation, or magic of any kind, and your vision penetrates concealement (magical or otherwise) at up to 120 ft.
    • Level 13+: When Clarity is active, you can detect alignment at will, you understand the purpose of spells of any level, and you know exactly what spells a creature in your sight is capable of casting.
    • Level 17+: When Clarity is active, you learn the keywords and weaknesses of magic spells that you see, and your vision penetrates cover (magical or otherwise) within 120 ft.
  • Rapture: Using magic soothes and empowers you.
    • Level 5+: Whenever you expend Vitae, you are healed for 1 HP per point spent, and all pain is dampened for several minutes (for magical pain effects, you gain an immediate save to end).
    • Level 9+: Whenever you expend Vitae, you gain advantage to your next saving throw, attack, or skill check, within 1 rd per Vitae spent.
    • Level 13+: tbd
  • Sympathy: You are one with magic; spells have a difficult time hurting you.
    • Level 5+: You gain advantage to any save against magic. Additionally, any spell that can discriminate between "friend" and "foe" has a 5% chance per your Witch level to consider you a "friend" regardless of the caster's intentions.
    • Level 9+: Whenever an enemy gain a beneficial or healing effect from a targeted spell within 30 ft, you have a 5% chance per Witch level to gain the same effect. Additionally, whenever you are harmed by a spell (other than a cantrip), you gain 1 Vitae.
    • Level 13+: You gain resistance to all damage caused by magic.
    • Level 17+: Your 5%/level chances are locked to 100%. You may treat any unattended magical effect as if you were the caster (dismissing it, changing it, etc), and if it is attended, you need merely beat the caster in a Charisma check to take control of it.

Witch Spell List

Blood

Blood Cantrips

Debilitation
  • Infection: 1 action, touch or 60-ft, V/S, inst; you infect subject with one (if ranged) or 2 (if touch) stacks of a chosen disease. Diseases last 5 rounds; each application stacks and refreshes (max 5 stacks).
    • Blood Boil: subject suffers 1d6 fire damage per round, and when struck for physical damage, causes a burst 1 inflicting 1d6 fire damage to enemies.
    • Frost Fever: subject suffers 1d6 cold damage per round, and has a penalty of -1 to movement rate per stack. At 5 stacks, the subject is Restrained.
    • Shadow Plague: subject suffers 1d6 necrotic damage per round, and has a penalty of -1 to damage rolls per stack. At 5 stacks, the subject is Weakened (half damage, or lower of 2 results given the penalty to damage rolls).
    • At level 5, you inflict +1 stacks per casting. At level 11, +2 stacks. At level 17, +3 stacks.
Enhancement
  • Let Blood: As a bonus action, you let your own blood, suffering 1d6 damage and gaining one Vitae; more at higher levels.
Utility
  • 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.

1st-level Blood Spells

Debilitation
  • Pestilence: Bonus, short range; up to 5 stacks of any diseases are spread from target to chosen targets within 15 ft of subject.
Healing
  • Transfusion: Bonus, touch; you transfer your HP into subject (max 50% of your max HP). Costs 0 Vitae, but can spend 1 per 5 levels to add +5 healing. Can use offensively as a single action to drain subject's HP and add them to your own; in this case, max is 100% of your own and the Vitae cost is 1. HP in excess of max are temporary and fade after 10 minutes.

2nd-level Blood Spells

Debilitation
  • Outbreak: Single action, touch; subject gains 5 stacks of any disease you can inflict. Alternatively, short range, 3 stacks. Cannot use in the same round as Infection.
Healing
  • Blood Bead: Bonus action, 1 Vitae; 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 Vitae 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.

3rd-level 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.

4th-level Blood Spells

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.

5th-level 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).

6th-level Blood Spells

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

Mysticism Cantrips

  • Presence: You alter the environment around you, causing creatures to be empowered, chilled, or unsettled. TBD
  • 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.

1st-level Mysticism Spells

Assault
  • Mindfire: Psychic attack; 3d6 psychic damage + wracked (Wis negates) 1 round. Can concentrate to repeat each round.
Enhancement
  • Vital Focus: Bonus action; spend 1 or more Vitae to gain +2 per point spent to a single check or save within 1 rd.
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
  • Emotion: Single action, medium range; 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.

2nd-level Mysticism Spells

Assault
  • Mind Flay: Single action, medium range; target suffers 4d6 psychic damage plus wracked (unable to act) for 1 rd (Wis negates).
Defense
  • 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.
Enhancement
  • 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.
Utility
  • Detect Thoughts: You read subject's surface thoughts (click for details).
  • 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).

3rd-level 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
  • Counterspell: As a reaction, counter a spell as it is being cast without spending AP (click for details).
  • Psychic Feedback: Bonus action, short range, 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).
  • 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

4th-level Mysticism Spells

Utility

5th-level Mysticism Spells

Assault
  • Mind Blast: Single action, 30-ft cone; subjects suffer 7d6 psychic damage plus stunned for 1 rd (Wis negates).
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.

6th-level Mysticism Spells

Defense
Utility
  • True Seeing (SRD)

Black Magic

Black Magic Cantrips

  • Lifedrain: 1 action, touch or 60-ft, V/S, inst; you sap target's life force, inflicting 1d8 (if touch) or 1d4 (if ranged) necrotic damage, and gain 1 Vitae. Spell has no Vitae cost. At level 5, you drain 2 Vitae and inflict 2 dice of damage. At level 10, 3 Vitae and dice, etc.

1st-level Black Magic Spells

Defense
  • Absorb Magic: Reaction; you outstretch your left hand, drawing in the energy of harmful spell targeted or centered upon you. Roll a Constitution save; on success, you absorb 100% of the spell, negating it, and on failure, you absorb 50% of the spell, reducing its effect by half for all targets. If you absorb 100%, you gain the full Vitae cost of the spell, and if you absorb 50%, you gain half.
Healing
  • Death Curse: Reaction; if you are reduced to 0 hp or less, you can instantly convert 1 ore more Vitae into an effect causing 1d8 necrotic damage per point to the attacker and healing you for the same amount.
  • Death Pact: Reaction, 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: 1 action, 15-ft cone, V/S; you manifest malevolent energy, achieving one of the following effects as desired:
    • Fear: Roll 6d10; the total is the number of Hit Points of creatures this spell can affect. Subjects are Frightened.
    • Malice: Your undead minions in the area are empowered, gaining advantage to all attacks and saving throws for 2 rounds, and restoring up to 3d10 missing HP each.
    • Dread: Enemies suffer disadvantage to the next check used to defend against you, within the next 5 rounds.
Summoning
  • 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 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
  • Anti-magic Touch: Bonus action, touch; touched magic effect is dispelled, and you gain half the Vitae cost of the spell if you pass an Intelligence check (opposed to caster).
  • 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.

2nd-level Black Magic Spells

Utility

3rd-level Black Magic Spells

Assault
  • Corpse Explosion: 1 action, medium range; targeted corpse or undead creature explodes for medium 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.
Utility
  • Animate Dead: Create skeletons or zombies.
  • Necrosis: Single action, medium range; part of subject's body dies, then grows into a new limb, head, or whatever is needed, which wields the subject's own strength against it and its allies. Each round, for 3 rounds, you may choose one of the subject's own maneuvers or spells and execute it, with the subject's own damage statistics.

Ethos

At level 2, you select an Ethos. This represents your moral and ethical approach to Witchcraft, and with the decision comes an array of powers and spells unique to that philosophy.

List of templates:

  • White Witch: believes that magic should be used to guide and heal, not to harm. Accumulates Chroma for performing good deeds with magic. Can exchange Chroma for Supplications from the Goddess: essentially, free spells that were not prepared.
  • Black Witch: believes that ideals are foolish, and only practicality makes sense in a harsh world. Accumulates negative Chroma for using magic to harm, but can manipulate her Chroma and that of others.
  • Death Knight: a heavily-armed melee combatant who uses Black Witchcraft.
  • Something about spirits
  • Etc...
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