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The Witch

Level

Proficiency
Bonus

1st

+2

Fate Magic, Prophecy, Shawl

1st

2nd

+2

Incantation

1st

3rd

+2

Heritage

2nd

4th

+2

Ability Score Improvement

2nd

5th

+3

Improved Prophecy

3rd

6th

+3

Heritage Feature, Shawl Improvement

3rd

7th

+3

4th

8th

+3

Ability Score Improvement

4th

9th

+4

10

5th

10th

+4

Heritage Feature, Lingering Prophecy

10

5th

11th

+4

Weave Fate's Tapestry (6th level)

11

5th

12th

+4

Ability Score Improvement

11

5th

13th

+5

Weave Tapestry (7th level), Shawl


Improvement

12

5th

14th

+5

Heritage Feature

12

5th

15th

+5

Weave Tapestry (8th level)

13

5th

16th

+5

Ability Score Improvement

13

5th

17th

+6

Weave Tapestry (9th level)

14

5th

18th

+6

Heritage Feature, Shawl Improvement

14

5th

19th

+6

Ability Score Improvement

15

5th

20th

+6

Permanent Prophecy

15

5th

Features

Creating a Witch
Witch is a name given but not often owned. Long associated
with malign or even infernal origin, the true witch is neither
of these things. The craft of the witch is in weaving fates, and
the practice ages back to the earliest practitioners of magic.
Rigorous practice and devotion is required to truly master its
art, but once learned, it is a power unimaginable to common
folk. This is, perhaps, the cause of the oft miscast judgement
against witchcraft of this age.
Did you learn from a potion maker who showed you how to
create elixirs which were somehow more than the sum of
their parts? Or perhaps you willfully doled out unlikely
fortune tellings that somehow became complete, if unlikely,
reality? It may even have been a brush with death itself that
caused you to realize that your fate was only your own if you
seize it.

Quick Build

You can make a witch quickly by following these suggestions.


First, Wisdom should be your highest ability score, followed
by Constitution. Second, choose the hermit background.
Third, choose the sacred flame and guidance cantrips, along
with the 1st-level spells bless and witch bolt.

Cantrips
Known

Spells Known Spell Slots Spell Level

Class Features
As a witch, you gain the following class features.

Hit Points

Hit Dice: 1d6 per witch level


Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per witch level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Animal Handling,
Insight, Medicine, Nature, Religion, Survival

Equipment

You start with the following equipment, in addition to the


equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) a druidic focus
(a) a scholars pack or (b) an explorer's pack
Traveler's clothes, an herbalist kit, and two daggers

Fate Magic (Pact Magic)

Shawl

Your devotions to the prime spirits has drawn their favor and
bestowed on you facility with spells to weave fates of those
around you. See chapter 10 for the general rules of
spellcasting and this document for the witch spell list.
Your Fate Magic counts as the Pact Magic feature from the
warlock class for any other rule referencing Pact Magic, and
your spells count as warlock spells for this purpose.
Examples include multiclassing or utilizing a Rod of the Pact
Keeper (DMG 197).

A Shawl is an item of clothing enchanted by intermingling


fate magic with the aura of the caster. While this bonds the
Shawl to the witch that created it, its prophetic magic grants
subtle aid in avoiding harm. A shawl can take many forms,
but is most commonly an article of clothing worn over the
head and/or shoulders, such as a cloak, cape, veil, or even a
large scarf.
While wearing your Shawl, you may use your Wisdom
modifier in place of Dexterity when calculating your AC. You
do not add your Dex bonus to your AC if utilizing your shawl.
Beginning at 6th level, if you are wearing your shawl and
you succeed on a saving throw against a spell or effect that
usually grants a save for half damage, you instead take no
damage for a successful save.
At 13th level, after a long rest, you may select fire, ice,
lightning, or acid and gain resistance to that damage type
until your next long rest.
At 18th level when wearing your Shawl and you are hit by
any attack, you may use your reaction to cast the Dimension
Door spell. This ability may be used once per long rest.

Cantrips

You know two cantrips of your choice from the witch spell
list. You learn additional witch cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the
Witch table.

Spell Slots

The witch table shows how many spell slots you have. The
table also shows what the level of those slots is; all of your
spell slots are the same level.
To cast one of your witch spells of 1st level or higher, you
must expend a spell slot. You regain all expended spell slots
when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level
spell slots. To cast the 1st-level spell bane, you must spend
one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from
the witch spell list. The Spells Known column of the witch
table shows when you learn more witch spells of your choice
of 1st level and higher. A spell you choose must be of a level
no higher than whats shown in the table's Slot Level column
for your level. When you reach 6th level, for example, you
learn a new witch spell, which can be 1st, 2nd, or 3rd level.

Spellcasting Ability

Wisdom is your spellcasting ability for your witch spells, so


you use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a witch spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a


spellcasting focus for your witch spells. At 11th level, you may
use your tapestry to this purpose.

Magic Item Attunement


You may attune to any magic item that requires the warlock
or druid class.

Prophecy
As an action on your turn, you begin to cite your Prophecy
toward a friendly or hostile creature that you can see within
30'. A friendly creature gains advantage on all attack rolls
made, while a hostile creature has disadvantage. This effect
persists as long as you do not make any attack, and do not
cast any spell. The Prophecy can be broken if you take
damage as though maintaining concentration on a spell (Con
save DC = 10 or half damage taken). You may maintain
concentration on a spell at the same time as invoking
Prophecy. If you make any attack or cast a spell, the Prophecy
effect ends immediately. You may use this feature a number
of time equal to your Wisdom modifier, and uses are
replenished after a long rest.

Improved Prophecy

At 5th level, your prophecy also applies Advantage (allies) /


Disadvantage (enemies) to saving throws and skill checks of
the target.

Lingering Prophecy

At 15th level you can use a bonus action to sustain your


Prophecy and still take the attack or cast a spell actions on
your turn. You may continue to use your bonus action each
turn to continue the Prophecy, but it can still be broken if you
take damage, as though concentrating on a spell.

Permanent Prophecy

At 20th level, you can permanently affect the fate of a single


creature. This takes one week to perform, requires a personal
item of the being you are blessing or cursing, and 20,000 gold
in rare reagents. Once completed, you may begin your
Prophecy on the target as an action as long as it is on the
same plane of existence as you. This does not use up one of
your limited uses of this ability.

Incantation
When you cast a spell with a duration other than instant, you
can choose begin incanting the spell to extend its duration.
You may do this even if the spell has no valid target at the
time of casting and maintain the duration indefinitely as long
as you do not make any attack, and do not cast any other
spell. If you do attack or cast another spell, the incanted spell
ends immediately. The spell also ends immediately if you fail
a concentration check after taking damage, as though you
were concentrating on a spell (DC = 10 or half the damage
taken). Incantation does not use your concentration, even if
the spell you are incanting normally does. You are able to
concentrate on an existing spell effect and maintain another
via incantation simultaneously.
You may willfully end your Incantation on your turn with a
bonus action. If you end your incant in this way, the normal
duration, as printed, including any concentration
requirement, begins for the spell.
While incanting a spell, you may use your action on your
turn to adjust the parameters of the spell such as the target(s)
or effects. For example, if you were incanting the Enhance
Ability - Bull's Strength - spell on a fighter, you could use your
action to adjust the target to a friendly rogue and grant them
the Cat's Grace effect of the spell instead.
Offensive spells may be maintained in this way as well. On
your turn, if the spell you are incanting no longer has a valid
target, you may continue the incantation into subsequent
rounds, or even into another combat. If you alter the target of
an offensive spell that requires an attack roll, you must make
the spell attack and successfully hit. If you designate a new
enemy target that allows a saving throw, the new target rolls
to save as normal. However, if your incanted spell misses or is
saved against, you may maintain your Incantation to make
further attempts on a later turn.
You cannot verbally communicate while incanting a spell,
the spell gains a verbal component if it does not already have
one, and magical silence immediately breaks your
incantation.

You may prepare one 6th-level spell from the witch spell list
after finishing a long rest. You may change this spell after
each long rest to another spell from the list, but each day your
tapestry may only be used to cast the spell(s) which were
prepared.
You can cast the spell prepared in your tapestry once
without expending a spell slot. You must finish a long rest
before you can do so again.
At higher levels, you gain more witch spells of your choice
that can be cast in this way: one 7th-level spell at 13th level,
one 8th-level spell at 15th level, and one 9th-level spell at 17th
level. Each one of these spells prepared in this way may be
used once per long rest. You regain all uses of your Tapestry
when you finish a long rest, and may prepare different spells
from the witch spell list.
Spells cast from your Tapistry may not utilize the
Incantation class feature.

Heritages of the Witch


The heritage a witch adopts influences how they view and
manipulate fate. Each grants access to a selection of spells
which can be learned, and specialized skills best suited to one
seeking out ends which agree with that of the heritage.

Traditionalist
Witchcraft is one of the oldest forms of magic, and well
preserved in many cultural histories. For the Traditionalist,
your craft is not just a practice, but a way of life that respects
this history and the lives of those who still live close to the
land.

Expanded Spell List

The Traditionalists teach from this expanded list of spells


available when you learn a witch spell. The following spells
are added to the witch spell list for you.

Traditionalist Expanded Spells


Spell Level Spells

Heritage

1st

Detect Magic, Expeditious Retreat

At 3rd level, you select a heritage that defines where you


learned your craft, and grants you access to select spells as
well as new abilities at the 3rd, 6th, 10th, 14th, and 18th
levels of this class. Witch heritages include the Traditionalist,
Blighted, and Clairvoyant; detailed below.

2nd

Invisibility, Misty Step

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score o f your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you cant increase an ability score above 20
using this feature.

Weave Fates Tapestry


At 11th level, your insight into the tapestry of fate has grown
so deep that you may metaphysically weave it to prepare
potent magic, able to rewrite what is to come. This tapestry
can take the form of a true tapestry, dreamcatcher, voodoo
doll, tribal fetish, journal of prophecies, or similar device.

3rd

Magic Circle, Dispel Magic

4th

Compulsion, Greater Invisibility

5th

Mislead, Modify Memory

Advanced Herbalism

Beginning at 3rd level you learn to store magical effects into


natural ingredients and mixtures. These ingredients are
preserved when you imbue them with your magic and do not
spoil, but only one such mixture can be maintained at once.
You may store any known spell into such a mixture and the
spell can be activated by contact, consumption, or throwing.
The thrown packet has a range of 15'/30' and is considered a
ranged finesse weapon. The packet and its magic is not
bound to the witch and can be delivered by anyone. When the
mixture is activated the spell goes off at your current spell
slot level, originating from the target per the spell's usual
description and hitting additional targets normally.
You may create a new mixture after a long rest.

Brew Potion

Beginning at level 6 you gain the ability to brew potions


imbued with your magic. You may create a potion after a
short rest by expending a spell slot and spending 100 gold in
reagents per level of the spell. Spells stored in this way must
be imbibed, so are usually used for beneficial effects, however
creatures may be tricked or charmed into drinking malign
concoctions. Also, incapacitated creatures can be forced to
imbibe a potion against their will. When a potion is
consumed, the spell effect triggers as normal, as though the
imbiber were the target of the spell.
You do not need to cast the spell at the default level of your
spell slots, but you may if you choose to. For example, after a
short rest a level 5 witch with the Cure Wounds spell may
choose to expend one of their two spell slots and create a
potion of Cure Wounds at up to level 3. Having only 200 gp to
spend, however, she chooses to create the potion at spell level
2 and the potion is noted as such. When the potion is used, it
will heal as a level 2 casting of the spell, for 2d8 + Wisdom
modifier.
You can maintain a number of potions equal to your
maximum spell slots. Spell slots used to create potions are
regained as normal during your next short rest, but the potion
persists until used or replaced.

Enchantment of Fate

Beginning at 10th level, you can alchemically imbue a


nonmagical weapon or suit of armor with a +2 enchantment
after completing a long rest. You may only have one such item
enchanted at a time.
The enchantment breaks the first time a roll it is involved
in comes up as either a natural 1 or 20. For weapons, this is
the attack roll being made with the weapon, for armor it is
when any attack roll against the wearer of the armor comes
up as natural 1 or 20. When this occurs, you may use your
reaction and expend a use of Prophecy to maintain the
enchantment.

Witches Flight

Beginning at 14th level you learn the power of flight using an


implement such as a staff or broom or similar object. Your
flying speed is 40'. The implement can carry only you and one
additional creature of size category tiny or smaller. You
cannot maintain an Incantation while in flight, but you may
use your Prophecy feature or take other actions. If you take
damage while flying, you must make a concentration check or
immediately fall.

Soul Token

At 18th level you learn to bond your soul to a token. This can
take the form of any trinket you desire that represents you.
The binding ritual takes 24 hours. If you die, the token can be
taken to another spellcaster who can perform an 8 hour vigil
after which you are Reincarnated, per the spell.

Blighted
In bending fate, snatching life from the maw of death; or
delivering doom to those who otherwise might have escaped
it, some witches begin to see life and death as simultaneous
states of existence. In manipulating this duality, they become
twisted themselves; mingling living death with the breath of
life.

Expanded Spell List

The Blighted gain secrets from this expanded list of spells


available when you learn a witch spell. The following spells
are added to the witch spell list for you.

Blighted Expanded Spells


Spell Level Spells
1st

Ray of Sickness, False Life

2nd

Gentle Repose, Protection from Poison

3rd

Animate Dead, Feign Death

4th

Banishment, Evards Black Tentacles

5th

Antilife Shell, Cloudkill

Ill Fated

When you take on the Blighted tradition at 3rd level, when


you begin or continue your Prophecy on a hostile creature,
you deal 1d6 necrotic damage to that creature.
Additionally, you gain resistance to poison damage. At level
10, you also have resistance to necrotic damage.

Lifetap

Starting at level 6, when you reduce a hostile creature to 0 hit


points, you gain temporary hit points equal to your Wisdom
modifier.
When you have temporary hit points from any source, you
add your Wisdom modifier to damage deal by your spells.

Death Ritual

Starting at 10th level, when you begin or continue your


Prophecy you assume a deathly visage. Any hostile creature
that approaches within 10' of you, or begins its turn within
this range, must succeed a Wisdom saving throw against
your spell save DC or immediately be frighted of you until the
beginning of its next turn.

Bereavement

It is hard to kill those already inured to death. Beginning at


14th level, immediately before you make a death saving
throw, you may expend one use of Prophecy to automatically
succeed.

Heresy

At 18th level, you have learned to take in hostile death energy


and preserve yourself with it. Any time you take necrotic
damage, after it has been reduced by your Blight Resistance,
you regain the damage taken as temporary hit points.

Clairvoyant
To many witches, the greatest compliment to weaving of fates
is in the foresight of divination. Though the most subtle of the
heritages, a gifted Clairvoyant will win the day in battle or in
court with none the wiser to her involvement.

Clairvoyant Expanded Spells


Spell Level Spells
1st

Alarm, Faerie Fire

2nd

Detect Thoughts, Locate Object

3rd

Counterspell, Tongues

4th

Arcane Eye, Locate Creature

5th

Contact Other Plane, Legend Lore

Communal

When you take on the Clairvoyant heritage at level 3, you may


perform a ritual similar to the Augry spell just before
undertaking a long rest, but inquiring about a course of action
you will undertake in the next 24 hours. During your rest, you
are visited in dreams from fellow mystics or sentient spirits
which give their council. You receive the results of the Augry
once your long rest completes.
If the result from the DM is "Weal", you may cast the Bless
spell as a bonus action once without expending a spell slot,
even if you do not know the spell. If the result is "Woe", you
may instead cast the Bane spell in this way. If the result is
"nothing" or "Weal and Woe", you may select either Bane or
Bless to cast in this way. This casting must be used within the
next 24 hours.

Deja Vu

At 6th level, you have begun to master your foresight to


respond instantly to unfolding events. Whenever you or an
ally within 30' fails a saving throw, you may use your reaction
and expend one of your uses of Prophecy to allow an
immediate reroll the saving throw. You must use the result of
the new roll.

Compelled Fate

By level 10 visions of future events are not merely laid before


you; you may also use your talents to ward away any ill omens
you see. After each short rest you may designate up to five
allies and name a skill. Until you take your next short rest, the
target of this ability treats any roll of 9 or lower as a '10' on
the d20 roll when using the skill you name.

Adaptive Divination

Starting at level 14, you may use your Prophecy to gain a


fleeting but detailed vision of an impending event that you
can act upon. As an action on your turn, expend one use of
Prophecy and roll a d20. Record the result. Within the next
10 minutes, you can replace any attack roll, saving throw, or
ability check made by you or a creature that you can see with
one of these recorded rolls. You must choose to do so before
the roll. Each Adaptive Divination roll can be used only once.
After 10 minutes, you lose any unused Adaptive Divination
roll.
You may use this ability as many times as you have
Prophecy dice, but only once per 10 minutes.

Destiny

By 18th level you rarely bend fate without already foretelling


the result of your actions. If an enemy succeeds a saving
throw against one of your spells, you may expend a use of
Prophecy to force the target to reroll the saving throw. The
target must use this second result. Similarly, if you miss on a
spell attack, you may expend a use of Prophecy to reroll that
attack.
Additionally, when you use your Deja Vu feature and the
target fails its rerolled save, you do not expend a use of
Prophecy.

Witch Spells

Cantrips
Chill Touch
Guidance
Mending
Poison Spray
Resistance
Sacred Flame
Shillelagh
Thaumaturgy
True Strike

Level 4
Banishment
Blight
Compulsion
Confusion
Death Ward
Divination
Freedom of Movement
Phantasmal Killer
Polymorph

Level 1
Bane
Bless
Cure Wounds
Detect Poison and Disease
Find Familiar
Guiding Bolt
Healing Word
Hex
Inflict Wounds
Protection From Evil & Good
Sanctuary
Sleep
Witch Bolt
--aid??

Level 5
Commune
Contagion
Geas
Greater Restoration
Hallow
Hold Monster
Mass Cure Wounds
Reincarnate
Scrying

Level 2
Augry
Charm Person
Blindness/Deafness
Darkvision
Enhance Ability
Enthrall
Hold Person
Lesser Restoration
Magic Weapon
Prayer of Healing
Ray of Enfeeblement
Suggestion
Level 3
Bestow Curse
Clairvoyance
Crown of Madness
Fear
Fly
Glyph of Warding
Mass Healing Word
Remove Curse
Revivify
Sending
Vampiric Touch

Level 6
Eyebite
Find the Path
Forbiddance
Harm
Heal
True Seeing
Level 7
Etherealness
Finger of Death
Regenerate
Resurrection
Symbol
Level 8
Antipathy/Sympathy
Control Weather
Dominate Monster
Feeblemind
Power Word Stun
Level 9
Foresight
Mass Heal
Power Word Kill
True Resurrection
Wish

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