Thursday, May 25, 2017

Naryan Class Options: The Witch (5e) Current Version

THE WITCH
“Are you a good witch or a bad witch?” - The Wizard of Oz (1939)

A squat human hums a song, petting her black cat, and stirs a small cauldron filled with a bubbling blue liquid that will grant her invisibility when she sneaks into the tower of the dread lord to steal back the gold he has been taking from the overtaxed peasants in her village.

A halfling bobs up and down on a flying butter churn as she races her cackling raven through the canyon with a wyvern hurdling after them, probably wanting her eggs back, as the thieves escape her lair.

A purple octopus climbs up the shoulder of her blue skinned tiefling master and watches as he prepares to summon a demonic servant to help them open the large iron door that separates them from the next steps in their quest for power.

In the world of Narya, a witch is a spellcaster that not only taps into the arcane but also draws upon the divine and natural to empower their spells. Whether their mother taught them everything she learned from her mother or they became an apprentice to a local coven one foggy night, witches are naturally drawn to the unnatural and strange. Whether that supernatural attraction is like a moth to the flame or two lovers in harmony is up to the witch.

THE QUICKENING
Every now and then a child is born that finds themselves extremely sensitive to the supernatural. Perhaps they inherited it from their bloodline or they witnessed some weird event or perhaps it is just a result of the chaotic nature of reality, but these children are born and their sensitivity causes them to chafe with society. This sensitivity causes them to see things that others wouldn’t, to ask questions that no good mannered person would ask and to think differently than the other children in their village. They are eccentric, to say the least, and they seek out the unusual instinctually. They are drawn to it.

After some time, either in childhood or youth, they begin having strange dreams. In their dreams, they are accompanied by a friend-- usually a cat, a small dog, a bird, a doll or an octopus-- that all can talk. One morning, they wake up, and, sitting on the bedpost, the friend becomes real. The friend explains that the child has begun the Quickening, that they are the child’s familiar and that the child is a witch.

This is the strange manner that witches not born into a witching family are introduced to their gift and to the world of Witchcraft.

PERSECUTION
Witches are usually found in a society where magic is suppressed. In the world of Narya, there are places like Thule where magic, whether arcane, divine or natural, are discouraged and practitioners are rejected, if not persecuted, by the locals.
This is especially true among women in the more backwards parts of the realm. After all, a woman with power is dangerous in a patriarchy. If women are expected to be subservient and seen but not heard, then a woman who can tap into incredible power is not only a danger to those around her but to the community in the eyes of the local authorities. For this reason, witches are often scapegoated and hunted down.

This persecution caused magical knowledge to become a scarcity in these regions and actually furthers the Craft. After all, if a youth who is sensitive to magic was in a land where magical education is prevalent, they would become a druid, a cleric or a wizard. And so the common folk, the wise women and medicine women, mix the practices of several spellcasting traditions into an art called the Craft and pass it on to the next generation of witches.

 
THE CRAFT
The Craft of Witchery, witchcraft, is what some elitist spell-casters would call "common magic" or even "country magic". The most common witch practices a mix of medicine, fortune telling, and, for a price, putting hexes on people. A witch does specialized jobs from midwifery to exorcism. In many communities, such women have learned the trade from an older witch, even passed down from mother to daughter, and are respected cornerstones of country living. While reclusive, some witches form small groups called Covens. It is generally considered bad luck to gather more or less than three witches at a time: the Elder, is the oldest and is usually childless (called the "Crone" in evil covens), the Mother, has children and may even have a family, and the Maiden, a childless youth. They generally gather at special meetings to discuss local occurrences and collaborate on solutions to problems too big for a single witch.

These "good witches", according to those that call themselves such, help people. This doesn't mean, necessarily, doing what people want. Good isn't nice. Good does what's needed. Sometimes this means witches manipulate people, often relying on their knowledge and cunning over actual magic application, but always for the greater good. A good witch is a welcome member to any community in need. And yet, witches have a bad reputation in places, such as Thule and, perhaps, this is a mix of superstition and misogyny. After all, most spell-casters and those who seek and use power are at risk of being corrupted. But still, the prevalence and infamy of bad witches in folklore is indisputable.
  
There are plenty of reasons for a witch to go bad: they live alone, they are touched by magic, they are eccentric, they are persecuted and they meddle in the affairs of the outer planes. Some witchcraft relies upon drawing upon patrons, like demons or devils, for magic and that takes a toll. Their interests in the community turn from helping to hurting; they give potions with bad effects, they steal away livestock and children for dark purposes and, generally, become crazier and crueler. They basically become hags. And then somebody has to stop them.

Bad witches give their good counterparts such a bad reputations that, generally, good witches don't advertise their talents widely. After all, nobody wants to be burned at the stake.
THE WITCH
Level
Proficiency Bonus
Features
Cantrips Known
Brew Points
Spells Slots per Spell Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2
Witch’s Familiar, The Craft
2
-

2
-
-
-
-
-
-
-
-
2nd
2

Witch's Brew
2
1

3
-
-
-
-
-
-
-
-
3rd
2
Witch's Coven
2
1

4
2
-
-
-
-
-
-
-
4th
2
Ability Score Improvement
3
1

4
3
-
-
-
-
-
-
-
5th
3
-
3
2

4
3
2
-
-
-
-
-
-
6th
3
Witch's Coven Feature
3
2

4
3
3
-
-
-
-
-
-
7th
3
Witch's Ride
3
2

4
3
3
1
-
-
-
-
-
8th
3
Ability Score Improvement
3
2

4
3
3
2
-
-
-
-
-
9th
4
-
3
3

4
3
3
3
1
-
-
-
-
10th
4

Witch's Coven Feature
4
3

4
3
3
3
2
-
-
-
-
11th
4


Superior Familiar
4
3

4
3
3
3
2
1
-
-
-
12th
4
Ability Score Improvement
4
3

4
3
3
3
2
1
-
-
-
13th
5


-
4
4

4
3
3
3
2
1
1
-
-
14th
5
Witch's Coven Feature
4
4

4
3
3
3
2
1
1
-
-
15th
5
-
4
4

4
3
3
3
2
1
1
1
-
16th
5
Ability Score Improvement
4
4

4
3
3
3
2
1
1
1
-
17th
6
-
4
5

4
3
3
3
2
1
1
1
1
18th
6
Witch Queen
4
5

4
3
3
3
3
1
1
1
1
19th
6
Ability Score Improvement
4
5

4
3
3
3
3
2
1
1
1
20th
6
Unbreakable Bond
4
5

4
3
3
3
3
2
2
1
1

CREATING A WITCH
As you make your witch, consider thinking about how they came to the Quickening. Were they raised by a witch? Or were they unaware of their gift until they got it? Also consider if and how they interact with their coven: Do they regularly meet with their coven? Do they get along with their coven? Are the other members of the coven good or bad? How many witches are in the coven? Or do you choose to be a coven of one? You should also consider how the personality of your witch reflects your witch’s familiar: does the familiar act like a facsimile of you or does it have a very distinct personality? You should also carefully consider your Coven role and the coven you’re going to be linked to: do you take on the aspects of the charming maiden, the intuitive mother or the cunning crone? Do you feel connected to the desire the ambition in Air and Darkness or the control of Ash and Dust or the destructive zeal of the Fire and Blood or the kindness of Light and Laughter or do you seek the strange justice of Tears and Vengeance?
Work with your DM to figure out how witches fit in their setting and in their campaign.

QUICK BUILD
You can make a witch quickly by following these suggestions. First, choose the witch’s cat as your witch’s familiar. Second, pick the aspect of the Crone: Intelligence should by your highest score, followed by Constitution and Dexterity. Third, pick the hermit background. Fourth, choose poison spray and produce flame cantrips, along with the 1st-level spells hex and witch bolt.

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, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Insight, Medicine, Nature, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • Any simple weapon
  • An explorer’s pack
  • A herbalism kit

WITCH’S FAMILIAR

At 1st level, upon connecting to the raw magicks of the world by the Quickening, natural and unnatural, you are approached by a witch’s familiar. It must be a creature in the unique witch familiar list: witch’s cat, witch’s crow/raven, witch’s doll, witch’s dog or witch’s octopus. A witch’s familiar is a creature that serves the witch as her spell focus.

As opposed to a familiar found through the find familiar spell, a witch’s familiar is instead part of the witch’s spirit that is a literal embodiment of the witch’s connection to magic gained by the quickening. Otherwise, it functions identically to a familiar in the Find Familiar spell, except that it can instead take its own turn in the initiative count, take its own actions each round separate from its witch and take attack actions.

You learn the Find Familiar spell and can cast it as a ritual without a spell focus. The spell doesn’t count towards your spells known.

THE CRAFT
Your connection to the arcane trinity, the Quickening, has granted you the ability to cast spells with the aid of your familiar and practice the Craft.

CANTRIPS
You know two cantrips of your choice from the Witch cantrip spell list. You learn additional 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 to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know a number of witch spells equal to your witch spellcasting modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With an spellcasting ability of 16, your list of known spells includes six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell Color Spray, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You learn new spells through your Quickening. You learn new spells if you increase your spell casting modifier permanently or gain a witch level. You do not forget known spells if your spellcasting modifier or witch level is temporarily decreased and you not gain known spells if your spellcasting modifier or witch level is temporarily increased.

SPELLCASTING ABILITY
Unlike with most spellcasting classes, your spellcasting modifier for your Witch spells is determined by a choice. Within a coven of witches, there are three members: the maiden, the mother, and the crone. These roles represent the aspects of different stages of life and the aspect a witch represents in her actions, personality and appearance determine which of three ability scores she uses to cast spells. Pick one of the following:

THE MAIDEN
This aspect is associated with youth, curiosity, energy, and passion. Witches that choose the aspect of the Maiden are beautiful and youthful, supernaturally so, regardless of their age, that may be alluring to some and off putting to others. A maiden witch is most likely to have romantic flirtations with others and spend time in/or around social gathering places. A witch of the Maiden Aspect uses Charisma as her spellcasting ability since her magic draws upon her personality and charm.

A witch of the Maiden Aspect also gains Persuasion as a skill.


THE MOTHER
This aspect is associated with maturity, responsibility, intuition and courage. Witches that choose the aspect of the Mother are intuitively tied to their surroundings and are very empathetic to others. Their appearance tends to be the most natural among witches. A mother witch is most likely to have or care for children and animals and live in a village. A witch of the Mother Aspects uses Wisdom as her spellcasting ability since she draws upon her instinctual connection to magic.

A witch of the Mother Aspect also gains Perception as a skill.
THE CRONE
This is aspect is associated with experience, diligence, patience and determination. Witches that choose the aspect of the Crone seek power and knowledge, often pushing others away, and have a reputation for preferring a life of solitude. Their appearance takes on unusual or even unattractive characteristics with warts, birthmarks or moles, unusual skin, hair and/or eye coloration, and other extreme features. A crone is most likely to live far from civilization. A witch of the Crone Aspect uses Intelligence as her spellcasting ability since her magic draws upon her knowledge and understanding of magic.

A witch of the Crone Aspect also gains one knowledge skill from the follow options: Arcana, History, or Religion.
The ability determined by the witch’s aspect is used whenever a spell refers to your spellcasting modifier. In addition, you use that ability when setting the saving throw DC for a witch spell you can and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier= your proficiency bonus + your spellcasting ability modifier

RITUAL CASTING
You can cast a witch spell as a ritual if that spell has the ritual tag.
SPELLCASTING FOCUS
You can use a familiar as a spellcasting focus for your witch spells as long as the familiar is within 100 feet.

WITCH’S BREW
Starting at 2nd level, you get a brew point and gain additional brew points at higher levels, as shown in the Brew Points column of the Witch table. You can create special potions or “witch’s brews” with a “brew spell”. A brew spell is a spell included on the witch’s brew spell list.

In order to create a witch’s brew, you must perform the follow three requirements in this order:
  • Use a herbalism kit or spend an amount of time deemed adequate by the gm gathering herbs/ingredients from the surrounding area if possible to create the liquid or liquid-like base for the brew. The brew will also require a container such as a vial but a bowl, cup, water skin, etc. will suffice per the gm’s discretion.
  • Expend a brew point.
  • Expend a spell slot of the spell’s level or higher, expend necessary materials with a cost as if you were casting the spell, and maintain concentration as you craft the brew for an amount of time equal to the greater amount of time between 1 minute or the spell’s casting time.

If you succeed in performing those steps, you will have created a witch’s brew. If you stop the process or are interrupted, you fail and regain your brew point, spell slot and expended materials with a cost.

When consumed or absorbed through the skin, the witch’s brew grants the consumer the effects of that spell as if they are the spell’s target. All brews use the brewer’s spell save DCs but any effect that requires concentration is based on the concentration of the brew consumer.

You can determine the variant effects of brew spell when creating a witch’s brew. For example, if you create a Polymorph witch’s brew, you can decide that anyone who consumes the brew will become a toad. If you expend more spell slots to increase the number of creatures that would normally be affected by the spell, you may create additional doses. For example, when casting the Invisibility spell, for every level of spell slot above level 2 that you use, you increase the number of targeted additional creatures by one. So, if you use a level 3 spell slot to create an Invisibility brew, you can create an additional dose.

After 24 hours, any brews that have not been used expire and lose their potency. When a brew expires, you regain all expended materials with a cost used to create the brew.

You can only have a number of active brews equal to your brew point maximum. If and/or when you make another brew past the number of max brew points available to you at this level, the oldest brews expires and loses its potency.

You regain your brew points when you finish a long rest.

BREW SPELL LIST
1st Level Cure Wounds, Expeditious Retreat, Jump, Longstrider, Speak with Animals,
2nd Level Alter Self, Barkskin, Comprehend Languages, Darkvision, Enhance Ability, Enlarge/Reduce, Invisibility, Lesser Restoration, Protection from Poison, Spider Climb
3rd Level Feign Death, Fly, Protection from Energy, Tongues
4th Level Freedom of Movement, Greater Invisibility, Polymorph, Stoneskin
5th Level Awaken, Greater Restoration, Raise Dead
6th Level True-Seeing
7th Level Regenerate, Resurrection
8th Level -
9th Level True Polymorph, True Resurrection


WITCH’S COVEN

Starting at 3rd level, you have become part of a coven (whether you know it or not), including two other witches from your homeland or with at least two allies of your choice, and your witch’s familiar grants you benefits based on your contract with the coven: Air & Darkness, Ash & Dust, Fire & Blood, Light & Laughter, and Tears & Vengeance, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th and 14th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

WITCH’S RIDE
At 7th level, you gain the ability to turn a mundane object of your size, or up to a large item, into a witch’s ride (a flying vehicle). It is up to you to pick the object, whether the classic broomstick, a cauldron, a wash pot, a fancy carpet or something more unique like a dragon’s skull, but they all have the same properties. It takes one hour of concentration on the object to turn it into a witch’s ride. The witch’s ride functions like the mundane item until you stand astride it and speak its command word. It then hovers beneath you and can be ridden into the air. It has a flying speed of 60 feet. It can carry up to 500 pounds, but its flying speed becomes 30 feet while carrying over 250 pounds. The ride stops hovering when you land.
You can send the ride to travel alone to a destination within 1 mile of you, if you speak the command word, name the location, and are familiar with that place. The ride comes back to you when you speak a command word, provided that the ride is still within 1 mile of you.

At 9th level, your witch’s ride improves. You can turn a mundane object of tiny size or up to a large item into a witch’s ride (a flying vehicle). At your command, the witch’s ride can increase or decrease between the tiny or large size category. It can also carry up to 1,000 lbs, but its flying speed becomes 30 feet while carrying over 500 pounds.

At 13th level, your witch’s ride improves. At your command, the witch’s ride can now carry up to 1,500 lbs, but its flying speed becomes 30 feet while carrying over 1,000 pounds.


SUPERIOR FAMILIAR
At 11th level, you gain the ability to cast your witch’s spells from your witch’s familiar as long as you can telepathically communicate with it and you can communicate telepathically with your familiar up to a mile away.

WITCH QUEEN
At 18th level, your mastery of the Craft grants you the ability to sustain yourself so that you age more slowly and your lifespan is expanded tenfold. For example, as a human, for every 10 years that pass, your body ages only 1 year.

UNBREAKABLE BOND
At 20th level, as long as your familiar is alive, it can cast True Resurrection on you to bring you back to life.

WITCH COVENS
At 3rd level, a witch has gained enough power and notoriety that she cannot ignore the draw of a coven and, even if she does, she still becomes connected to one. Connecting to a coven grants a witch special powers that inform the type of witch she is going to be from an alluring enchantress to a manipulator of the relationship between life and death to a cackling pyromaniac to a charitable white witch to a scheming sea witch.

AIR & DARKNESS
Perhaps your coven styles their magic on the Queen of Air & Darkness from the Twilight Realm, dread ruler of the gloaming court, a being of terrible beauty and power. On the other hand, you may very well sympathize and admire the cunning and style of the Kingslayer, Morgana la Fey.

When you call upon the powers of Air and Darkness, you draw them from the Queen’s Unseelie Court, the elemental plane of Air, the winds from North to South and East to West and from other gods and goddesses of air, darkness, and magic.

EXPANDED SPELL LIST
The knowledge you draw upon, whispers and secrets carried on the wind, lets you choose from an expanded spell list of spells when you learn a witch spell. The following spells are added to the witch’s spell list for you.

AIR & DARKNESS EXPANDED SPELLS
3 Blur, Shatter
5 Blink, Gaseous Form
7 Telekinesis, Wall of Force
9 Wind Walk, Whirlwind

BEAUTIFUL AND TERRIBLE
At 3rd level, your abilities to turn your beauty into a terrifying and enchanting power have begun to bear fruit. As a bonus action, you can radiate your beauty or fury in a way that is guaranteed to turn heads, make a grand entrance, or make others tremble in their boots. When you do so, choose a humanoid within 60 feet of you who can see and/or hear you. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target is enchanted by your magnificence, it is more willing to take your suggestions seriously, give you their attention, more willing to argue or speak on your behalf, be scared by you and avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.

You can use this feature a number of times equal to your spellcasting modifier (minimum 1). After using it a number of times equal to your spellcasting modifier, you can’t use it again until you finish a short or long rest.

You also gain the Friends cantrip. It does not count towards your number of known cantrips.

UNSEELY DOMINATION
Starting at 6th level, whenever you use an enchantment spell on a creature, if when the spell ends the creature the creature realizes that you used magic to influence it, the creature must roll a Wisdom saving throw against your witch spell save DC. It if fails the saving throw, it instead doesn’t realize you used magic to influence it.

MIND OF IRON
Starting at 10th level, after years of manipulating others, you have realized the dangers of mind-affecting magic and have developed defenses against it. You are immune to being charmed, and when another creature attempts to charm you, you can use a reaction to attempt to turn the charm back on that creature. The creature must success on a Wisdom saving throw against your witch spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

LOVE ME AND DESPAIR
Starting at 14th level, your ability to dominate your lessers allows you to manifest terrible beauty that overwhelms their senses.

As an action you can choose any number of creatures that can see or hear you within 60 feet. They must make a Wisdom saving throw against your witch spell save DC. On a failed save, they are charmed or frightened by you (your choice) for 1 minutes or until your concentration is broken (as if you are concentrating on a spell).

You must finish a long rest before you can use this feature again.

ASH & DUST
Your coven is interested in the passage of time, the old ways and the new, and knows that all will come to ruin in time: ashes to ashes, dust to dust.

Your coven might worship Angboda, the Witch of the Iron Wood or revere a powerful lich or other undead entity. You draw your power from manipulating the natural order of time, from death and from the passage of season, and  revere gods of nature, death and time like Sylvanus, Mort, and even the dead Kronos.

EXPANDED SPELL LIST
You find your path in the dust and ash left behind by ruin and choose from an expanded spell list of spells when you learn a witch spell. The following spells are added to the witch’s spell list for you.

ASH & DUST EXPANDED SPELLS
3, Ray of Enfeeblement, Spike Growth
5 Haste, Slow
7 Blight, Grasping Vine
9 Transport Via Plants, Wall of Thorns

EVERYTHING IN ITS TIME
At 3rd level, you draw strength and reap life when surrounded by death. Once per turn, when you kill a creature or witness a creature being killed, you may expend a witch class hit die and regain a number of hit points equal to your spellcasting modifier.

Also, you have the ability to stall death as much as you draw upon it. You learn the Spare the Dying cantrip. It does not count towards you number of known cantrips.

MATRON OF THE DEAD
Starting at 6th level, you learn the animate dead spell. It does not count towards your number of spells known.

You also gain the ability to Turn Undead. As an action you call upon the powers of time and each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

You regain this ability when you take a long rest.

DEATH HOST
At 10th level, you have resistance to necrotic damage and your hit point maximum can’t be reduced.

PAST, PRESENT AND FUTURE QUEEN
Starting at 14th level, you can become an embodiment of ruin itself and feed of the possible future of another creature. As an action, you choose a living creature that you can see within 30 feet of you. That creature must make a Constitution saving throw against your witch spell save DC. It it succeeds, you can’t use this feature on it again until you take a long rest. If it fails, you begin absorbing the creature’s essence. It can repeat the saving throw at the end of every round. It ends if you fail to maintain concentration (as if concentrating on a spell), are no longer within 30 feet of this creature at the end of one of your turns or until it makes a saving throw, and every time it fails the saving throw, the creature is ravaged by time and you regain a hit die. The creature also takes 4d6 + your witch spellcasting modifier necrotic damage, loses that number of maximum hit points, and decreases its Constitution ability score by a number equal to your witch spellcasting modifier. If this damage reduces the target to 0 hit points or its Constitution ability score becomes 0, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

You may also use this ability on undead creatures and constructs. Instead of dealing necrotic damage, instead you deal force damage.

You regain this ability when you destroy a creature with it, take a short rest or take a long rest.

You also gain the Create Undead spell. It does not count towards your number of spells known.

FIRE & BLOOD
They say apples don’t fall far from the tree and, in the case of Fire & Blood witches, the egg doesn’t fall far from Baba Yaga’s chicken legged hut. Fire & Blood witches are carnal beings and take pleasure in destroying their enemies.

When a Fire & Blood hurls a fireball, they call upon the infinite roil of the Abyss and the fiery pits of the Nine Hells, they draw their ire from the elemental plane of fire, and are granted power and knowledge by the gods of fire and destruction.

EXPANDED SPELL LIST
When you walk into a room, you contemplate the quickest way to burn it all down. You choose from an expanded spell list of spells when you learn a witch spell. The following spells are added to the witch’s spell list for you.

FIRE & BLOOD EXPANDED SPELLS
3 Heat Metal, Flaming Sphere
5 Lightning Bolt, Vampire Touch
7 Wall of Fire, Fire Shield
9 Delayed Blast Fireball, Fire Storm

HELL OR HIGH WATER
Beginning at 3rd level, your fire spells are beyond the normal hunger of worldly flame. Spells you cast ignore fire resistance. You also gain resistance to fire damage.

You also learn the Fire Bolt cantrip. It does not count towards your number of known cantrips.

BURN.
Staring at 6th level, your inner flame consumes your enemies with a ravenous vigor. Whenever you hit a creature or creatures with a spell that deals fire damage, you may use a bonus action and, when you do so, flames wreathe them. The target must make a Dexterity saving throw against your witch spell save DC. It takes 2d6+ your witch spellcasting modifier fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns as long as you maintain concentration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 2d6+ your witch spellcasting modifier fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished through non-magical means.
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.

You regain this ability when you destroy a creature with it or take a short or long rest.

I AM FIRE
Beginning at 10th level, the hunger of your fire spells becomes all consuming. Spells you cast ignore fire immunity. You also gain immunity to fire damage.

Also, whenever you take fire damage from an enemy creature’s attack, spell, aura, actions, etc., you may spend a healing surge as a reaction.

QUEEN OF THE ETERNAL FLAME
Starting at 14th level, your Burn ability increases to 4d6 + your spellcasting modifier damage.

You also can transform into an Adult Red Dragon as if using the Shapechange spell and all breath weapons you use in this form also use your Burn ability.

You regain this ability after taking a long rest.

LIGHT & LAUGHTER
Not all witches are cruel or grim. Some witches are kind and fair and, in some cases, there are witches downright sugary sweet.

You take after the goodness of Hylda Fairer-Than-Fairy in your devotion and dedication to use your craft to help others. You draw upon the Queen of Summer’s court, the goodly and kindly fey, you seek counsel from merciful gods and attract the well wishes, blessing and prayers of the innocent and good.

EXPANDED SPELL LIST
You seek to protect and help those that can’t protect or help themselves. You also use tools to protect them against the evils of the world. Your knowledge reflects that. You choose from an expanded spell list of spells when you learn a witch spell. The following spells are added to the witch’s spell list for you.

LIGHT AND LAUGHTER EXPANDED SPELLS
3 Healing Word, Sanctuary
5 Mass Healing Word, Daylight
7 Mass Cure Wounds, Death Ward
9 Heal, Sunbeam

WHITE WITCH
Starting at 3rd level, you are immune to disease.

Your goodness grants you unusual restorative powers. A kind word, a smile or a kiss from you can cure the afflicted. You can use an action to choose a target within 30 feet. You can remove a disease or one condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned. This spell has no effect on constructs or undead.

You can perform this action a number of times equal to your spellcasting modifier (minimum 1). You regain this ability when you take a short or long rest.

You learn the Spare the Dying cantrip. It does not count towards your number of known cantrips.

MIRACULOUS SAVE
Starting at 6th level, you can take a reaction to help a creature that has failed a saving throw that you can see or hear. When you do so, they reroll the saving throw. They use the higher result.

You regain this ability after taking a long rest.

BLESSED AND BELOVED
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.

PAX EX MACHINA
Starting at 14th level, you have the ability to beguile creatures into pacifism with your goodness either by performing a ballad or giving a touching speech. You can take an action to can choose any number of creatures that can see or hear you within 60 feet. They must make a Charisma saving throw against your witch spell save DC. On a failed save, they are charmed and they can’t attack for 1 minute or until your concentration is broken (as if you are concentrating on a spell). During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw.
This effect ends if they are attacked, take damage, or are forced to make a saving throw or if
they witness any of those things happening to their allies.

You must finish a long rest before you can use this feature again.

You also can take a reaction to help a creature you can see that has been hit by a spell or attack or failed a saving throw from a spell. Instead of being hit or failing, instead you send that creature to another plane of existence for an instant. It then reappears in the nearest unoccupied space by you.

You must finish a long rest before you can use this feature again.

TEARS & VENGEANCE
Your coven most likely meets near a large body of water, such as a lake or by the sea, or by a waterfall, river, or even in the sewers of a major sewer. You seek the power to punish those that have wronged you in the design of Caecillia the Sea Witch.

When a Sea Witch, such as yourself, uses her craft, she summons strength from the darkest depths of the ocean, she peers into the endless and maddening void of Otherworldly horrors, and calls upon gods of the sea, storm and vengeance.

EXPANDED SPELL LIST
You fish your spells from the eb and wave of the depths.Your knowledge reflects that. You choose from an expanded spell list of spells when you learn a witch spell. The following spells are added to the witch’s spell list for you.

TEARS & VENGEANCE EXPANDED SPELLS
3 Misty Step, Arms of Hadar
5 Water Breathing, Water Walking
7 Control Water, Evard's Black Tentacles
9 Ice Wall, Tsunami

WAY OF THE TENTACLE
Beginning at 3rd level, you gain the ability to breathe underwater and you gain a swim speed equal to your speed. You are gain resistance to cold damage. You also gain proficiency with the trident.

You also gain the cantrip Thorn Whip but, instead of creating a long vine-like whip, your whip is like a toothed tentacle, it deals bludgeoning instead of piercing damage, can be used to push the creature hit 10 feet away instead of pulled 10 feet closer, and can grapple a creature your size or smaller (Escape DC equal to your witch’s spell save DC). It does not count towards your number of known cantrips.

MYSTERIES OF THE DEEP
Starting at 6th level, you can take an action to cause a tidal wave of water that is 10 feet wide and 10 feet thick that travels 60 feet in all directions, extinguishing all flames and soaking all objects within 60 feet. Each creature that would be affected by this tidal wave must make a Strength saving throw against your witch spell save DC or be pushed 30 feet away from you and must make a Dexterity saving throw against your witch spell save DC or be knocked prone. Furthermore, elemental creatures of fire within 60 feet must make a Constitution saving throw against your witch spell save DC, taking 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. For one minute, you have resistance to acid, fire, lightning and thunder damage.

You must finish a long rest before you can use this feature again.

You are also not affected by water pressure or depth.

EBB AND FLOW
Beginning at 10th level, you can cast the cantrip Thorn Whip as a bonus action. You cannot target the same creature twice with Thorn Whip in one round if you have already hit them with Thorn Whip. You also increase the distance pushed or pulled to 20 feet.

You gain resistance to lightning damage.

RELEASE THE KRAKEN
Starting at 14th level, increase the distance pushed or pulled by Thorn Whip to 30 feet.

Also, you can take an action to summon squirming ebony black tentacles that fill the ground within a 30 foot cube centered on you. For the duration, these tentacles turn the area into difficult terrain.
When an enemy creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw against your witch’s spell save DC or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against your witch spell save DC. On a success, it frees itself.

You may also use a bonus action to fling any number of restrained targets up to 30 feet away and it is knocked prone. If a thrown target strikes a solid surface or falls, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target thrown at another creature, the creature must succeed a Dexterity saving throw against your witch’s spell save DC or take the same damage and be knocked prone.

The tentacles disappear when you dismiss them, after 1 minute, or until concentration is broken (as if you are concentrating on a spell).

You must finish a long rest before you can use this feature again.

WITCH’S SPELL LIST

Cantrips: Acid Splash, Chill Touch, Dancing Lights, Light, Message, Poison Spray, Produce Flame, Ray of Frost, Shocking Grasp, Witchcraft

1. Burning Hands, Charm Person, Chromatic Orb, Command, Color Spray, Create/Destroy Water, Detect Magic, Detect Poison/Disease, Faerie Fire, Feather Fall, Fog Cloud, Grease,  Hex, Inflict Wounds, Mage Armor, Ray of Sickness, Shield, Sleep, Tasha’s Hideous Laughter, Unseen Servant, Witchbolt

2. Animal Messenger, Augury, Blindness/Deafness, Calm Emotions, Crown of Madness, Darkness, Enthrall, Gentle Repose, Gust of Wind, Hold Person, Levitate, Locate Animal/Plant, Moonbeam, Pass Without Trace, Scorching Ray, See Invisibility, Silence, Suggestion, Web,

3. Animate Dead, Bestow Curse, Call Lightning, Conjure Animals, Dispel Magic, Fear, Fireball, Hypnotic Pattern, Meld into Stone, Plant Growth, Remove Curse, Revivify, Sending, Sleet Storm, Speak with the Dead, Stinking Cloud,

4. Banishment, Blight, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Dimension Door, Divination, Elemental Bane, Giant Insect, Ice Storm, Locate Creature, Stone Shape, Wall of Fire,

5. Animate Objects, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane, Contagion, Dominate Person, Dream, Geas, Hold Monster, Insect Plague, Modify Memory, Planar Binding, Raise Dead, Scrying, Teleportation Circle, Wall of Stone,

6. Arcane Gate, Chain Lightning, Circle of Death, Conjure Fey, Create Undead, Disintegrate, Eyebite, Find the Path, Flesh to Stone, Harm, Mass Suggestion, Move Earth, Otto's Irresistible Dance, Planar Ally, True Seeing,

7. Etherealness, Finger of Death, Fire Storm, Force Cage, Plane Shift, Prismatic Spray, Resurrection, Reverse Gravity, Sequester, Symbol, Teleport,

8. Antipathy/Sympathy, Control Weather, Demiplane, Dominate Monster, Earthquake, Feeblemind, Glibness, Incendiary Cloud, Mind Blank, Power Word: Stun,Telepathy, Trap the Soul

9. Astral Projection, Foresight, Gate, Imprisonment, Meteor Swarm, Power Word: Kill, Shapechange, Storm of Vengeance, True Polymorph, True Resurrection

Witchcraft
Transmutation
Level: Cantrip
Casting Time: 1 Action
Range: 30 feet
Component: V
Duration: Up to 1 minute
Concentration: Yes
Tapping into the forces of nature, magic and the divine, you produce one of the following otherworldly effects within range until you break concentration:
  • You cause a deck of cards to shuffle itself, a spoon to stir a pot, a knife to cut vegetables, an unlocked door or window to open or close, or some other small but impressive household task via telekinesis.
  • You can cause a stir in a flame, pool of water, or mote of dust that resembles moving figures, animals or objects.
  • You can cause your features to become more exaggerated, grow younger or older, grow beautiful or hideous, or change your appearance in an impressive manner.

Unique Witch’s Familiars

No comments:

Post a Comment