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Homebrew

Witch

Witches are spellcasters that seldome stick to societies rules, breaking taboos and experimenting with the unknown. Being spellcasters they focus on curses, hexes, tonics and trinkets and in general being supportive.   Mechanically Witches play as wisdom (full-)casters who have special ways to access their magical effects that are generally connected to randomness or chaos.      
hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st
armor proficiencies: none
weapon proficiencies: daggers, darts, quarterstaffs, light crossbows, sickles
tools: Herbalism Kit
saving throws: Constitution, Wisdom
skills: Choose 2 from Animal Handling, Arcana, Insight, Investigation, Medicine, Nature, Religion and Survival
starting equipment:

  • (a) Sickle and Dagger (b) Wooden Staff

  • (a) Component Pouch (b) Herbalism Kit

  • Monster Hunter's Pack

spellcasting:
Experimentation, hexes, brews and tonics have furthered your insight into what most mortals will never unveil and chalk up to fate, gods or demons.  

Cantrips

At 1st level, you know two cantrips of your choice from the witches spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the witch table.  

Preparing and Casting Spells

The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these witch 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.   You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Wisdom 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 are a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your witch spells. 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  

Ritual Casting

You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You can use a witches charm(Wooden Staff, Cursed Hand, Wands, Tarrot Deck) as a spellcasting focus for your witch spells.
class features:

Level 2

Charms and Trinkets

You've gained the ability to imbue mundane items with certain magical properties, turning them into charms and trinkets.  

Charms and Trinkets Known

When you gain this feature, pick one Charm or Trinket to learn, choosing from the "Witches Charms and Trinkets" table. You learn additional Charms and Trinkets when you reach certain levels in this class, as shown in the Charms and Trinkets Known column of the witches table.   Whenever you gain a level in this class, you can replace one of the Charms and Trinkets you have learned with a new one.  

Creating a Charm or Trinket

Whenever you finish a short rest, you can create a Charm or Trinket, provided you have the material to create one. The necessary materials needed for each Charm or Trinket are descripted in the Charms and Trinkets Known Table.   Your Charm or Trinket remains indefinitely, but when you die, the Charm or Trinket loses its effect after a number of days have passed equal to your Wisdom modifier (minimum of 1 day). The Charm or Trinket also vanishes if you give up your knowledge of the Charm or Trinket for another one.   You can create more than one Charm or Trinket after the end of a short rest. The maximum number of charms or trinkets is equal to half your wisdom modifier, rounded down.

Level 3

Witches Coven

When you Reach 3rd level, you choose a coven from the list of available covens, shaping your practice of magic. Your choice grants you features at level 3, 6, 10, and 14.

Level 4

Ability Score Improvement

When you reach 4th 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.   If your DM allows the use of feats, you may instead take a feat.

Level 6

Coven Benefit

When you Reach 6th level, you gain a benefit from your coven.

Level 8

Ability Score Improvement

When you reach 8th 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.   If your DM allows the use of feats, you may instead take a feat.

Level 10

Coven Benefit

When you Reach 10th level, you gain a benefit from your coven.

Level 12

Ability Score Improvement

When you reach 12th 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.   If your DM allows the use of feats, you may instead take a feat.

Level 14

Coven Benefit

When you Reach 14th level, you gain a benefit from your coven.

Level 16

Ability Score Improvement

When you reach 16th 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.   If your DM allows the use of feats, you may instead take a feat.

Level 18

Stroke of Luck

Your Charms and Trinkets now have a chance to survive the magic flowing through them. Whenever a Charm or Trinket would break instead roll a constitution saving throw. The DC for this roll is calculated as follows: 8 + half your level (rounded down)

Level 19

Ability Score Improvement

When you reach 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.   If your DM allows the use of feats, you may instead take an epic Boon.

Level 20

Destined Charm/Trinket

You can bless one of your Charms or Trinkets in a taboo ritual, granting it immeasurable durability preventing it from breaking under any circumstances.  

Charms and Trinkets

 

Charm of Upcasting:

This Charm allows the holder to treat the spell slot that is used to cast a spell as a spell slot of one higher level.
Upon using thes effect the Charm breaks.  

Charm of Freedome:

As a reaction, this Charm allows the holder to end any one condition afflicting it. This can be used in response to receiving a condition that prevents the user from using their reaction e.g. Incapacitated.
Upon use the Charm breaks.  

Charm of Ferocity:

This Charm allows the holder to make the next attack roll with advantage or add an additional die to the next damage roll. The use of this Charm has to be declared before the roll is made.
Upon use the Charm breaks.  

Charm of grotesque Vigor:

This Charm allows the holder to instead of rolling use the highest number possible for each die when determining the amount of HP regained from any source of healing e.g. Potions, Short Rest, ect. In addition you Heal for an amount of Hit Points equal to you level
Upon use the Charm breaks.  

Charm of Arcane reversal:

This Charm allows the holder to change the target of a spell targeting the holder to the caster of the spell. The original caster counts as a valid target for that spell. Upon use the Charm breaks.   This charm utilizes the Spellsave and Spellattack from the original caster of the spell to determin if the spell hits.  

Trinket of Temporal Pause:

As a bonus action, the user can activate this trinket to stop time for up to 6 seconds (one round) for a friendly creature they can see. They can take one action during this time, but cannot affect other creatures. Upon use, the Trinket breaks.   A creature can resist this effect by succeeding on a Wisdom save against the users Spellsave DC, if the user has no spellsave DC the DC is calculated as follows 8 + pb  

Trinket of the Bloodcurse:

As an action, you can stake yourself with the trinket, dealing damage to yourself at the start of your turn equal to half your proficiency bonus (rounded down) in d4s. You designate a creature you can see within range as the target of the bloodcurse. At the start of the target's turn, it takes damage equal to your proficiency bonus in d4s. The curse lasts until you end it as a bonus action or when either you or the target falls unconscious or dies.  

Trinket of Soulbonding:

As an action the holder of this trinket can bond his soul to the soul of another creature unless his soul is already bound to an other creature. The targeted creature can make a Wisdome save against the Spell Save DC of the Witch who has created the Trinket. Any damage either of the soul bound creatures recieves is shared equaly with the other soul bound creature. If the two soul bound creatures are farther apart than 30 ft. or one of the creatures is reduced to 0 Hit Points the soul bond is broken and the Trinket destroyed.  

Trinket of restriction:

As an action, the holder of this Trinket can throw it up to 30ft. Upon landing the trinket anchors itself into the ground and can no longer be moved. Any hostile creature within 30ft. of the trinket must succeed on a Wisdom saving throw against the Spell Save DC of the Witch who has created the Trinket or become restrained by imaginary chains anchoring it to the trinket until the Trinket is destroyed (AC 15 / HP 5 + Level). At the end of its turn a creature restrained by the Trinket can repeat its saving throw to break free of the effect. 1 minute after the use of this effect the Trinket is destroyed.

Witch's Spell List

Witches can learn and use any spell from the List below.
subclass options:

Level 3

Coven of the Medium

The coven of the medium focuses and trains their witches in the forbidden communion with the spirits of a past long gone. At the start of your turn you open your mind and soul as a host for a random spirit to inhabit, depending on the spirit that inhabits you this turn you gain different effects, the effects are listed below.
 
d4SpiritEffect
1AncestorIf you have no charm or trinket left, create one randomly by rolling a d8 on your charm/trinket table.
2BeastThe next instance of damage you deal additionally deals extra damage equal to half your level (rounded up).
3DemonWhen you are below half of your maximum hit points, your next spell this turn is made with advantage and causes disadvantage on its saving throw.
4DryadWhen you are below half of your maximum hit points, you may roll a Hit Die to regain hit points.
  Charm/Trinket Creation If you channel the Ancestor spirit and need to create a charm or trinket, roll a d8 and consult the following table:  
d8Charm/Trinket
1Charm of Upcasting
2Charm of Freedome
3Charm of Ferocity
4Charm of Grotesque Vigor
5Charm of Arcane Reversal
6Trinket of Temporal Pause
7Trinket of the Bloodcurse
8Trinket of Restriction

 

Level 6

Dominant Spirit

Having hosted a number of different spirits of different strength your mind has become accustomed to not being the sole inhabitor of your body, as a result you gain the following effects:
  • You become resistant to psychic damage
  • Once per encounter you can force one of the four spirits to appear at the start of your turn. This can be done after rolling for a spirit to appear for that turn.
  • Level 10

    Gracious Gift

    The spirits are pleased with your hospitality and decide to reward you for it. The Spirits effects are expanded by the following  
    SpiritEffect
    AncestorIf you have no charm or trinket left, create one from the list of Charms/Trinkets.
    BeastThe next instance of damage you deal additionally deals extra damage equal to your level.
    DemonWhen you are below half of your maximum hit points, your next spell this turn is made with advantage and causes disadvantage on its saving throw. In addition your next cantrip deals the maximum possible damage instead of rolling for the damage
    DryadWhen you are below half of your maximum hit points, you may roll a hit die to regain hit points. In addition you gain the amount rolled as temporary Hit Points
     

    Level 14

    Spirit Expulsion

    You have achieved a fully functional connection to the spirit realm and can forcefully pull spirits into this realm of existance.
    As a bonus action you anchor yourself to the ground, reducing your movement to 0 until the end of your next turn. While you are anchored spirits course through you into the world of the living, activating all of their respective effects. Once you use this feature you must complete a long rest before you can use it again

    Level 3

    Coven of the fate weavers

    The coven of the fate weavers trains young witches in the art of telling and manipulating fate to their advantage. A witch of the tarot subclass can no longer create any trinkets.   Major Arcana Upon unlocking this subclass feature you recieve a deck of cards consisting of the 22 cards of the tarot major arcana. During a short or long rest you can create another deck but if you do so the old deck gets destroyed and you can reshuffle your deck at the end of a short or long rest or at the start of combat. Doing so adds all cards back to the deck. This deck can be used as a focus by you.   When you cast a spell you can use your reaction to divine the future of all creatures targeted by the spell or within the are of effect of that spell. Doing so you draw cards up to the number of trinkets you can create from your tarot deck and apply its effect on the creature(s).    

    Level 6

    Celtic Cross

    Your abilities to forcast the future with your cards is far greater than that of the normal back alley fortune teller.   You gain proficency with playing cards and learn the Augury and Divination spell which count as a witch spell for you, but don’t count against the number of witch spells you know. You can cast those spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spell using a spell slot of the required level or higher.Your tarot deck can substitute the material spell components but you have to reshuffle your deck after doing so. If you use your tarot deck as the material component your casting of either of those spells can not be identified as magic / casting a spell.    

    Level 10

    Manipulator of Fate

    When reshuffleing your deck you draw one card from the deck. This card becomes your held card. When divining the future of a creature as described in the Major Arcana subclass feature you can replace one of the drawn cards for the divination with your held card. The replaced card becomes your new held card.    

    Level 14

    Coustom Deck Building

    Your deck is not just a mere object to you. Every witch has her own deck with its own character. When creating a new deck as part of a short or long rest you can add duplicates of the 22 cards of the major arcana up to the summ of your charisma modifier and your proficency bonus to the 22 card base deck. Each card can only have one duplicate.  

    Tarot Cards

    CardDescriptionEffect
    The Fool"The Fool is making a big step into the unkown. Not even looking where he is going"The creature is teleported 30 ft. into a randome location (DM choice / 1d8 wind rose)
    The Magician"The Magician creates something out of nothing. Having every thing he needs at his finger tips"The creatures next spell that needs or consumes a component or attack that uses amunition ignores that requirement. If not used this effect ends after 1 minute.
    The High Priestess"The High Priestess is hiding the book of secrets and hidden knowledge in her robes"An unkown secret of the creature is revealed to the witch (weakness, resistance, imunity, rp, ect.) chosen by the DM. If the creature was invisible it becomes visible and no longer benefits of the effects of invisibility.
    The Empress"The Empress is depicted pregnant for she gives birth to something new or a new idea. She is a symbol of motherly comfort"The creature can end one negative effect from which it suffers (blinded, slowed, ect.) that is not a curse.
    The Emperor"The Emperor is a leader. A figure of Authority"The creature casts the command spell as a reaction using charisma as its spell casting modifier. If the target is a hostile creature the Witch can cast the command spell using her spell casting modifier as part of the reaction used for the divination instead.
    The Hierophant"The Hierophant is a religious leader from which one seeks guidance or mentorship for self help"For the next attack or skill check the creature gains the benefit of the help action (as if used by itself for itself). If not used this effect ends after 1 minute.
    The Lovers"The two women and the man in the Lovers do not necessarily represent love. They may as well represent obsession"At the start of its next turn the creature has to move as close as possible to the nearest creature to it. If it is a hostile creature it has to attack it if possible.
    The Chariot"Like in ancient times the Chariot is charging forward"The creature moves up by one spot in the initiative order. It can not lose its turn by doing so.
    Justice"Justice with her sword and scale is a fair judge, giving everyone what they deserve"Depending on the levels in the witch calss roll 1d8 (lv 1), 2d8 (lv 5) 3d8 (lv 13). If the creature is evil it loses that many hp (dmg that can not be reduced), if the creature is neutral it regains that many hp and if the creature is good it can either regain that many hp or gain that many temporary hp for 1 minute.
    The Hermit"The Hermit with his guiding light is not looking around but down, within him self"The creature looks inside of itself, pondering. It makes a wisdome save against the witchs spell save DC. On a fail it skips its next turn. on a success it feels inspired and makes its next skill check or attack roll with advantage. If not used this effect ends after 1 minute.
    Wheel of Fortune"The Wheel of Fortune keeps on turning. Everbody has their chance at luck"The creature rerolls its initiative. Its action, bonus action and reaction are not recarged by this effect and it can lose its turn by this effect.
    Strength"Opening the lions mouth to look inside shows her inner streanght and trust in her position"All fear effects on the creature end and it can not be feared until the end of its next turn.
    The Hanged Man"The hanged man is hanging around and it is by his doing but it is meant to be that way"The creature can use either an action or a bonus action on its next turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn but this attack can not miss.
    Death"Death is in the center next to the dead king but in the background a new sun is rising"Depending on the levels in the witch calss roll 1d6 (lv 1), 2d6 (lv 5) 3d6 (lv 13). The creature takes that many points of necrotic and radiant damage.
    Temperance"Standing with one foot in the water and one foot on land Temperance is exercising patience by balancing liquid between two chalices"nothing
    The Devil"The fearsome Devil with his goat face and horns is a symbol of temptation and procastination"The creature can chose to skip its next turn but gains two times its level (or cr for monsters) in gold coins.
    The Tower"The Tower is a symbol of chaos. Build on shaky foundations and surroundes by cataclysm"The creature gains one random status effect it does not have already and increases one it has by one point.
    The Stars"The Stars are guiding you and when you see the star you have to make a wish"The creature has to make a wish (there is no obligation for this wish to come true in a timely manner or at all).
    The Moon"Under The Moon lays a hidden path yet unseen by dog and fox but the lobster takes the path for them"All hidden objects and secret passages within vision are revealed to the creature.
    The Sun"The Sun is as indicated by the laughing child a symbol of happiness. She brings you joy"On a damage dealing spell all 1 and 2 results on the damage dice can be rerolled once and if the spell comes with an attack roll or saving throw the attack roll is an automatic success and the saving throw an automatic failure.
    Judgement"On Judgement day the trumpet makes the people raise from their coffins. It wakes them to life the life they were meant to life"Until the end of its next turn the creature switches sides. If cast outside of combat the creature has to stop what it is doing and do something else instead.
    The World"The World is at her feet"Replace this card with any other card of the witchs choice that is still in the deck.
    LevelXPProficiency BonusFeatureCharms and Trinkets KnownCantrips Known1st2nd3rd4th5th6th7th8th9th
    10+2Spellcasting-22--------
    2300+2Charms and Trinkets123--------
    3900+2Witches Coven1242-------
    42,700+2Ability Score Improvement1243-------
    56,500+3-12432------
    614,000+3Witches Coven Benefit12433------
    723,000+3-224331-----
    834,000+3Ability Score Improvement224332-----
    948,000+4-2243331----
    1064,000+4Witches Coven Benefit2343332----
    1185,000+4-23433321---
    12100,000+4Ability Score Improvement23433321---
    13120,000+5-334333211--
    14140,000+5Witches Coven Benefit344333211--
    15165,000+5-3443332111-
    16195,000+5Ability Score Improvement3443332111-
    17225,000+6-34433321111
    18265,000+6Stroke of Luck44433331111
    19305,000+6Ability Score Improvement44433332111
    20355,000+6Destined Charm/Trinket44433332211

    Created by

    Kaiser Anguis.

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