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Source: I made it the fuck up

Witch

Witches with their natural connection and mystical tokens, they give their companions boons and hex their enemies with viscious curses.
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
armor proficiencies: None
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit or Alchemist's Supplies
saving throws: Intelligence, Wisdom
skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature, Religion, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) a quarterstaff or (b) a sickle
and an explorer’s pack
spellcasting:
Spellcasting As a witch of a coven you have Tokens which you concentrate the essence of the world around you into.   Cantrips At 1st level, you know three 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.   Tokens At 1st level, you have a number of Totems equal to your total spell slots, with tokenss ranging in size and magic potential depending on the spell slots gained each level, You may hand these tokens to another creature and they may cast the magic within as though they were the caster as long as the witch has willingly given them the token, to create a replacement token it takes 2 hours per spell level of the Token lost as well as 100 gold per Token level. Tokens given away do not regain their power each long rest as Tokens in your possession do. When that creature casts a spell in this way, their spellcasting stat is Intelligence and they do not add their proficency to their spell save DC or attack rolls unless they have the spellcasting or pact magic feature.   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 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 each day. To do so, for each of your tokens pick a witch spell of its level or lower. That spell is prepared in that token until it is used or you complete your next long rest. When you or a creature you willingly give that token to casts from that token, it is cast at anywhere from its minimum level to the level of the token.   For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell magic missile, 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 can change your list of prepared spells when you finish a long rest. Preparing a new list of Witch spells requires time spent imbuing new magic into your tokens and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Intelligence is your spellcasting ability for your Witch spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting You can cast a witch spell as a ritual if that spell has the ritual tag as long as you have that spell prepared.   Your Witch Tokens are your spell casting focus for the spells on your spell list, casting spells of your spell list do not need any additional materials besides those with a gold value.     YOUR TOKENS   Your spell tokens are symbols of your magic, they may look like runes, carved bones, or wood totems. They are typically something a witch can carry in a pouch on her belt. These totems channel the essence of the world around the witch, into spells. The magic a witch has can be channeled through rituals using their totems as a centerpiece for the magic of a ritual spell.
class features:
Mystic Rites At 2nd level a Witch gains the ability to conduct rituals, they know one of these in addition to one granted by their coven gaining another at 6th, 10th, and 14th level.   Rite of the Familliar: after a minute preparing a ritual you may bind a plant or Creature to yourself of small or smaller, awakening it, and granting it the ability to serve as your familliar. you may only bind with one creature in this way. if you unbind with this creature it returns to what it once was. if you bind with it again it regains the memories it had when it was your familliar previously.   Rite of Enhancement: after spending an hour in ritual you may enhance a willing creatures abilities, increasing a phyiscal or mental ability. You may increase a single physical ability score by two up to a maximum of 20, increasing a ability in this way causes the creatures mental ability scores to all decrease by 1. You may increase a mental ability score instead costing physical scores.   Rite of change: After spending an hour in ritual you may change a target creature in minor ways. Adding or removing natural weapons of a creature, altering their appearance within minor ways, changing hair color, changing ear shape, adjusting facial hair. The natural weapon you add does 1d6 Bludgeoning piercing or slashing damage depending on the type of weapon you choose. An unwilling creature may make a constitution saving throw against your spell dc to resist this effect.   Rite of Protection: After spending an hour in ritual binding two willing targets, you may choose to allocate any damage taken by either of them, to the other, you may only bind two creatures in this way at a time   Rite of home: after spending an hour preparing a ritual around a land you are familliar with such as a grove of a forest, no more than 1000 feet in radius, and requiring a defined line such as a fence or the edge of a forest showing where your land is, you may cast within that area without expending a spell slot stone shape, wall of thorns, Snare, unseen servant, Spike Growth, Private Sanctum, and Awaken. You may only have this ritual active on one land at a time, You may only choose this rite at 14th level   Rite of Anger: After spending a minute preparing a ritual you may concentrate as long as you concentrate you may induce anger on a target creature within 60 feet, causing them to make a wisdom saving throw against your spell save dc or mindlessly attack whatever creature is closest to them, they lose concentration on their spell, and can not communicate other than in grunts. This effect lasts as long as you concentrate on it. The Target can make a save once every minute to break this effect. this effect can be removed with the casting of a remove curse spell.   Rite of Divination: After spending an hour preparing a ritual you can scry on your target and communicate into their mind up to 50 words stopping with words remaining allows you to use the remaining words in response to their response until both are out of words or you end the ritual. given they are on the same continent as you, You can only select this rite at 10th or 14th level.   Versatile Tokens Starting at 8th level, whenever you complete a short rest, you may prepare spells, using your tokens that currently have prepared spells. Doing so replaces the spells in those tokens. You do not regain spell slots when doing this   Improved Rites 13th level a witch gains the ability to Conduct Rites on their target from anywhere on the same plane of existence as long as they have a item of that creature such as a lock of hair, a vial of blood, or a item with deep meaning to them. Any rites may be prepared before Conducted, allowing the witch to conduct any rite instantly so long as all preparation was done beforehand.
subclass options:
Coven of the Cold North A witch from the cold northern lands, who flourishes in their nomad nature, bringing with them a vicious living home Rite of the Cold Heart upon spending an hour preforming this rite, a Coven of the Cold north witch can imbue a creature with protective frigid essence, granting that creature temporary hitpoints equal to your witch level times five, as well as setting that creatures armorclass to 15 and it can not be modified, while a creature has temporary hitpoints from this ability, they recieve disadvantage on dexterity savingthrows, can not add their dex to their armorclass, and have their movement speed reduced by 10 feet. Twisting Coldat third level the witch gainst he ability to make a ranged spell attack roll, up to 30ft away, upon hitting you can choose two of three things to affect the target, The target has their speed reduced to zero for a turn, The target takes 1d12+Intelligence Cold damage, or The Target has disadvantage on its next saving throw against a spell that deals cold damage   Homely Hut At 6th level, you gain the ability to summon a medium sized homely hut, as part of taking a long rest, the hut can grow in size for the duration of the long rest by one size category, inside the of the hut functions similarly to a Tiny Hut spell with creatures being unable to enter without the witch allowing them inside   Growing Cold At 10th Level, a witches hut grows in size, becoming Large sized, and growing to Huge as part of a long rest, The homely Hut statblock levels up to its Grown Hut variant, granting it multiple features, it gains an additional attack in combat   Hut of Nightmares At 14th level the witches hut once again grows, becoming huge, growing to gargantuan during a long rest, Gaining an additional attack, and the interior of it, growing to a size of which is quite larger than the exterior, to maintain combat capability, the Hut can reduce its size to Large as an action.   Comfort in Nomadism At 18th level a witch has grown her hut from a small "Child" to its now toppeling figure, The witch when taking a short rest within the hut, can complete the short rest in a single minute, A long rest takes no more than 10 minutes for a witch when within her hut     Coven of Baleful Intent A witch of the coven of baleful intent has found hatred and anger with the world, and seeks to harm its denizens, her coven allows her this revenge. Rite of Curses, a witch spends an hour preparing a ritual, then targets a creature of whom she was within 60ft of within the past day, that target must then make a spell save against her spell save DC, if they fail, the witch can choose one of the following effects, any of these effects are capable of being removed with the remove curse spell.
Curse of Tracking The Witch knows the exact distance and direction to the target, this effect lasts until a remove curse spell is cast upon them.
Curse of Ill perception The witch is unable to be percieved by the target (The target can not hear, see, smell, or otherwise locate the position of the creature), until the target has a remove curse spell cast upon them
Curse of Ancient Oak The Target over the course of 10 days has their speed lowered by 10 feet, the 10 days after that the target has their maximum speed set to 5ft, as their feet are constantly attempting to root to the ground, the 10 days after that the creatures speed is set to 0, and the creature is transformed into a tree, they can be removed from this form through a remove curse spell.
Curse of Forgetfulness The Target Loses proficency in one tool, skill, or Language of your choice until they have a remove curse spell cast upon them
Curse of Aching Pain The Target takes 1d4 damage for every attack they make until they have a remove curse spell cast upon them
Witches HexAt 3rd level as part of choosing this coven a witch replaces hex from their spell list, with Witches hex, adjusting the Hex spell by granting all allies who damage the target an additional 1d6 necrotic damage
Witches CurseAt 6th level witches of this coven replace Bestow Curse with Witches Curse, adjusting the spell, to grant allies an additional 1d8 necrotic damage against the target when they deal damage to them, as well as granting the target disadvantage on attacks made against allies of the witch,
A forgetful Face At 10th level a witch of this coven can alter the memory of the target of her "Rite of Curses" removing any memory of the witch from the targets mind, a remove curse spell does not remove this effect from the target, but a successful Greater Restoration Does.
Powerful Curses at 14th level a witches curses are difficult to resist, the witch can impose disadvantage on the targets save against her curse once per day. A Curse on the world A witch of this level is incomparable in her capability to curse a target, she can prepare her curses as an action, her Rite of Curses offers the target no save.   Curse of Mystic Healing Rite of Natural Healing Upon spending an hour on this ritual a witch may heal the target of the ritual, 1d8 hitpoints at 6th level this rite instead heals 2d8 and casts lesser restoration on the target, at 10th level it heals for 3d8 and casts greater restoration on the target, at 14th level it heals for 4d8 and casts regenerate on the target, at 18th level it heals for 5d8 and can be used alternately to cast raise dead on the target with no material components. Mystic Healer at 3rd level The Witch adds curative spells to their spell list Cure wounds, and Healing Word, along with the mass variants, The Witch also adds their proficency bonus to spells they cast that restore hitpoints Protective Spirits at 6th level the witch has fostered a relationship with the natural spirits of the land, and can call upon their assistance when an ally is about to take a fatal blow, as a reaction to seeing a ally fall unconcious in battle, you can restore 1hp to them, and grant them 5 temporary hitpoints Herbal Remedies At 10th level a witch of this coven gains the ability to gather herbs as a replacement to diamonds in their ressurection spells, any spell that brings a creature back from the dead can have its material components replaced with herbs that the witch has gathered, for each level of the spell it takes 1 day, a witch can only have a number of herbal remedies saved up equal to her maximum spell level (example, if you are a level 9 witch you can only have 5 herbal remedies saved up, allowing for you to cast revivify once, or raise dead once without material component) Potent Cures At 14th level your restorative magic lingers in the targets essence, granting them an additional 1d4 your proficency bonus health each time a creature restores HP from a spell or ability you cast on them (excluding this) Life is death At 18th level any spell you cast that restores HP can instead deal necrotic damage to a target, any spell you cast that deals necrotic or radiant damage can instead restore hitpoints to the targets that would take the damage.   Coven of The Deep Woods       Coven of Crows   Coven of the Hag   Coven of Moonlight   Coven of Deep Woods
LevelProficiency BonusAbilitiesCantrips known1st2nd3rd4th5th6th7th8th9thRites Known
1+2Spellcasting32---------
2+2Mystic Rites33--------1
3+2Coven342-------2
4+2Ability Score Improvement443-------2
5+3-4432------2
6+3Coven Feature4433------3
7+3-44331-----3
8+3Ability Score Improvement, Versatile Tokens44332-----3
9+4-443331----3
10+4Coven Feature543332----4
11+4-5433321---4
12+4Ability Score Improvement5433321---4
13+5Improved Rites54333211--4
14+5Coven Feature54333211--5
15+5-543332111-5
16+5Ability Score Improvement543332111-5
17+6-54333211115
18+6Coven Feature54333211115
19+6Ability Score Improvement54333221115
20+6Witch Ability54333222115

Created by

QuinnAshe.

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