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Witch

This is a D&D character class, originally based on the example given on page 175 of the DMG. This version, however, is based on the Druid class.

Alignment

any.

Hit Die

d6.

Class Skills

The witch's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level

(6 + Int modifier) ×4.

Skill Points at Each Additional Level

(6 + Int modifier).

Table: The Witch

Spells per Day
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Animal companion, Brew Potion 3 2
2nd +1 +0 +0 +3 Nature sense, Wild empathy 4 2
3rd +2 +1 +1 +3 4 3 1
4th +3 +1 +1 +4 5 4 2
5th +3 +1 +1 +4 Resist nature's lure 5 4 2 1
6th +4 +2 +2 +5 5 5 3 2
7th +5 +2 +2 +5 6 5 4 2
8th +6/+1 +2 +2 +6 Brew Potion (4th) 6 5 4 3 1
9th +6/+1 +3 +3 +6 - 6 5 4 3 2
10th +7/+2 +3 +3 +7 Venom immunity,
Brew Potion (5th)
7 5 4 3 2 1
11th +8/+3 +3 +3 +7 - 7 6 5 4 3 2
12th +9/+4 +4 +4 +8 - 8 6 5 4 3 2
13th +9/+4 +4 +4 +8 Brew Potion (6th) 8 7 5 4 3 3 1
14th +10/+5 +4 +4 +9 - 9 7 6 5 4 3 2
15th +11/+6/+1 +5 +5 +9 - 9 8 6 5 4 3 2 1
16th +12/+7/+2 +5 +5 +10 - 10 8 7 5 4 4 3 2
17th +12/+7/+2 +5 +5 +10 - 10 9 7 6 5 4 3 2
18th +13/+8/+3 +6 +6 +11 - 11 9 8 6 5 4 3 3 1
19th +14/+9/+4 +6 +6 +11 - 11 10 8 7 5 5 4 3 2
20th +15/+10/+5 +6 +6 +12 - 12 10 9 7 6 5 4 3 2 1

Spells are based on Charisma, with no extra spells for a high stat.

Kurt's wishlist for additional class features: Charm Animal, Mass Charm Animal, Charm Monster, Fascinate (as bard), Speak with Animals, Speak with Monster, Suggestion (as bard)

Class Features

Weapon & Armor Proficiencies

Witches are proficient with the following weapons: club, dagger, dart, quarterstaff, sling, and shortbow.

Witches are proficient with light armor. A witch can cast witch spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a witch wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass witch still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A witch casts arcane spells, which are drawn from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Charisma modifier.

Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Witch. Unlike Sorcerers and Bards, the Witch uses the same table for spells known as spells per day. Essentially, a witch could (if she so chooses) cast each spell she knows exactly once per day. Spells are based on Charisma, and unlike other spellcasters, she receives NO bonus spells per day if she has a high Charisma score.

The witch's selection of spells is extremely limited. A witch begins play knowing only three 0-level and two 1st level spells of your choice. At each new witch level, she gains one or more new spells, as indicated on Table: The Witch. (Like spells per day, the number of spells a witch knows is also not affected by her Charisma score; the numbers on Table: The Witch are fixed.)

Upon reaching 5th level, and at every third witch level after that (8th, 11th, and so on), a witch can choose to learn a new spell in place of one she already knows. In effect, the witch “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level witch spell the witch can cast. A witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

As noted above, a witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Animal Companion (Ex)

(As druid, with the exception that a limited list of magical beasts can be chosen at higher levels in lieu of the Druid's choices of large, powerful animals.) – we need to edit the text below…

A witch may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the witch on her adventures as appropriate for its kind.

A 1st-level witch's companion is completely typical for its kind except as noted below. As a witch advances in level, the animal's power increases as shown on the table. If a witch releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A witch of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's witch level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's witch level and compare the result with the witch level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the witch's effective level to 0 or lower, she can't have that animal as a companion.)

Brew Potion

At 1st level, a witch gains Brew Potion as a bonus feat. At 8th, 10th, and 13th levels, she can use this feat to duplicate the effects of spells of up to 4th, 5th, and 6th level (respecively), as long as that spell has a casting time of less than 1 minute.

Nature Sense (Ex)

A witch gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A witch can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The witch rolls 1d20 and adds her witch level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the witch and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A witch can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Resist Nature’s Lure (Ex)

Starting at 5th level, a witch gains a +4 bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex)

At 10th level, a witch gains immunity to all poisons.

Spell List

This is still in the works. Basically, this follows the general guidelines from the DMG, with very little overt power, and focusing primarily on flavor and style of spells. Strong suits involve Charms, Communication, Healing, Shapechanging, and Transformation.

Zero Level:

  • Arcane Mark
  • Cure Minor Wounds
  • Dancing Lights
  • Daze
  • Detect Magic
  • Detect Poison
  • Flare
  • Ghost Sound
  • Light
  • Mending
  • Read Magic
  • Resistance
  • Virtue
  • Minor Disguise (Trans) - Makes slight changes to your appearance (from Spell Compendium)

First Level:

  • Cause Fear
  • Change Self
  • Charm Person
  • Command
  • Comprehend Languages
  • Cure Light Wounds
  • Doom
  • Endure Elements
  • Hypnotism
  • Identify
  • Silent Image
  • Sleep
  • Speak with Animals
  • Ventriloquism
  • Breath of the Jungle (Trans) - Fog makes poison harder to resist (from Spell Compendium)
  • Camouflage (Trans) - Grants +10 bonus on Hide checks (from Spell Compendium)
  • Horrible Taste (Trans) - Touched creature nauseates biting foes (from Spell Compendium)

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witch.1180894407.txt.gz · Last modified: 2017/05/27 18:48 (external edit)