Serina_Spellbinder
2006-02-22, 11:56 PM
This is a class that I amalgamated from several non-WOTC sources and the variant witch in the DMG. Anyway...
The Witch
Somewhere between the druid and the wizard lurks the witch. A figure of mystery and romance, of bittersweet endings and of revenge-inspired beginnings. From the hedge wizard to the crone, the healer to the hag, the woman in the tower to the beastly nightmare that exults in the terror of his enemies; the witch is a constant source of imagination as either an ally or an enemy. She is a figure who recognizes the powers within nature, but also believes in the governing forces behind it.
The witch is a spellcaster who sees magic as a craft to be practiced and learned like any other. It is the craft of weaving and making, the craft of charms and spells, the Craft of the Wise Ones, witchcraft.
Adventures: An adventure for a witch is an opportunity to expand her powers, knowledge, and resources. She seeks out rare plants and herbs, gathers knowledge from distant places, and then passes her lore on to worthy apprentices. While not overly concerned with material things, she does recognize the value of coin to further her goals and the accumulation of magical equipment can provide protections otherwise not available to her.
Characteristics: The witch is an amalgamation of the wizard, druid, and cleric. She is able to cast what are usually arcane spells as divine invocations from her two sources of power—the god and goddess. She is a capable healer, having gained mastery of herbs to supplement her spell casting ability. Witches cast spells that are subtle compared to the flashy and direct magic of wizards and sorcerers. Their powers focus on charms, enchantments, protection, healing, nature, and transformation, not bolts of fire and lightning. Like a sorcerer or a wizard, a witch can call a familiar—a small, magical animal companion that serves her.
Alignment: The witch’s beliefs help to create an understanding of the balance inherent in all things: light and dark, life and death, summer and winter, god and goddess. Witches tend to include neutrality somewhere in their alignment, being able to see both sides of things. No particular alignment is required to practice witchcraft, however, and witches of all alignments are known.
Religion: Witches turn the religious spectrum upside down as they believe, almost universally, that the entire pantheon is nothing more than a collection of assorted aspects of the male and female divinities. They believe the gods are manifestations of the particular traits of either power. Given this, witches can worship any god or goddess, though they generally favor gods devoted to magic or nature.
Background: The Craft is traditionally passed down from teacher to student across the generations. Unlike wizards, witches aren’t trained in academies or schools of magic, they learn from their elders while serving as apprentices. Sometimes a witch may come from a family of witches, in which case the craft is passed from one generation to the next. Others are apprenticed to a coven, and learn from them. In past times, stodgy wizards and pious clerics have misunderstood and mistrusted witchcraft, so witches commonly keep their practices and teachings to themselves.
Races: Of all the races that find the witch appealing, humans, above all, are drawn to the power and mystique associated with witchcraft. Elves, on the other hand, find it a poor cousin to wizardry and have little use for their backwards charms, herbs, love potions, and other trinkets. Still, elves do make excellent witches, due to their familiarity with enchantment magic. Elven witches favor more positive uses for the craft such as healing, protection, and other beneficial spells. Half-elves, naturally outcasts from both sides of their heritage, find witchcraft a potentially valuable career path. Their elven background grants a link to the natural world, and the community of a coven is usually to their liking, providing a family that they might not otherwise have known. Dwarves and gnomes have little use for witchcraft, as the former focus on the rigors of warfare, while the latter enjoy the trickery inherent to illusion. Halflings, however, are natural witches as many features of the witch complement the halfling deities. Other races exploit the evil side of witchcraft. The most common practitioners among the less civilized races would certainly be the Hags. Tieflings also typically exploit the powers of witchcraft given their familial connection to things originating from the lower planes. Finally, among the humanoid races, there are an almost infinite number of witch doctors and magic workers, many of whom practice witchcraft.
Other Classes: Witches require other classes for protection, for they do not have the raw offensive power that sorcerers control. They usually develop solid working relationships with rangers and barbarians, as many times their outlooks will mesh. Witches are particularly friendly with druids, with whom they share much in common. They have no quarrel with clerics and wizards, although the reverse is not always true. Some clerics find witchcraft suspect because of its secrecy and rumors that witches worship evil outsiders or forbidden deities. Wizards sometimes look down their noses a their “country cousins”, refusing to believe that arcane knowledge could come from anywhere other than a musty old tome. Some paladins believe that “evil witch” is a redundant term, but any with a modicum of good sense and restraint can tell a good witch from an evil one, and understand the difference. Rogues hold a place of value for the witch, considering their capability of getting into places no others can. Their penchant for subterfuge is an asset they cannot refuse. Bards tend to manipulate similar magic, although they draw from different sources. Other classes have no particular feelings, good or bad, toward witches for the most part (and the same is true of witches toward them).
Game Rule Information
Abilities: Wisdom determines how powerful a spell a witch can cast, how many she can cast, and how difficult those spells are to resist. High Intelligence is useful to a witch as it provides additional skill points. Like a wizard or sorcerer, a witch benefits from high Dexterity and Constitution scores.
Alignment: Any
Hit Die: d4
Random Starting Gold: 3d4 x 10 gp
Class Skills: The witch’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the witch.
Weapon and Armor Proficiency: Witches are proficient with the athame (see below), club, dagger, dart, quarterstaff, sickle, sling, and witch sword, but not with any type of armor or shield. Armor of any type interferes with a witch’s arcane gestures, which can cause her spells to fail, if those spells have somatic components).
Spells: A witch casts a combination of arcane and divine spells, which are drawn from the witch spell list (see below). A witch must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, a witch must have a Wisdom score equal to 10 + the spell level. The Difficulty Class of a saving throw against a witch’s spell is 10 + the spell’s level + the witch’s Wisdom modifier. Like other spellcasters, a witch can cast only a certain number of spells per day. Her base daily spell allotment is given on table shown below (The Witch). In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 PHB v3.5). Like a wizard, a witch may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending an hour studying her Book of Shadows (see below). While studying, the witch decides which spells to prepare. Witch spells count as both arcane and divine spells for purposes of determining spell immunities and resistances and eligibility for prestige classes.
Bonus Languages: A witch may substitute Draconic or Sylvan for one of the bonus languages available to the character because of her race. Arcane spells are often written in Draconic, so witches sometimes learn it as part of their studies. A witch’s connection with nature means she sometimes deals with woodland creatures, so learning Sylvan gives her an advantage when dealing with them.
Familiar: At 1st level, a witch may obtain a familiar in exactly the same manner as a sorcerer or wizard can.
Chaotic, Evil, Good, and Lawful Spells: A witch cannot cast spells of an alignment opposed to her own. For example, a chaotic good witch cannot cast spells having the lawful and/or evil descriptors.
Book of Shadows: Witches utilize their books of shadows to hold their spells, recipes for concoctions, and so on. Each day, when preparing their spells, they must review their book of shadows, much in the same way a wizard reviews her spellbook. The witch cannot prepare any spell not found within her book of shadows. A witch begins play with all 0 level witch spells (called tricks) plus three 1st level spells of the player’s choice. For each point of Wisdom bonus, the spellbook holds one additional 1st level spell. Each time the witch earns a new level, she gains two new spells of any level or levels she can cast. At any time, a witch can also add compatible (with her spell list) spells found in other spellbooks to her own. The Book of Shadows follows the rules for spellbooks as described in the Player’s Handbook.
Nature Sense: Just as a druid can identify plants and animals (including their species and traits) without error, so too can the witch. Also, witches can identify water sources as being either safe to drink or contaminated, and ill suited for consumption. She gains this ability at 2nd level.
Timeless Body: At 10th level, the witch no longer appears to age, nor suffers any penalties for aging. She becomes immune to any form of magical aging. If she accrued any penalties due to aging prior to achieving 10th level in the witch class, those penalties remain. The witch still receives all bonuses for aging, but remains subject to death by natural aging.
A Thousand Faces: At 13th level, a witch gains the supernatural ability to change her appearance at will, as if using the spell alter self.
Fascination: At 16th level, the witch may use this supernatural ability to fascinate her opponents once per day. This power functions like the dominate person spell, but maintaining control after it is successfully used is a standard action requiring a Concentration check (DC 20) each round. If successful, the victim will faithfully serve the witch for as long as she is able to concentrate. Service to the witch is absolute but is limited by acts qualifying as suicide. Any such command immediately breaks the effect.
Longevity: Witches who achieve 20th level benefit from an extended lifespan. A witch’s maximum age is changed to equal the maximum age + the maximum die roll possible, the total then multiplied by 4. This is the witch’s new maximum age. For example, Allana is a 20th level human witch. Normally, the maximum age for humans in the venerable category is 70 + 2d20 years. When refiguring her maximum age, she treats the d20 results as 20s. So her new total is 70 + 20 +20 (for a sum of 110). She then multiplies this result by 4, allowing her to reach 440 years of age before she will expire naturally.
The Witch uses the Base Attack Bonus, Saves and Spells Per Day of the Wizard, as shown in PHB p.55.
Witch Spells
0 Level: arcane mark, cure minor wounds, dancing lights, daze, detect magic, detect poison, flare, ghost sound, guidance, inflict minor wounds, light, mending, prestidigitation, read magic, resistance, virtue.
1st Level: calm animals, cause fear, change self, charm person, command, comprehend languages, cure light wounds, deathwatch, detect chaos/evil/good/law, doom, endure elements, hypnotism, identify, inflict light wounds, obscuring mist, protection from chaos/evil/good/law, silent image, sleep, speak with animals, summon nature’s ally I, ventriloquism.
2nd Level: alter self, augury, blindness/deafness, calm emotions, cure moderate wounds, death knell, delay poison, detect thoughts, enthrall, hold animal, hold person, hypnotic pattern, inflict moderate wounds, invisibility, locate object, minor image, mirror image, scare, speak with animals, summon nature’s ally II, whispering wind.
3rd Level: bestow curse, clairvoyance/clairaudience, contagion, create food and water, dispel magic, dominate animal, Leomund’s tiny hut, magic circle against chaos/evil/good/law, major image, meld into stone, rage, remove blindness/deafness, remove curse, speak with dead, suggestion, summon nature’s ally III, tongues, wind wall.
4th Level: charm monster, confusion, crushing despair, discern lies, divination, fear, giant vermin, good hope,hallucinatory terrain, lesser planar ally, locate creature, minor creation, neutralize poison, poison, polymorph, remove curse, scrying, summon nature’s ally IV.
5th Level: animal growth, baleful polymorph,break enchantment, dismissal, dream, dominate person, false vision, feeblemind, greater command, hold monster, magic jar, major creation, mirage arcana, nightmare, seeming, sending, summon nature’s ally V, telekinesis.
6th Level: animate objects, control weather, eyebite, find the path, geas/quest, greater scrying, heroes’ feast, legend lore, mass suggestion, mislead ,move earth, project image, repulsion, shadow image, summon nature’s ally VI, Tenser’s transformation, true seeing.
7th Level: creeping doom, finger of death, greater scrying, insanity, liveoak, mass hold person, planar ally, repel wood, summon nature’s ally VII, transport via plants, wind walk.
8th Level: antipathy, demand, discern location, horrid wilting, maze, polymorph any object, reverse gravity, summon nature’s ally VIII, sympathy, trap the soul.
9th Level: astral projection, dominate monster, earthquake, foresight, mass hold monster, refuge, shapechange, summon nature’s ally IX, time stop, wail of the banshee, weird.
Witch's Weapons
Light Melee Weapons:
Athame; Cost 25 gp; Dmg (S) 1d4; Dmg (M) 1d6; Critical x3; Weight 3 lb; Type S or P.
The athame is a slender dagger with a slightly wavy blade. It is a wicked weapon that is deadly sharp. It can be used as a focus for casting some witch spells, just as druids use mistletoe as a focus for certain spells. This knife sometimes have an inscription along the blade's length denoting its owner and coven. The pommel is always a stone of minor worth, but high spiritual value.
Compiled from:
D&D Dungeon Master's Guide, v.3.5, published by Wizards of the Coast, 2003.
The Quintessential Witch, published by Mongoose Publishing, 2002.
The Way of the Witch, published by Citizen Games, 2002.
The Witch's Handbook, published by Green Ronin Publishing, 2002.
The Witch
Somewhere between the druid and the wizard lurks the witch. A figure of mystery and romance, of bittersweet endings and of revenge-inspired beginnings. From the hedge wizard to the crone, the healer to the hag, the woman in the tower to the beastly nightmare that exults in the terror of his enemies; the witch is a constant source of imagination as either an ally or an enemy. She is a figure who recognizes the powers within nature, but also believes in the governing forces behind it.
The witch is a spellcaster who sees magic as a craft to be practiced and learned like any other. It is the craft of weaving and making, the craft of charms and spells, the Craft of the Wise Ones, witchcraft.
Adventures: An adventure for a witch is an opportunity to expand her powers, knowledge, and resources. She seeks out rare plants and herbs, gathers knowledge from distant places, and then passes her lore on to worthy apprentices. While not overly concerned with material things, she does recognize the value of coin to further her goals and the accumulation of magical equipment can provide protections otherwise not available to her.
Characteristics: The witch is an amalgamation of the wizard, druid, and cleric. She is able to cast what are usually arcane spells as divine invocations from her two sources of power—the god and goddess. She is a capable healer, having gained mastery of herbs to supplement her spell casting ability. Witches cast spells that are subtle compared to the flashy and direct magic of wizards and sorcerers. Their powers focus on charms, enchantments, protection, healing, nature, and transformation, not bolts of fire and lightning. Like a sorcerer or a wizard, a witch can call a familiar—a small, magical animal companion that serves her.
Alignment: The witch’s beliefs help to create an understanding of the balance inherent in all things: light and dark, life and death, summer and winter, god and goddess. Witches tend to include neutrality somewhere in their alignment, being able to see both sides of things. No particular alignment is required to practice witchcraft, however, and witches of all alignments are known.
Religion: Witches turn the religious spectrum upside down as they believe, almost universally, that the entire pantheon is nothing more than a collection of assorted aspects of the male and female divinities. They believe the gods are manifestations of the particular traits of either power. Given this, witches can worship any god or goddess, though they generally favor gods devoted to magic or nature.
Background: The Craft is traditionally passed down from teacher to student across the generations. Unlike wizards, witches aren’t trained in academies or schools of magic, they learn from their elders while serving as apprentices. Sometimes a witch may come from a family of witches, in which case the craft is passed from one generation to the next. Others are apprenticed to a coven, and learn from them. In past times, stodgy wizards and pious clerics have misunderstood and mistrusted witchcraft, so witches commonly keep their practices and teachings to themselves.
Races: Of all the races that find the witch appealing, humans, above all, are drawn to the power and mystique associated with witchcraft. Elves, on the other hand, find it a poor cousin to wizardry and have little use for their backwards charms, herbs, love potions, and other trinkets. Still, elves do make excellent witches, due to their familiarity with enchantment magic. Elven witches favor more positive uses for the craft such as healing, protection, and other beneficial spells. Half-elves, naturally outcasts from both sides of their heritage, find witchcraft a potentially valuable career path. Their elven background grants a link to the natural world, and the community of a coven is usually to their liking, providing a family that they might not otherwise have known. Dwarves and gnomes have little use for witchcraft, as the former focus on the rigors of warfare, while the latter enjoy the trickery inherent to illusion. Halflings, however, are natural witches as many features of the witch complement the halfling deities. Other races exploit the evil side of witchcraft. The most common practitioners among the less civilized races would certainly be the Hags. Tieflings also typically exploit the powers of witchcraft given their familial connection to things originating from the lower planes. Finally, among the humanoid races, there are an almost infinite number of witch doctors and magic workers, many of whom practice witchcraft.
Other Classes: Witches require other classes for protection, for they do not have the raw offensive power that sorcerers control. They usually develop solid working relationships with rangers and barbarians, as many times their outlooks will mesh. Witches are particularly friendly with druids, with whom they share much in common. They have no quarrel with clerics and wizards, although the reverse is not always true. Some clerics find witchcraft suspect because of its secrecy and rumors that witches worship evil outsiders or forbidden deities. Wizards sometimes look down their noses a their “country cousins”, refusing to believe that arcane knowledge could come from anywhere other than a musty old tome. Some paladins believe that “evil witch” is a redundant term, but any with a modicum of good sense and restraint can tell a good witch from an evil one, and understand the difference. Rogues hold a place of value for the witch, considering their capability of getting into places no others can. Their penchant for subterfuge is an asset they cannot refuse. Bards tend to manipulate similar magic, although they draw from different sources. Other classes have no particular feelings, good or bad, toward witches for the most part (and the same is true of witches toward them).
Game Rule Information
Abilities: Wisdom determines how powerful a spell a witch can cast, how many she can cast, and how difficult those spells are to resist. High Intelligence is useful to a witch as it provides additional skill points. Like a wizard or sorcerer, a witch benefits from high Dexterity and Constitution scores.
Alignment: Any
Hit Die: d4
Random Starting Gold: 3d4 x 10 gp
Class Skills: The witch’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the witch.
Weapon and Armor Proficiency: Witches are proficient with the athame (see below), club, dagger, dart, quarterstaff, sickle, sling, and witch sword, but not with any type of armor or shield. Armor of any type interferes with a witch’s arcane gestures, which can cause her spells to fail, if those spells have somatic components).
Spells: A witch casts a combination of arcane and divine spells, which are drawn from the witch spell list (see below). A witch must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, a witch must have a Wisdom score equal to 10 + the spell level. The Difficulty Class of a saving throw against a witch’s spell is 10 + the spell’s level + the witch’s Wisdom modifier. Like other spellcasters, a witch can cast only a certain number of spells per day. Her base daily spell allotment is given on table shown below (The Witch). In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 PHB v3.5). Like a wizard, a witch may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending an hour studying her Book of Shadows (see below). While studying, the witch decides which spells to prepare. Witch spells count as both arcane and divine spells for purposes of determining spell immunities and resistances and eligibility for prestige classes.
Bonus Languages: A witch may substitute Draconic or Sylvan for one of the bonus languages available to the character because of her race. Arcane spells are often written in Draconic, so witches sometimes learn it as part of their studies. A witch’s connection with nature means she sometimes deals with woodland creatures, so learning Sylvan gives her an advantage when dealing with them.
Familiar: At 1st level, a witch may obtain a familiar in exactly the same manner as a sorcerer or wizard can.
Chaotic, Evil, Good, and Lawful Spells: A witch cannot cast spells of an alignment opposed to her own. For example, a chaotic good witch cannot cast spells having the lawful and/or evil descriptors.
Book of Shadows: Witches utilize their books of shadows to hold their spells, recipes for concoctions, and so on. Each day, when preparing their spells, they must review their book of shadows, much in the same way a wizard reviews her spellbook. The witch cannot prepare any spell not found within her book of shadows. A witch begins play with all 0 level witch spells (called tricks) plus three 1st level spells of the player’s choice. For each point of Wisdom bonus, the spellbook holds one additional 1st level spell. Each time the witch earns a new level, she gains two new spells of any level or levels she can cast. At any time, a witch can also add compatible (with her spell list) spells found in other spellbooks to her own. The Book of Shadows follows the rules for spellbooks as described in the Player’s Handbook.
Nature Sense: Just as a druid can identify plants and animals (including their species and traits) without error, so too can the witch. Also, witches can identify water sources as being either safe to drink or contaminated, and ill suited for consumption. She gains this ability at 2nd level.
Timeless Body: At 10th level, the witch no longer appears to age, nor suffers any penalties for aging. She becomes immune to any form of magical aging. If she accrued any penalties due to aging prior to achieving 10th level in the witch class, those penalties remain. The witch still receives all bonuses for aging, but remains subject to death by natural aging.
A Thousand Faces: At 13th level, a witch gains the supernatural ability to change her appearance at will, as if using the spell alter self.
Fascination: At 16th level, the witch may use this supernatural ability to fascinate her opponents once per day. This power functions like the dominate person spell, but maintaining control after it is successfully used is a standard action requiring a Concentration check (DC 20) each round. If successful, the victim will faithfully serve the witch for as long as she is able to concentrate. Service to the witch is absolute but is limited by acts qualifying as suicide. Any such command immediately breaks the effect.
Longevity: Witches who achieve 20th level benefit from an extended lifespan. A witch’s maximum age is changed to equal the maximum age + the maximum die roll possible, the total then multiplied by 4. This is the witch’s new maximum age. For example, Allana is a 20th level human witch. Normally, the maximum age for humans in the venerable category is 70 + 2d20 years. When refiguring her maximum age, she treats the d20 results as 20s. So her new total is 70 + 20 +20 (for a sum of 110). She then multiplies this result by 4, allowing her to reach 440 years of age before she will expire naturally.
The Witch uses the Base Attack Bonus, Saves and Spells Per Day of the Wizard, as shown in PHB p.55.
Witch Spells
0 Level: arcane mark, cure minor wounds, dancing lights, daze, detect magic, detect poison, flare, ghost sound, guidance, inflict minor wounds, light, mending, prestidigitation, read magic, resistance, virtue.
1st Level: calm animals, cause fear, change self, charm person, command, comprehend languages, cure light wounds, deathwatch, detect chaos/evil/good/law, doom, endure elements, hypnotism, identify, inflict light wounds, obscuring mist, protection from chaos/evil/good/law, silent image, sleep, speak with animals, summon nature’s ally I, ventriloquism.
2nd Level: alter self, augury, blindness/deafness, calm emotions, cure moderate wounds, death knell, delay poison, detect thoughts, enthrall, hold animal, hold person, hypnotic pattern, inflict moderate wounds, invisibility, locate object, minor image, mirror image, scare, speak with animals, summon nature’s ally II, whispering wind.
3rd Level: bestow curse, clairvoyance/clairaudience, contagion, create food and water, dispel magic, dominate animal, Leomund’s tiny hut, magic circle against chaos/evil/good/law, major image, meld into stone, rage, remove blindness/deafness, remove curse, speak with dead, suggestion, summon nature’s ally III, tongues, wind wall.
4th Level: charm monster, confusion, crushing despair, discern lies, divination, fear, giant vermin, good hope,hallucinatory terrain, lesser planar ally, locate creature, minor creation, neutralize poison, poison, polymorph, remove curse, scrying, summon nature’s ally IV.
5th Level: animal growth, baleful polymorph,break enchantment, dismissal, dream, dominate person, false vision, feeblemind, greater command, hold monster, magic jar, major creation, mirage arcana, nightmare, seeming, sending, summon nature’s ally V, telekinesis.
6th Level: animate objects, control weather, eyebite, find the path, geas/quest, greater scrying, heroes’ feast, legend lore, mass suggestion, mislead ,move earth, project image, repulsion, shadow image, summon nature’s ally VI, Tenser’s transformation, true seeing.
7th Level: creeping doom, finger of death, greater scrying, insanity, liveoak, mass hold person, planar ally, repel wood, summon nature’s ally VII, transport via plants, wind walk.
8th Level: antipathy, demand, discern location, horrid wilting, maze, polymorph any object, reverse gravity, summon nature’s ally VIII, sympathy, trap the soul.
9th Level: astral projection, dominate monster, earthquake, foresight, mass hold monster, refuge, shapechange, summon nature’s ally IX, time stop, wail of the banshee, weird.
Witch's Weapons
Light Melee Weapons:
Athame; Cost 25 gp; Dmg (S) 1d4; Dmg (M) 1d6; Critical x3; Weight 3 lb; Type S or P.
The athame is a slender dagger with a slightly wavy blade. It is a wicked weapon that is deadly sharp. It can be used as a focus for casting some witch spells, just as druids use mistletoe as a focus for certain spells. This knife sometimes have an inscription along the blade's length denoting its owner and coven. The pommel is always a stone of minor worth, but high spiritual value.
Compiled from:
D&D Dungeon Master's Guide, v.3.5, published by Wizards of the Coast, 2003.
The Quintessential Witch, published by Mongoose Publishing, 2002.
The Way of the Witch, published by Citizen Games, 2002.
The Witch's Handbook, published by Green Ronin Publishing, 2002.