KOLE
2018-12-11, 09:36 PM
Hey all,
I've been working a top down original class for a while now that is going to be a Witch. I know many versions exist already but none of them quite match my vision. However, it turns out homebrewing an entire class is kind of a time consuming process, and I don't have much of that to spare right now.
With that said, I brushed up on the Warlock spell list last night and realized that most of their spells fill the vision I had for the Witch, and that if you ignore the flavor, both Archfey and Great Old One Pacts have very witch like abilities to them, at least for me. So I decided to implement some of the rough draft work I have on the Witch full class into a quick and dirty subclass for the Warlock, as I find it fits pretty well mechanically and fluff wise (You cannot tell me the PHB picture for the Warlock isn't very witchlike!).
Please feel free to give me your critiques, I want this to be something usable and balanced.
Expanded Spell List
1st Level: Find Familiar, Ray Of Sickness
2nd Level: Blindness/Deafness, Moonbeam
3rd Level: Bestow Curse, Leomund's Tiny Hut
4th Level: Dominate Beast, Polymorph
5th Level: Geas, Contagion
Bonus Cantrips: Curses & Campfires
At 1st level, you learn the Vicious Mockery and Druidcraft cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Jinx
At 1st level, you gain the ability to bend ill luck to your benefit. You have a pool of d6s that you spend to fuel these curses. The number of dice in the pool equals your charisma modifier.
When you see a creature within 60 feet making an attack roll, you can use your reaction to expend a die and subtract the result from the roll. You can do this after the roll, but before any result is declared.
Your pool regains all expended dice when you finish a long rest.
Full Moons & Sweeping Brooms
At 6th level, your coven has taught you ways to stay mobile in a pinch. When you receive damage, you can use your action to gain a flying speed equal to your movement speed. You can immediately move up to your full flying speed. This movement does not provoke opportunity attacks. You lose this flying speed at the beginning of your next turn, and will fall if you have not landed on solid ground.
Once you use this feature, you can't use it again until you finish a short or long rest.
Uncross Your Fingers
At 10th level, you are very hard to deceive or mislead, due to your dealings with treacherous hags. You can apply twice your proficiency bonus to any roll made to see through illusions or deception.
Bitter Jinx
Also at 10th level, your Jinx dice become d8s.
Coven Sister
At 14th level, you have been embraced by the hags which you have made your pact with. As an action, you can choose to take a form like their own for one minute. Your game statistics, including mental ability scores, are replaced by the statistics of a Green Hag. You retain your alignment and your personality.
You assume the hit points of the Green Hag, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
As you are a member of a coven, you get access to the shared spellcasting feature when in this form, and have all the spell slots listed there. Expending spell slots in Hag form has no effect on your slots after you revert.
You can use this feature once per long rest.
Expanded Spell List
1st Level: Find Familiar, Ray Of Sickness
2nd Level: Moonbeam, OPEN
3rd Level: OPEN
4th Level: OPEN
5th Level: OPEN
Bonus Cantrips: Curses & Campfires
At 1st level, you learn the Vicious Mockery and Druidcraft cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Jinx
At 1st level, you gain the ability to bend luck to your enemies detriment. You have a pool of d6s that you spend to fuel these curses. The number of dice in the pool equals your charisma modifier.
When a creature within 60 feet of you that you can see makes an attack roll, you can use your reaction to expend a die and subtract the result from the roll. You can use this reaction after the creature rolls the d20, but must decide before the DM says whether the roll succeeds or fails.
Your pool regains all expended dice when you finish a long rest.
Swept Away
At 6th level, your coven has taught you ways to stay mobile in a pinch. When you receive damage, you can use your reaction to fly up to your movement speed. This movement does not provoke opportunity attacks. At the beginning of your next turn, you fall unless you use this movement to land on solid ground.
Once you use this feature, you can't use it again until you finish a short or long rest.
Thrice Fooled
At 10th level, you are very hard to deceive or mislead, due to your dealings with treacherous hags. Whenever you make a Intelligence (Investigation) or Wisdom (Perception) check to see through illusions, you have advantage on the roll. You also gain advantage to rolls on Wisdom (Insight) checks to see if someone is deceiving or lying to you.
Bitter Jinx
Also at 10th level, your Jinx dice become d8s.
Coven Sister
At 14th level, you have been embraced by the hags which you have made your pact with. As an action, you can choose to take a form like their own for one minute. Your game statistics, including mental ability scores, are replaced by the statistics of a Green Hag. You retain your alignment and your personality.
You assume the hit points of the Green Hag, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
As you are a member of a coven, you get access to the shared spellcasting feature when in this form, and have all the spell slots listed there. Expending spell slots in Hag form has no effect on your slots after you revert.
You can use this feature once per long rest.
Expanded Spell List
Find Familiar, Ray of Sickness
Animal Messenger, Augury
Clairvoyance, Leomund's Tiny Hut
Divination, Dominate Beast
Awaken, Seeming
Bonus Cantrips: Curses & Campfires
At 1st level, you learn the Vicious Mockery and Druidcraft cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Jinx
Also at 1st level, you gain the ability to bend luck to your enemies detriment. You have a pool of d6s that you spend to fuel these curses. The number of dice in the pool equals your charisma modifier (minimum of one).
When a creature within 60 feet of you that you can see makes an attack roll, you can use your reaction to expend a die and subtract the result from the roll. You can use this reaction after the creature rolls the d20, but must decide before the DM says whether the roll succeeds or fails.
Your pool regains all expended dice when you finish a long rest.
Swept Away
At 6th level, your coven has taught you ways to stay mobile in a pinch. When you receive damage, you can use your reaction to fly up to your movement speed. This movement does not provoke opportunity attacks. At the beginning of your next turn, you fall unless you use this movement to land on a solid surface.
Once you use this feature, you can't use it again until you finish a short or long rest.
Thrice Fooled
At 10th level, you are very hard to deceive or mislead, due to your dealings with treacherous hags. Whenever you make a Intelligence (Investigation) or Wisdom (Perception) check to see through illusions, you have advantage on the roll. You also gain advantage to rolls on Wisdom (Insight) checks to see if someone is deceiving or lying to you.
Bitter Jinx
Also at 10th level, your Jinx dice become d8s.
Coven Sister
At 14th level, you have been embraced by the hags which you have made your pact with. As an action, you can entreat your patron to magically transform you into their form for one hour. Your game statistics are replaced by the statistics of a Green Hag. You retain your mental ability scores, alignment and personality.
You assume the hit points of the Green Hag, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can end this transformation using an action.
You do not gain access to coven features in this form. However, you can still use the Jinx feature, and do not expend any die from your pool to do so. Additionally, while in this form, your Jinx die is a d10.
You can use this feature once per long rest.
Witch's Curse
Prerequisite: 5th level, The Hag Patron
Expending a warlock spell slot, you curse a target into either a Giant Frog or a Giant Toad. The effects of the transformation act like that of the polymorph spell, with the following exceptions:
The effect can only last up to 1 minute.
The creature retains its mental statistics.
Creatures turned into a Giant Frog retain the ability to cast spells without verbal components.
Once you use this invocation, you can't use it again until you finish a long rest.
----
I'd like to hear what you all like and don't like in general, but specifically, the expanded spell list. Also curious about other ideas for 10th level feature as I'm sort of scratching my head as to what would fit best there. Thanks in advance!
I've been working a top down original class for a while now that is going to be a Witch. I know many versions exist already but none of them quite match my vision. However, it turns out homebrewing an entire class is kind of a time consuming process, and I don't have much of that to spare right now.
With that said, I brushed up on the Warlock spell list last night and realized that most of their spells fill the vision I had for the Witch, and that if you ignore the flavor, both Archfey and Great Old One Pacts have very witch like abilities to them, at least for me. So I decided to implement some of the rough draft work I have on the Witch full class into a quick and dirty subclass for the Warlock, as I find it fits pretty well mechanically and fluff wise (You cannot tell me the PHB picture for the Warlock isn't very witchlike!).
Please feel free to give me your critiques, I want this to be something usable and balanced.
Expanded Spell List
1st Level: Find Familiar, Ray Of Sickness
2nd Level: Blindness/Deafness, Moonbeam
3rd Level: Bestow Curse, Leomund's Tiny Hut
4th Level: Dominate Beast, Polymorph
5th Level: Geas, Contagion
Bonus Cantrips: Curses & Campfires
At 1st level, you learn the Vicious Mockery and Druidcraft cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Jinx
At 1st level, you gain the ability to bend ill luck to your benefit. You have a pool of d6s that you spend to fuel these curses. The number of dice in the pool equals your charisma modifier.
When you see a creature within 60 feet making an attack roll, you can use your reaction to expend a die and subtract the result from the roll. You can do this after the roll, but before any result is declared.
Your pool regains all expended dice when you finish a long rest.
Full Moons & Sweeping Brooms
At 6th level, your coven has taught you ways to stay mobile in a pinch. When you receive damage, you can use your action to gain a flying speed equal to your movement speed. You can immediately move up to your full flying speed. This movement does not provoke opportunity attacks. You lose this flying speed at the beginning of your next turn, and will fall if you have not landed on solid ground.
Once you use this feature, you can't use it again until you finish a short or long rest.
Uncross Your Fingers
At 10th level, you are very hard to deceive or mislead, due to your dealings with treacherous hags. You can apply twice your proficiency bonus to any roll made to see through illusions or deception.
Bitter Jinx
Also at 10th level, your Jinx dice become d8s.
Coven Sister
At 14th level, you have been embraced by the hags which you have made your pact with. As an action, you can choose to take a form like their own for one minute. Your game statistics, including mental ability scores, are replaced by the statistics of a Green Hag. You retain your alignment and your personality.
You assume the hit points of the Green Hag, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
As you are a member of a coven, you get access to the shared spellcasting feature when in this form, and have all the spell slots listed there. Expending spell slots in Hag form has no effect on your slots after you revert.
You can use this feature once per long rest.
Expanded Spell List
1st Level: Find Familiar, Ray Of Sickness
2nd Level: Moonbeam, OPEN
3rd Level: OPEN
4th Level: OPEN
5th Level: OPEN
Bonus Cantrips: Curses & Campfires
At 1st level, you learn the Vicious Mockery and Druidcraft cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Jinx
At 1st level, you gain the ability to bend luck to your enemies detriment. You have a pool of d6s that you spend to fuel these curses. The number of dice in the pool equals your charisma modifier.
When a creature within 60 feet of you that you can see makes an attack roll, you can use your reaction to expend a die and subtract the result from the roll. You can use this reaction after the creature rolls the d20, but must decide before the DM says whether the roll succeeds or fails.
Your pool regains all expended dice when you finish a long rest.
Swept Away
At 6th level, your coven has taught you ways to stay mobile in a pinch. When you receive damage, you can use your reaction to fly up to your movement speed. This movement does not provoke opportunity attacks. At the beginning of your next turn, you fall unless you use this movement to land on solid ground.
Once you use this feature, you can't use it again until you finish a short or long rest.
Thrice Fooled
At 10th level, you are very hard to deceive or mislead, due to your dealings with treacherous hags. Whenever you make a Intelligence (Investigation) or Wisdom (Perception) check to see through illusions, you have advantage on the roll. You also gain advantage to rolls on Wisdom (Insight) checks to see if someone is deceiving or lying to you.
Bitter Jinx
Also at 10th level, your Jinx dice become d8s.
Coven Sister
At 14th level, you have been embraced by the hags which you have made your pact with. As an action, you can choose to take a form like their own for one minute. Your game statistics, including mental ability scores, are replaced by the statistics of a Green Hag. You retain your alignment and your personality.
You assume the hit points of the Green Hag, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
As you are a member of a coven, you get access to the shared spellcasting feature when in this form, and have all the spell slots listed there. Expending spell slots in Hag form has no effect on your slots after you revert.
You can use this feature once per long rest.
Expanded Spell List
Find Familiar, Ray of Sickness
Animal Messenger, Augury
Clairvoyance, Leomund's Tiny Hut
Divination, Dominate Beast
Awaken, Seeming
Bonus Cantrips: Curses & Campfires
At 1st level, you learn the Vicious Mockery and Druidcraft cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Jinx
Also at 1st level, you gain the ability to bend luck to your enemies detriment. You have a pool of d6s that you spend to fuel these curses. The number of dice in the pool equals your charisma modifier (minimum of one).
When a creature within 60 feet of you that you can see makes an attack roll, you can use your reaction to expend a die and subtract the result from the roll. You can use this reaction after the creature rolls the d20, but must decide before the DM says whether the roll succeeds or fails.
Your pool regains all expended dice when you finish a long rest.
Swept Away
At 6th level, your coven has taught you ways to stay mobile in a pinch. When you receive damage, you can use your reaction to fly up to your movement speed. This movement does not provoke opportunity attacks. At the beginning of your next turn, you fall unless you use this movement to land on a solid surface.
Once you use this feature, you can't use it again until you finish a short or long rest.
Thrice Fooled
At 10th level, you are very hard to deceive or mislead, due to your dealings with treacherous hags. Whenever you make a Intelligence (Investigation) or Wisdom (Perception) check to see through illusions, you have advantage on the roll. You also gain advantage to rolls on Wisdom (Insight) checks to see if someone is deceiving or lying to you.
Bitter Jinx
Also at 10th level, your Jinx dice become d8s.
Coven Sister
At 14th level, you have been embraced by the hags which you have made your pact with. As an action, you can entreat your patron to magically transform you into their form for one hour. Your game statistics are replaced by the statistics of a Green Hag. You retain your mental ability scores, alignment and personality.
You assume the hit points of the Green Hag, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can end this transformation using an action.
You do not gain access to coven features in this form. However, you can still use the Jinx feature, and do not expend any die from your pool to do so. Additionally, while in this form, your Jinx die is a d10.
You can use this feature once per long rest.
Witch's Curse
Prerequisite: 5th level, The Hag Patron
Expending a warlock spell slot, you curse a target into either a Giant Frog or a Giant Toad. The effects of the transformation act like that of the polymorph spell, with the following exceptions:
The effect can only last up to 1 minute.
The creature retains its mental statistics.
Creatures turned into a Giant Frog retain the ability to cast spells without verbal components.
Once you use this invocation, you can't use it again until you finish a long rest.
----
I'd like to hear what you all like and don't like in general, but specifically, the expanded spell list. Also curious about other ideas for 10th level feature as I'm sort of scratching my head as to what would fit best there. Thanks in advance!