Greywander
2021-06-01, 08:26 PM
The other class that would be good for this concept is a druid, but I'm going to see what I can do with the warlock.
First, let's go over the basic traits I'd be looking for in a witchy character.
Keeps you guessing where they are on the sliding scale of "misunderstood nature magic user" to "spooky black magic user".
Does a lot of spooky rituals. Is also known for divination that is at once eerily accurate and frustratingly vague.
Is knowledgeable about obscure lore and magic.
Is a healer, specifically using traditional/folk medicine. Definitely not doctor recommended.
Deals in curses. Lots of them. This is one of the main reasons witches are feared.
Has a familiar.
Can talk to animals.
Can turn into animals.
Is either a fugly hag, a buxom beauty, or a fugly hag disguised as a buxom beauty.
Generally a forest hermit. They're too feared to live in town proper, but also respected enough that townsfolk still seek their aid.
This is all a pretty tall order, and it might not be possible to satisfy each of these on a single character. Still, let's see how we can do. By the way, this looks a lot like it's going to be a support character, possibly specialized for non-combat situations. So let's keep that in mind.
First up is our choice of race. This can be a good opportunity to knock out a few of the things we're looking for, particularly if we can't get a similar feature elsewhere or if we can save build resources somewhere else.
Yuan-ti Pureblood. Literally everything here fits with a witch concept. Unfortunately, these are all in the "nice to have" category, rather than being build-critical. If we can get everything else we need for the concept elsewhere, then this can give us a few extra goodies.
Firbolg. The main point of interest is the Speech of Beast and Leaf. However, it doesn't allow us to understand them back.
Forest Gnome. Gives us half magic resistance, free Minor Illusion, and Speak with Small Beasts. A pretty solid package, if you don't mind being small. DM might let you refluff as a medium creature.
Half-Elf. Extra stat points help us when we're spread a bit thin. Extra skills helps us fill out our concept with supporting skill proficiencies.
Variant Human/Custom Lineage. A free feat never hurt anyone. We're going to be a bit invocation-starved, so it might be tempting to grab Eldritch Adept. However, keep in mind that we can only grab this feat once (by RAW, DM might allow otherwise), so we're better off taking a race that gives us a trait comparable to an invocation we want and then taking Eldritch Adept later to grab a different invocation.
I'm sure there are others, but I can't think of them off the top of my head.
For ability scores, there will be some variance depending on race, but a +2/+1 is what most races give. With this spread, we can use point buy to get an array of 8, 14, 12, 12, 14, 16. That's better than I was expecting. We get a 16 in our main stat, a 14 in DEX, and respectable scores in our other mental stats for skills.
For proficiencies, I'd kind of like to grab these skills: Medicine, Animal Handling, Survival, Nature, Arcana, Persuasion, Deception, Insight. Unfortunately, we aren't going to be able to get all of these, so we'll need to narrow this down. I'd also like to grab a collection of obscure languages, but we'll also want proficiency with the herbalism kit and either the cook's utensils (https://www.youtube.com/watch?v=IzMeuZeyQTM) or the alchemy kit. As far as background feature, the Folk Hero or Outlander are the only ones that seem to fit.
Now we can move on to the class proper. The Archfey patron offers us access to some druid spells, and the subclass features also kind of fit. Nothing especially jumps out, though. For pact, I was initially leaning toward Pact of the Chain due to the focus on the familiar, but a regular animal familiar should work fine, so I think Pact of the Tome is actually a better fit. This gets us access to our rituals (including Find Familiar), and lets us pick up some out-of-class cantrips to help customize our character.
We'll get four warlock cantrips, and Pact of the Tome lets us take any other three cantrips. We might decide to eschew EB in order to free up some invocation slots, but we still need to take a damage cantrip. In the end, we're probably taking either EB or Mind Sliver. Our other three warlock cantrips will probably be Mage Hand, Minor Illusion, and Prestidigitation. For our Tome cantrips, I kind of want to take Druidcraft; I know it overlaps with Presti, but it's oddly fitting for the concept, especially the ability to predict the weather. Other cantrips that might be useful picks are Dancing Lights (spookier than Light, so fitting) and Message. These aren't necessarily the most optimal choices, but I'm looking for things that will help support the concept.
I won't go over spell choices, as that would require a lot more analysis. The other main things we need to go over are invocations and feats.
For invocations, we're limited to 8, 9 if we take Eldritch Adept. Invocations are going to form the backbone of this character concept, so we need to choose carefully. The ones I'd like to get are:
Beast Speech. This gets us the ability to talk to animals. This is also a ritual, so it's somewhat redundant with Book of Ancient Secrets, but just being able to do it at will might be worth it. Still, perhaps we can bypass this by just playing a forest gnome or something.
Book of Ancient Secrets. A no-brainer. This gets us literally every ritual spell in the game, covering quite a chunk of the things we wanted with this concept.
Far Scribe. Not strictly a witchy ability, but it's another Tome invocation, and it's a pretty unique and cool ability. Useful? Eh, maybe not so much, but it is flavorful.
Devil's Sight. The spooky ability to see in pitch blackness. Fitting.
Mask of Many Faces. Necessary if we need to disguise ourselves as a buxom beauty. More seriously, this is in the witch's wheelhouse.
Misty Visions. Same as above, it's not necessarily a build-critical ability, but the flavor is on point.
Sign of Ill Omen. Curses. Literally. Bestow Curse is a pretty powerful spell, and definitely on point for a character like this.
Sculptor of Flesh. Unfortunately, this might be the only way we get to turn ourselves into animals. It also lets us turn enemies into toads, though, so it's on point.
Whispers of the Grave. Another spooky ability.
Witch Sight. It even has "witch" in the name. We can see through the disguises of others. Pretty cool.
Shroud of Shadow. Another illusion-type ability.
That's 11 invocations, so even with Eldritch Adept, we'll still need to drop two of them. From an optimization perspective, Beast Speech would be first on the chopping block, due to being a ritual that we'll get access to via Book of Ancient Secrets, but I'd still really like to have it as an at-will ability. One option might be to talk the DM into allowing some homebrew feats that will make certain invocations redundant, but you obviously can't rely on this.
For feats, we'll definitely want to spend two ASIs to boost CHA to 20. One needs to be spent on Eldritch Adept, since we already have too many invocations.. Fey Touched allows us to grab Bane, another curse-type spell, giving us a free casting at 1st level while also allowing us to cast it using a spell slot. So it's better than Thief of Five Fates, which would have cost us an invocation slot that we already don't have. Not sure what to spend the last feat on. Magic Initiate is always a solid choice, though.
Alternatively, perhaps dip two levels into Druid for Wild Shape. This costs us our fifth ASI, but if we don't need it then this can get us a way to turn into animals, something we're currently lacking (except for Sculptor or Flesh).
For an example build, lets go with a forest gnome, letting us drop Beast Speech. We'll also drop Whispers of the Grave, as we need to drop something. With free Minor Illusion, we can pick up a different warlock cantrip; let's go with Friends. We'll go ahead and dip two levels into druid as well. Druid dip is probably happening after 9th, 10th, or 11th level.
Are there any ways I can improve on this? It also doesn't seem like it might be very useful in combat, but between debuffs like Bane and Mind Sliver, it might be sufficient to support the party. If possible, I'd like to fit Agonizing Blast into this build so I can take EB and at least deal respectable damage, but maybe Mind Sliver is actually better anyway if I'm not picking up any other EB invocations.
First, let's go over the basic traits I'd be looking for in a witchy character.
Keeps you guessing where they are on the sliding scale of "misunderstood nature magic user" to "spooky black magic user".
Does a lot of spooky rituals. Is also known for divination that is at once eerily accurate and frustratingly vague.
Is knowledgeable about obscure lore and magic.
Is a healer, specifically using traditional/folk medicine. Definitely not doctor recommended.
Deals in curses. Lots of them. This is one of the main reasons witches are feared.
Has a familiar.
Can talk to animals.
Can turn into animals.
Is either a fugly hag, a buxom beauty, or a fugly hag disguised as a buxom beauty.
Generally a forest hermit. They're too feared to live in town proper, but also respected enough that townsfolk still seek their aid.
This is all a pretty tall order, and it might not be possible to satisfy each of these on a single character. Still, let's see how we can do. By the way, this looks a lot like it's going to be a support character, possibly specialized for non-combat situations. So let's keep that in mind.
First up is our choice of race. This can be a good opportunity to knock out a few of the things we're looking for, particularly if we can't get a similar feature elsewhere or if we can save build resources somewhere else.
Yuan-ti Pureblood. Literally everything here fits with a witch concept. Unfortunately, these are all in the "nice to have" category, rather than being build-critical. If we can get everything else we need for the concept elsewhere, then this can give us a few extra goodies.
Firbolg. The main point of interest is the Speech of Beast and Leaf. However, it doesn't allow us to understand them back.
Forest Gnome. Gives us half magic resistance, free Minor Illusion, and Speak with Small Beasts. A pretty solid package, if you don't mind being small. DM might let you refluff as a medium creature.
Half-Elf. Extra stat points help us when we're spread a bit thin. Extra skills helps us fill out our concept with supporting skill proficiencies.
Variant Human/Custom Lineage. A free feat never hurt anyone. We're going to be a bit invocation-starved, so it might be tempting to grab Eldritch Adept. However, keep in mind that we can only grab this feat once (by RAW, DM might allow otherwise), so we're better off taking a race that gives us a trait comparable to an invocation we want and then taking Eldritch Adept later to grab a different invocation.
I'm sure there are others, but I can't think of them off the top of my head.
For ability scores, there will be some variance depending on race, but a +2/+1 is what most races give. With this spread, we can use point buy to get an array of 8, 14, 12, 12, 14, 16. That's better than I was expecting. We get a 16 in our main stat, a 14 in DEX, and respectable scores in our other mental stats for skills.
For proficiencies, I'd kind of like to grab these skills: Medicine, Animal Handling, Survival, Nature, Arcana, Persuasion, Deception, Insight. Unfortunately, we aren't going to be able to get all of these, so we'll need to narrow this down. I'd also like to grab a collection of obscure languages, but we'll also want proficiency with the herbalism kit and either the cook's utensils (https://www.youtube.com/watch?v=IzMeuZeyQTM) or the alchemy kit. As far as background feature, the Folk Hero or Outlander are the only ones that seem to fit.
Now we can move on to the class proper. The Archfey patron offers us access to some druid spells, and the subclass features also kind of fit. Nothing especially jumps out, though. For pact, I was initially leaning toward Pact of the Chain due to the focus on the familiar, but a regular animal familiar should work fine, so I think Pact of the Tome is actually a better fit. This gets us access to our rituals (including Find Familiar), and lets us pick up some out-of-class cantrips to help customize our character.
We'll get four warlock cantrips, and Pact of the Tome lets us take any other three cantrips. We might decide to eschew EB in order to free up some invocation slots, but we still need to take a damage cantrip. In the end, we're probably taking either EB or Mind Sliver. Our other three warlock cantrips will probably be Mage Hand, Minor Illusion, and Prestidigitation. For our Tome cantrips, I kind of want to take Druidcraft; I know it overlaps with Presti, but it's oddly fitting for the concept, especially the ability to predict the weather. Other cantrips that might be useful picks are Dancing Lights (spookier than Light, so fitting) and Message. These aren't necessarily the most optimal choices, but I'm looking for things that will help support the concept.
I won't go over spell choices, as that would require a lot more analysis. The other main things we need to go over are invocations and feats.
For invocations, we're limited to 8, 9 if we take Eldritch Adept. Invocations are going to form the backbone of this character concept, so we need to choose carefully. The ones I'd like to get are:
Beast Speech. This gets us the ability to talk to animals. This is also a ritual, so it's somewhat redundant with Book of Ancient Secrets, but just being able to do it at will might be worth it. Still, perhaps we can bypass this by just playing a forest gnome or something.
Book of Ancient Secrets. A no-brainer. This gets us literally every ritual spell in the game, covering quite a chunk of the things we wanted with this concept.
Far Scribe. Not strictly a witchy ability, but it's another Tome invocation, and it's a pretty unique and cool ability. Useful? Eh, maybe not so much, but it is flavorful.
Devil's Sight. The spooky ability to see in pitch blackness. Fitting.
Mask of Many Faces. Necessary if we need to disguise ourselves as a buxom beauty. More seriously, this is in the witch's wheelhouse.
Misty Visions. Same as above, it's not necessarily a build-critical ability, but the flavor is on point.
Sign of Ill Omen. Curses. Literally. Bestow Curse is a pretty powerful spell, and definitely on point for a character like this.
Sculptor of Flesh. Unfortunately, this might be the only way we get to turn ourselves into animals. It also lets us turn enemies into toads, though, so it's on point.
Whispers of the Grave. Another spooky ability.
Witch Sight. It even has "witch" in the name. We can see through the disguises of others. Pretty cool.
Shroud of Shadow. Another illusion-type ability.
That's 11 invocations, so even with Eldritch Adept, we'll still need to drop two of them. From an optimization perspective, Beast Speech would be first on the chopping block, due to being a ritual that we'll get access to via Book of Ancient Secrets, but I'd still really like to have it as an at-will ability. One option might be to talk the DM into allowing some homebrew feats that will make certain invocations redundant, but you obviously can't rely on this.
For feats, we'll definitely want to spend two ASIs to boost CHA to 20. One needs to be spent on Eldritch Adept, since we already have too many invocations.. Fey Touched allows us to grab Bane, another curse-type spell, giving us a free casting at 1st level while also allowing us to cast it using a spell slot. So it's better than Thief of Five Fates, which would have cost us an invocation slot that we already don't have. Not sure what to spend the last feat on. Magic Initiate is always a solid choice, though.
Alternatively, perhaps dip two levels into Druid for Wild Shape. This costs us our fifth ASI, but if we don't need it then this can get us a way to turn into animals, something we're currently lacking (except for Sculptor or Flesh).
For an example build, lets go with a forest gnome, letting us drop Beast Speech. We'll also drop Whispers of the Grave, as we need to drop something. With free Minor Illusion, we can pick up a different warlock cantrip; let's go with Friends. We'll go ahead and dip two levels into druid as well. Druid dip is probably happening after 9th, 10th, or 11th level.
Are there any ways I can improve on this? It also doesn't seem like it might be very useful in combat, but between debuffs like Bane and Mind Sliver, it might be sufficient to support the party. If possible, I'd like to fit Agonizing Blast into this build so I can take EB and at least deal respectable damage, but maybe Mind Sliver is actually better anyway if I'm not picking up any other EB invocations.