Amechra
2022-10-13, 05:29 PM
The Witch
https://upload.wikimedia.org/wikipedia/en/1/1b/Kiki%27s_Delivery_Service_Screenshot_01_Kiki_and_J iji_flying_by_clocktower.jpg
You must have a Charisma of 13 or greater to multiclass into or out of this class.
Level
Proficiency Bonus
Features
Cantrips
Mana Pool
1st
+2
Magical Defenses, Minor Magick
-
-
2nd
+2
Magic Tricks, Witch's Familiar, Witchery
2
2
3rd
+2
Bold Dismissal, Mystical Tradition
2
3
4th
+2
Ability Score Improvement, Magickal Flight
2
4
5th
+3
Potent Magick, Proclaim Curse
2
5
6th
+3
Mystical Tradition feature
3
6
7th
+3
Magic Resistance, Renounce Magick
3
7
8th
+3
Ability Score Improvement
3
8
9th
+4
Combat Flight
3
9
10th
+4
Significant Magick
4
10
11th
+4
Mystical Tradition feature
4
11
12th
+4
Ability Score Improvement
4
12
13th
+5
Language of Creation
4
13
14th
+5
Magickal Ego
5
14
15th
+5
Timeless Body
5
15
16th
+5
Ability Score Improvement
5
16
17th
+6
Mystical Tradition feature
5
17
18th
+6
Major Magick
6
18
19th
+6
Ability Score Improvement
6
19
20th
+6
Perfect Self
6
20
HIT POINTS
Hit Dice: 1d8 per witch level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons
Tools: Choose one artisan's tool or musical instrument.
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Insight, Medicine, Nature, Religion, or Sleight-of-Hand
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a scholar's pack or (b) an explorer's pack
1st - Magickal Defenses
Witchery depends on self-confidence. As long as you are dressed in an ostentatiously "magical" fashion and aren't using a shield, your AC is equal to 12 + your Charisma modifier.
1st - Minor Magick
All witches have access to the following minor magical powers:
You may cast Produce Flame (Charisma is your spellcasting ability). When cast this way, the flame burns in bright, unnatural colors, and deals additional damage equal to your Charisma modifier.
As a bonus action, you may build up your magical power. If you cast Produce Flame on a turn when you've built up your power, the flame deals an additional die of damage.
You can see and hear magic as a glow and hum whose intensity depends on how powerful the magic in question is.
2nd - Magic Tricks
You learn two cantrips that does not deal damage from any spell list. Charisma is your spellcasting ability for those spells.
You learn an additional cantrip that does not deal damage from any spell list at 6th, 10th, 14th, and 18th levels.
2nd - Witch's Familiar
You gain the services of a spirit in the form of a Tiny animal. It uses the appropriate statistics for a creature of its type, except it has an Intelligence score equal to your Charisma score and speaks all of the languages that you can speak, as well as one that you don't. It refuses to enter combat. If your familiar dies, it will return to you during your next long rest.
When you cast one of your Magic Tricks with the help of your Familiar, you may extend to casting time to 10 minutes in order to improvise a more potent ritual that is thematically related to the cantrip in question. Work with your DM to determine the actual extent of this ability.
2nd - Witchery
Your training allows you to harness a deep wellspring of mystical power. Your access to this energy is represented by a number of points, referred to as "mana". Your witch level determines the number of points you have, as shown in the Mana Pool column of the Witch table.
You can spend these points to fuel various magick powers. You start knowing three such powers: Abjure Elements, Burst of Power, and Mystical Jaunt. You learn more magick powers as you gain levels in this class.
When you spend mana, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended mana back into yourself. You must spend at least 30 minutes of the rest contemplating your magic to regain your mana.
Some of your magick powers require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Magick save DC = 8 + your proficiency bonus + your Charisma modifier
Abjure Elements. You can spend 1 mana as a bonus action to gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage until the end of your next turn.
Burst of Power. When you build up power, you may spend one mana. If you do, the flame deals an additional die of damage, and no longer requires an attack roll. Instead, it explodes in a 10ft radius, dealing its damage to each creature within that radius who fails a Dexterity saving throw against your Magick save DC.
Magical Jaunt. You can spend 1 mana as a bonus action to teleport up to 20ft to a space that you can see.
3rd - Bold Dismissal
Whenever you are one of the targets of a spell, you may spend your reaction to roll a Charisma check against a DC of 10 + that spell's level. If you succeed, you are excluded from that spell's effect, and you may spend 1 mana to negate the initial spell entirely.
Mystical Tradition + Ability Score Improvement
This is what you assume it is. Let's carry on.
4th - Magickal Flight
You have a mundane, inanimate object roughly the size of a broom that functions as a Broom of Flying for you and you alone. It's a little awkward to control, so it can't be used in combat. If you break it or lose it, you may replace it with another suitable object over the course of a long rest.
5th - Potent Magick
When you cast Produce Flame, the flame's damage dice are now d12s instead of d8s, and its range becomes 60ft. If you built up power before casting the spell, it sheds bright light out to 20ft and dim light 20ft beyond that, and creatures within the radius of bright light treat it as if it were sunlight. Any enemy within 30ft that sees you build up power must make a Wisdom saving throw against your Magick save DC or be Frightened of you until the end of their next turn — a creature that succeeds on their saving throw against this effect is immune to that fear for 24 hours.
5th - Proclaim Curse
Whenever you deal damage a creature with Produce Flame, you may spend 1 mana to force that creature to make a Constitution saving throw against your Magick save DC. If they fail, they are Stunned until the end of your next turn. In addition, if you would kill a creature with Produce Flame, you may choose to lay a curse on them instead — while the effects of this curse are up to you and your DM, it should remove that creature from play and be roughly as difficult to reverse as death.
7th - Magic Resistance
You have advantage on all saving throws against spells and other magical abilities.
7th - Renounce Magic
You are now proficient with the Charisma check you make with Bold Dismissal. If you spend 10 minutes working with your familiar and spend 1 mana, you may use Bold Dismissal against any magical effect you can sense — if you succeed, you dispel that effect as if you had cast Dispel Magic.
9th - Combat Flight
You may now use your Broom of Flying in combat. Go you!
10th - Significant Magick
When you work together with your familiar on a Magic Trick or to Renounce Magic, you may spend an expensive component and take a full hour to work your magic. If you do, the resulting ritual has far stronger effects — you may Renounce Magic that can only be removed with Dispel Evil or Good, and your Magic Tricks do something equally as impressive.
13th - Language of Creation
You may read and understand any language. Whenever you speak to a creature, you may have them understand you regardless of what languages you speak — if you do, the effect is obviously magical and unnatural.
14th - Magickal Ego
You are proficient in all saving throws. Whenever you fail a saving throw, you may spend 1 mana to reroll that saving throw, potentially allowing you to succeed instead.
15th - Timeless Body
You know how this works.
18th - Major Magick
When you work together with your familiar on a Magic Trick or to Renounce Magic, you may conduct an elaborate ritual, spend an expensive component, and take a full day, from sunrise to sundown, to work your magic. If you do, the effects of your ritual are equivalent to what could be achieved with the Wish spell.
20th - Perfect Self
When you roll initiative, if you have no mana in your mana pool, you immediately regain 4 mana.
https://upload.wikimedia.org/wikipedia/en/1/1b/Kiki%27s_Delivery_Service_Screenshot_01_Kiki_and_J iji_flying_by_clocktower.jpg
You must have a Charisma of 13 or greater to multiclass into or out of this class.
Level
Proficiency Bonus
Features
Cantrips
Mana Pool
1st
+2
Magical Defenses, Minor Magick
-
-
2nd
+2
Magic Tricks, Witch's Familiar, Witchery
2
2
3rd
+2
Bold Dismissal, Mystical Tradition
2
3
4th
+2
Ability Score Improvement, Magickal Flight
2
4
5th
+3
Potent Magick, Proclaim Curse
2
5
6th
+3
Mystical Tradition feature
3
6
7th
+3
Magic Resistance, Renounce Magick
3
7
8th
+3
Ability Score Improvement
3
8
9th
+4
Combat Flight
3
9
10th
+4
Significant Magick
4
10
11th
+4
Mystical Tradition feature
4
11
12th
+4
Ability Score Improvement
4
12
13th
+5
Language of Creation
4
13
14th
+5
Magickal Ego
5
14
15th
+5
Timeless Body
5
15
16th
+5
Ability Score Improvement
5
16
17th
+6
Mystical Tradition feature
5
17
18th
+6
Major Magick
6
18
19th
+6
Ability Score Improvement
6
19
20th
+6
Perfect Self
6
20
HIT POINTS
Hit Dice: 1d8 per witch level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons
Tools: Choose one artisan's tool or musical instrument.
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Insight, Medicine, Nature, Religion, or Sleight-of-Hand
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a scholar's pack or (b) an explorer's pack
1st - Magickal Defenses
Witchery depends on self-confidence. As long as you are dressed in an ostentatiously "magical" fashion and aren't using a shield, your AC is equal to 12 + your Charisma modifier.
1st - Minor Magick
All witches have access to the following minor magical powers:
You may cast Produce Flame (Charisma is your spellcasting ability). When cast this way, the flame burns in bright, unnatural colors, and deals additional damage equal to your Charisma modifier.
As a bonus action, you may build up your magical power. If you cast Produce Flame on a turn when you've built up your power, the flame deals an additional die of damage.
You can see and hear magic as a glow and hum whose intensity depends on how powerful the magic in question is.
2nd - Magic Tricks
You learn two cantrips that does not deal damage from any spell list. Charisma is your spellcasting ability for those spells.
You learn an additional cantrip that does not deal damage from any spell list at 6th, 10th, 14th, and 18th levels.
2nd - Witch's Familiar
You gain the services of a spirit in the form of a Tiny animal. It uses the appropriate statistics for a creature of its type, except it has an Intelligence score equal to your Charisma score and speaks all of the languages that you can speak, as well as one that you don't. It refuses to enter combat. If your familiar dies, it will return to you during your next long rest.
When you cast one of your Magic Tricks with the help of your Familiar, you may extend to casting time to 10 minutes in order to improvise a more potent ritual that is thematically related to the cantrip in question. Work with your DM to determine the actual extent of this ability.
2nd - Witchery
Your training allows you to harness a deep wellspring of mystical power. Your access to this energy is represented by a number of points, referred to as "mana". Your witch level determines the number of points you have, as shown in the Mana Pool column of the Witch table.
You can spend these points to fuel various magick powers. You start knowing three such powers: Abjure Elements, Burst of Power, and Mystical Jaunt. You learn more magick powers as you gain levels in this class.
When you spend mana, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended mana back into yourself. You must spend at least 30 minutes of the rest contemplating your magic to regain your mana.
Some of your magick powers require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Magick save DC = 8 + your proficiency bonus + your Charisma modifier
Abjure Elements. You can spend 1 mana as a bonus action to gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage until the end of your next turn.
Burst of Power. When you build up power, you may spend one mana. If you do, the flame deals an additional die of damage, and no longer requires an attack roll. Instead, it explodes in a 10ft radius, dealing its damage to each creature within that radius who fails a Dexterity saving throw against your Magick save DC.
Magical Jaunt. You can spend 1 mana as a bonus action to teleport up to 20ft to a space that you can see.
3rd - Bold Dismissal
Whenever you are one of the targets of a spell, you may spend your reaction to roll a Charisma check against a DC of 10 + that spell's level. If you succeed, you are excluded from that spell's effect, and you may spend 1 mana to negate the initial spell entirely.
Mystical Tradition + Ability Score Improvement
This is what you assume it is. Let's carry on.
4th - Magickal Flight
You have a mundane, inanimate object roughly the size of a broom that functions as a Broom of Flying for you and you alone. It's a little awkward to control, so it can't be used in combat. If you break it or lose it, you may replace it with another suitable object over the course of a long rest.
5th - Potent Magick
When you cast Produce Flame, the flame's damage dice are now d12s instead of d8s, and its range becomes 60ft. If you built up power before casting the spell, it sheds bright light out to 20ft and dim light 20ft beyond that, and creatures within the radius of bright light treat it as if it were sunlight. Any enemy within 30ft that sees you build up power must make a Wisdom saving throw against your Magick save DC or be Frightened of you until the end of their next turn — a creature that succeeds on their saving throw against this effect is immune to that fear for 24 hours.
5th - Proclaim Curse
Whenever you deal damage a creature with Produce Flame, you may spend 1 mana to force that creature to make a Constitution saving throw against your Magick save DC. If they fail, they are Stunned until the end of your next turn. In addition, if you would kill a creature with Produce Flame, you may choose to lay a curse on them instead — while the effects of this curse are up to you and your DM, it should remove that creature from play and be roughly as difficult to reverse as death.
7th - Magic Resistance
You have advantage on all saving throws against spells and other magical abilities.
7th - Renounce Magic
You are now proficient with the Charisma check you make with Bold Dismissal. If you spend 10 minutes working with your familiar and spend 1 mana, you may use Bold Dismissal against any magical effect you can sense — if you succeed, you dispel that effect as if you had cast Dispel Magic.
9th - Combat Flight
You may now use your Broom of Flying in combat. Go you!
10th - Significant Magick
When you work together with your familiar on a Magic Trick or to Renounce Magic, you may spend an expensive component and take a full hour to work your magic. If you do, the resulting ritual has far stronger effects — you may Renounce Magic that can only be removed with Dispel Evil or Good, and your Magic Tricks do something equally as impressive.
13th - Language of Creation
You may read and understand any language. Whenever you speak to a creature, you may have them understand you regardless of what languages you speak — if you do, the effect is obviously magical and unnatural.
14th - Magickal Ego
You are proficient in all saving throws. Whenever you fail a saving throw, you may spend 1 mana to reroll that saving throw, potentially allowing you to succeed instead.
15th - Timeless Body
You know how this works.
18th - Major Magick
When you work together with your familiar on a Magic Trick or to Renounce Magic, you may conduct an elaborate ritual, spend an expensive component, and take a full day, from sunrise to sundown, to work your magic. If you do, the effects of your ritual are equivalent to what could be achieved with the Wish spell.
20th - Perfect Self
When you roll initiative, if you have no mana in your mana pool, you immediately regain 4 mana.