ClassName Description filled with SpooooOOOOOoooooky Text
Playing a Witch
You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to anyone else. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if these gifts will end up serving your patron's larger plan.
Roleplay
During Social Encounters; you provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others. Or, your familiar, who may speak for you or only to you, will remind others of you and your power.
While Exploring; you remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. You and your Familiar work together to cover more ground and pool your abilities to great effect.
In Downtime; you dabble in weird magic and similar trinkets, or hunt for new spells for your familiar to learn. You might try to learn more about the nature of your patron, their aims, or your own powers, and you might try to delve deeper into secrets your magic reveals.
You Might...
- Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.
- Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.
- View your familiar as a close friend, a guiding figure, a protector, or a rival bound to you.
Others Probably...
- Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.
- Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.
- Take care not to offend you, because of the powerful, strange creature that accompanies you.
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
- Intelligence. Intelligence helps most of the skills and powers the spells of the Witch. Their Familiars also scale with particularly high stats from the Witch, making them slightly stronger due to scaling like Companions after some time.
Key Terms
BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Witch, your kit will give you bonus die on fear effects...
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Witch, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
Name them all.
Class Level |
Class Features |
1 |
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
Class Features Here
|
2 |
X (Subclass), |
3 |
Class Feature, Subclass Feature |
4 |
+Y: Y, 1st Class Mastery Choices |
5 |
Token Class Feature (PS, AA, etc), Class Features |
6 |
Subclass Feature |
7 |
+Y: Y, 2nd Class Mastery Choices |
8 |
Class Feature |
9 |
Subclass Feature |
10 |
+Y:Y, 3rd Class Mastery Choices |
11 |
Class Feature/td]
|
12 |
Subclass Feature |
13 |
+Y: Y, 4th Class Mastery Choices |
14 |
Build on Class Feature |
15 |
Subclass Feature |
16 |
+Y: Y, 5th ClassMastery Choices |
17 |
Named Class Feature |
18 |
Subclass Feature |
19 |
+Y: Y, Last Class Mastery Choices |
20 |
Class Capstone |
Initial Character Additions
If the Witch is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
You gain two Attribute Boosts. One of which must be used on Intelligence. The other can be whatever you wish.
Starting / Leveled Health: 6 (4 or 1d6 )
Gear Profs
Armor: No Armor Proficiencies
Weapons: All Simple Weapons and Wands
Saving Throws: Will (Int/Wis)
Skill Profs
Choice of 2 primary skills from the following list:
- Acrobatics (Dex)
- Concentration (Con)
- Deception (Dex/Cha)
- Insight (Wis)
- Intimidation (Str/Cha)
- Knowledge: Esoterica (Int)
- Knowledge: History (Int)
- Knowledge: Medicine (Int/Wis)
- Knowledge: Nature (Int/Wis)
- Spellcraft (Int/Cha)
- Stealth (Dex)
Choice of 1 secondary skill from the following list:
- Linguistics (Int)
- Lore - X (Int)
- Profession - X (varies) (Any available)
Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.
Starting Gear
You gain either 3d6 times 10 sp (or 105 sp / 10 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Witch Class, Channeler Group, Mage Group, Explorer's Pack.
Minimum Requirements: INT stat +3 or more
If you are multiclassing into the Witch, you gain the following proficiencies:
Proficiencies
None
Class Hit Die: D6
Class Group(s): Channeler, Mage
Favorite Class Bonus: Every 4th level you have in this class, you gain an additional Invocation. Your Familiar's AC and saves increases by 1 + Half-Proficiency.
As a Witch, you gain Class Features associated with your class at certain class levels.
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
You gain the following class features:
(1st) The Witch's Familiar |
The Witch is a strange, curious mage who gains their power on a faithful meeting. No matter how or why this meeting takes place, the Witch's magical gifts come to fruition, and as a result they gain their ever present familiar. Unlike other familiars, however, this familiar is a manifestation of yourself and your life before and after this point.
You learn the Find Familiar, and can cast it as a ritual.
Additionally, pick a domain from the Full List of Domains. You gain all the Domain Initiate Feature, as well as any 1st level features that Domain has. You may choose to gain the benefits of your Domain, or pass them to your Familiar, granting them proficiencies or features they would not possess normally. Only you, the Witch may cast spells or gain benefits to their spells.
(1st) Spellcasting, Witch |
The Witch is not like any other casters. They have access to a wide variety of spells through the power of understanding their Patrons and Domain, while standing alone as their own masters of magic. They are a reflection of the Warlock and the Wizard, and with such expanded spell lists are capable of great and terrible things. You gain the following features, pertaining to your class list.
- The Witch is a Full Caster, whose Witch level equates and builds into their Spellcaster Level Table and uses Spell Slots.
- The Spell Library / Prepared Spells and the Spell List Collection common features. Your Library, strangely, is your familiar, which you can summon indepently of your spellcasting. The spell lists available to the Witch are the Occult Spell List and the Witch Class Spell List, with more spells available through your Patron and Domain. As Full Casters, the tier of spell ranks they can learn will increase at class levels 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th.
- The Cantrips, Prepared common feature.
- You gain the Spell Complexity: Complex common feature, making you capable of casting almost any spell you can obtain, barring a few that are beyond your comprehension. You also gain the ability to ⤴/Augment Up or ⤵/Augment Down any spell.
The Witch's spellcasting Attribute is Intelligence, and you may add your proficiency bonus to your spell's attacks or Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
You can use generic casting focuses to cast spells.
(2nd) Witchly Patron (Subclass Choice) |
At class lvl 2, all Witch familars evolve, becoming powerful entities in their own right or becoming bonded with greater powers that be. these powerful entities are Patrons, ones that have many followers or underlings, such as the Warlock and the Witch. For you, this is your subclass.
Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
Additionally, you gain your Domain's Domain Attunement feature.
(2nd) Occult Invocations (Talents) |
Your Patron has manifested their power within, creating small motes of magic for you to wield. These take the form of special Class Talents. While many Class Talents are different for every class that has them, Invocations grant you the talent's passive and/or abilities. Said abilities are automatically stored in a Spell Library. If you lose the Invocation, you lose access to the ability as well.
You gain an Invocation every even level in this class (2nd, 4th, 6th, 8th, etc). The full list of Invocations will be listed at the end of the Feature Summary.
Uniquely, Witches share Invocations with Mystics and [Warlock]s.
Your Familiar has grown stronger.
Your Find Familiar spell gains many of the benefits of Find Companion, specifically being able to turn your familiar into creatures with the Companion.
Furthermore, your improved familiars scale as if they are Companions, giving them more health and allowing them to be more combat ready
. Refer to the rules on Companions (Text pending).
(3rd) Of Domain or Patron |
At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
The Witch, somewhat uniquely, gains power from their Domain and their Patron, though they can only choose one. They can, however, decide if they or their Familiar benefits from the feature gained. In doing so, they may become a powerful spellcaster whose familiar acts as their source of power, or the Shepard of a powerful eidolon that guards it's tether to this plane.
(4th) MF: Feature Name, Y |
Your Y feature improves with your mastery. does one or two ribbons. Like a feat.
You also gain your choice of the following below.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
(5th) Token Class Group Ability |
Additional Attack, Potent Spellcasting, Or something else that defines the class.
One that doesn't usually Improve
[(5th) 4th Unique Feature |
One that can be improved if the other one can't. usually a 7th level fearture from 5e in terms of strength.
Your X feature improves with your mastery.
:y
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
Slightly Unique, and also some build on to what the class is already doing.
Your X feature improves with your mastery.
Improves a prior ability that defined the class, and welcomes the class into a new tier of content.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
[ (11th) 6th Unique, 1st High Tier Feature |
Simple, but Effective. Here. We Go.
Your X feature improves with your mastery.
Builds on something, etc.
- A:.
- B: :.
- C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
High level build on feature. Does something good, but sitll just improves the old stuff like 11th level did.
Your X feature improves with your mastery.
:y
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
-
The Big feature, that's often like a movie quote or a book quote.
(19th) MF: Y, Last Class Enhancement |
Your X feature improves with your mastery.
Something Big, and usually something that does something cool or pinnacle-like.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
Capstone 1
X
Capstone 2 / Class Group
X
Class Level |
Feature Enhanced |
Choice A |
Choice B |
Choice C |
4th |
+4: 4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
7th |
+4:4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
10th |
+10: 10 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
13th |
+13: 13 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
16th |
+16: 16 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
19th |
+19: 19 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
Subclasses and Archetypes |
Subclasses
Archetypes
To come.