Class: Witch in CHASE SRD | World Anvil

Class: Witch

The Witch

 
ClassName Description filled with SpooooOOOOOoooooky Text
 

Witch Mindset

 

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.  

    Witch Class Table

     
    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
     

    Witch Basics

     

    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.
     

    Attribute Boosts

    You gain two Attribute Boosts. One of which must be used on Intelligence. The other can be whatever you wish.  

    Health

      Starting / Leveled Health: 6 (4 or 1d6 )  

    Proficiencies and Gear

     
    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.  

    Multiclass Additions

      Minimum Requirements: INT stat +3 or more   If you are multiclassing into the Witch, you gain the following proficiencies:
  • Proficiencies
  • None
  •  

    Other Witch Info

      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.  

    Core Class Features

    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.
     

    (3rd) Greater Familiar

    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.
     

    (5th) 3rd Unique Feature

    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.
     

    (7th) MF: Y, Y

    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).
     

    (8th) 5th Unique Ability

    Slightly Unique, and also some build on to what the class is already doing.
     

    (10th) MF: Y, Y

    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.
     

    (13th) MF: Y, Y

    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).
     

    (14th) Build on feature

    High level build on feature. Does something good, but sitll just improves the old stuff like 11th level did.
     

    (16th) MF: Y, Y

    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).
     

    (17th) Named Feature

    • 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).
     

    (20th) Class Capstones

      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
     

    All Invocation Talents

     

    Witch Mastery Array

     
    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

    Sample Builds

      To come.

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