Class: Witch
The Witch |
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.
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
- Adventuring (Int/Wis)
- Concentration (Con)
- Deception (Dex/Cha)
- Insight (Wis)
- Intimidation (Str/Cha)
- Knowledge: Esoterica (Int)
- Knowledge: History (Int)
- Knowledge: Medicine (Int/Wis)
- Knowledge: Nature (Int/Wis)
- Knowledge: Religion (Int/Wis)
- Perception (Int/Wis)
- Spellcraft (Int/Cha))
- Gaming Sets - Any Available (Dex/Int/Wis/Cha)
- Linguistics (Int/Cha)
- Lore - Any Available (Int)
- Profession - Any Available (Dex/Int/Wis & Others)
- Sleight-of-Hand (Dex)
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 |
|
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 |
Health |
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: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 |
Other Witch Info |
Core Class Features |
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'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).
- 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.
You can use generic casting focuses to cast spells.
(2nd) Witchly Patron (Subclass Choice) |
At class lvl 2, all Witch familiars 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 level in this class. The full list of Invocations will be listed at the end of the Feature Summary.
Uniquely, Witches share Invocations with Mystics and Warlocks
.
(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 trait
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, Familiars, Mounts, and more.
(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. 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 its tether to this plane.
When you reach one of these levels for a subclass with this class, you may choose to either recieve the feature from your Domain or your Patron. If the feature applies a passive effect (such as a bonus to a skill check, a bonus dice to attack, more health, etc), you may choose to grant this effect to your Familiar rather than yourself.
(3rd) Witch's Wellspring |
Your connection to your familar has granted you a pool of power, allowing you special, non-spell powers.
You gain the Power Point Pool common feature, and the Channel Burst unique ability.
Additionally, you can spend Power Points on any spell granted by an Invocation.
(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).
(5th) Potent Casting |
At this class level, you gain the Potent Casting common feature, improving your abilities' healing and damage by it's action cost (action usage * usage modifier).
(5th) Shared Senses |
You and your familiar share your senses, and can supernaturally increase such beyond the limits of normal familiar bonds
You and your Familiar have the exact same sight, hearing, and smell based senses (including modifications, such as Darkvision or Tremorsense).
Additionally, you may use an action / to assume direct control of your familiar beyond sight. You percieve everything they can, and can still cast spells from your original body/position.
(5th) Witchly Coven |
As a Witch, and a spellcaster still, you gain access to power magic and abilities others don't. Following the rules power, this is your 3rd subclass. Mercifully, it only helps you specialize, and will grant you features now and later.
Choose a coven, or a list of sacred information that takes the form of class features. You gain those features at this and later levels.
(7th) MF: Shared Senses, Witch's Charges |
Your Shared Senses feature improves with your mastery.
You may form magical links with more creatures than just your familiar. You cannot take them over, but you may cast your spells from them, as if you were casting them from yourself.
During your daily preparations or when you finish a Long Rest, you form a magical link with a number of creatures equal to your Intelligence modifier. This link can be identified in the way other spells or magical effects can be (read as a Universal Spell with a rank equal to your Half-Proficiency). You are always aware of your charges' directions from you, their distance from you, and any harmful conditions affecting them. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet.
These effects persist until your next daily preparations, or until you finish another Long Rest.
- 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) 2nd Coven Feature |
You gain the 2nd feature from your Coven.
(10th) MF: Shared Senses, Shared Casting |
Your Shared Senses feature improves with your mastery. You may now cast spells through your familiar, even when you are assuming direct control. Even if your familiar does not possess any of the body parts needed to perform a spell's functions, components, or displays; your familiar magically makes due.
- 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) Synthesism |
The power you wield through your familiar has grown so much that the link between protects you both from destruction.
When not invoked (or when it perishes), your Familiar turns into a trinket that teleports onto your person. You can decide what the trinket looks like. While you hold that trinket, your Find Familiar spell can be ritual cast with ◈◈◈.
When you fall unconcious or die, your familiar may gain a similar trinket of yourself (your choice). While in this form, you can be healed, or resurrected if dead, at any time with any spell. If the trinket is broken, your familiar (and you) die.
(11th) 3rd Coven Feature |
You gain the 3rd Feature from your Coven.
(13th) MF: Y, Y |
Your X feature improves with your mastery. Builds on something, etc.
- 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).
(14th) Imposing Pressence |
Your Familiar loses all pretense of being a mere quaint-looking creature.
Your Familar grows either its Body or its Aura to a size of Large (or up 1 step, if it is already Large). While its Body is enlarged, its current HP is doubled and its gains 10 ft of reach. While its Aura is enlarged, the aura supernaturally mimics any spell you cast once a turn. You can choose different targets and areas for the copied spells, but they deal half-damage (rounded up), and cannot Heal
While
(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) Double Double |
You've reached an echelon few can imagine. Some are starting to wonder where your Familiar's power ends and where yours begins.
You combine you and Familiar's health pools. Any time either of you would take damage or the be the target of an effect, you both take damage/gain the effect; potentially doubling such. Additionally, both you and your Familiar share the same defenses, using the higher of either of your AC, proficiencies, resistances, and reductions (including from magical gear you or your Familiar is wearing).
Additionally, once per Swift Rest, you may Blink your familiar to an unoccupied space adjacent to you, or visa versa. There is no range limit to this teleportation, but you msut both be on the same plane.
(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 |
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 |