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Witch class
About This Mod
"A witch is a wizard whose powerful magical abilities have unplanned origins. Although wizards usually learn the basics of spells from magical academies or experienced mentors, witches learn magical skills from creatures and their minions from other existence plans or from other witches.
-Wizard's Guide, 2nd ed.Review
The witch's power is not based on the use of Weaving, which they consider the "food of the worshipper". Instead, they are taught to enter trance states and change their consciousness to adjust themselves to other planes of existence. With this method, they can direct forces directly from the elementary planes, gaze into time and space, and connect with powerful entities that can help them. They become like a magical antenna, but must be careful not to damp themselves with restrictive equipment or conductive materials, otherwise the flow of their energy will be interrupted.
The witch receives primary training in a secluded enclave or coven and takes an oath to keep these techniques secret. However, their learning process is an ongoing journey that requires them to seek out and directly learn from spirits and residents of remote regions. At levels 4, 6, 8, and 10, you must make a choice as to where you will seek new knowledge; the path you choose will provide you with a unique list of spells.
Class strategy
Having unique spells from other modes allows you to focus on different elements, not just fire or lightning, and keeps the Witch theme - this is important because you can't add any scrolls you find to your lists. The base-class spell lists focus primarily on Witchcraft and Summoning, as the witch must constantly use Familiars, Elementals, Undead, and Extra-Planar creatures if they want to protect themselves.
This is especially important because you cannot cast spells while in ANY armor (even if you have proficiency), so your choice of summoned creatures, spells, and cantripes, as well as being able to use them effectively, is the primary focus of this class. In 5e, the wizard is essentially a magical cleric; they can cast arcane spells and do whatever any other class does because of the skills/multiclasses. But in this fashion your witch provides the ability to play as a wizard user from the 1st or 2nd edition. It is highly recommended to play roles.
Basic
the qualities needed to make the best use of these magical skills are perception and willpower, and they are guided by wisdom. You will use this characteristic to cast spells, and it is appropriate, given that the word "Wizard" comes from the word "wisdom." It is also wise to invest in the Constitution, as it will help you keep your focus on your spells and summoned creatures. Initially suggested default scheme:
Strength: 10, Dexterity: 14, Constitution: 14, Intelligence: 10, Wisdom: 17, Charisma: 10
Class features:
Magic Training: You cannot channel magical energy or reach the trance state required to cast spells while in any type of armor.
Wizard Recovery: Once a day of battle, you can restore spent spell slots.
Familiar witch: You can summon a variety of natural and unnatural creatures to help. Their power will increase, and as you level up, more species will be available.
Witchcraft: At levels 4, 6, 8, and 10, you can choose a new learning path and gain 2 new spells specific to that world.
Shaping spells: This conjuring ability is learned at level 6
Omens: This ability of divination is studied at level 10
Concentrated Witchcraft: This witchcraft ability is studied at level 12
Health: Level 1: 6 + Constitution modifier and 4 + Constitution modifier on each subsequent level.
Skills: Daggers, Sickles, Combat Rods, Spears, Short Bows (crossbows are too similar to machines to our taste!)
Rescue Skills: Wisdom, Constitution Skills
You
you can choose to invest in two of the following: Mysteries, History, Insight, Medicine, Nature, Perception, Deception, Survival.
Table
progress Witches Lists
When receiving new cells for spells, the witch can select one of these lists of levels to add to her Grimoire. These spells are well known to witches, and some are unique to their class, such as Bad Eye, Scourge, and Crash.
Kantrips
Decaying Touch, Bad Eye, Electric Arc, Friends, Guide, Green Flame Blade, Magic Stone, Stone Kick, Poisonous Spray, Flame Production, Frost Ray, Beach, Stone Formation, Water Bullet
Level 1
Arctic Breath, Agatis Armor, Astral Shield, Curse, Cause of fear, Human charm, Breaking wave, Create or destroy water, Disguise yourself, Dissonant whisper, Earth trembling, Burial, Magic fire, Mist cloud, Storm arrow, Healing word, Curse, Disgusting laughter, Ray of disease, Longwalker, Conversation with animals, Blast of water, Witchfire arrow
Level 2
Aganazzar Burner, Help, Crackle, Dark vision, Amplification ability, Burning sphere, Gust of wind, Healing spirit, Knock, Spike of mind, Trace pass, Ice Binding frost, Snillock Snow Ball, Tasha's Whip of mind, Protective wind, Crash
Level 3
Etheric spear, Animate the dead, Curse grant, Jump, Undo spell, Electrocution, Pretend dead, Fireball, Fire cyclone, Gas form, Protection symbol, Talk to the dead,
Ejection of a vortex explosion
4th-level, Confusion, Summon the Hollow, Falcon the Small Elemental, Dimension Door, Jumping Push, Transformation, Elemental Summon
5th
LevelEtheric Storm, Elemental Witchcraft, Contagion, Long Walk, Mass Wound Healing, Plane Binding, Dragon Spirit Invocation, Telekinesis
6th-level enchantment gate, Undead creature, Eye bite, Invulnerability Ball, Planar ally, Spike Wall, Walk
Wind Advancement in Witchcraft
At certain levels, a witch must connect with and learn from energies, spirits, and magical creatures of a particular region in order to gain new knowledge and learn new spells. Only one path can be chosen, making each witch significantly different from each other. (spoiler: you can find the lists in the section Articles)
Unique cantripes:
Bad Eye
The target is affected by the evil will of the external being, which makes it vulnerable.
Deals 1d4 mental damage and reduces your next save by 1d6.
* Note: Evil eye is superimposed by the eye; having only a somatic component, it can be used during silence or suffocation.
Be
that beast, monster, man or demon, no being can resist the force of your will.
Deals 2d4 +Wis Penetrating Damage modifier, with a chance to deal a gaping wound.
The attraction effect works just like in Thorn Whip.
Unique Spells
Astral Shield - level 1
Raise a shield that increases your armor class by 5. You do not take damage from Magic Arrow. Activates for 5 rounds per caster level.
This spell is similar to the spell "Wizard's Shield", but is applied on its own with duration, as is the spell "DnD 2nd Edition Shield".
The witch familiar - ur. 1
Summon a familiar, found or bound spirit that takes shape of your choice.
(More familiar types are acquired as you gain the ability to cast higher-level spells)Strength Level 1:
Cat, Crab, Frog, Demon, Rabbit, Rat, Raven, Spider or Quasit.
Power Level 2: Eagle, Hyena
Power Level 3: Tressim, Flumph
Power Level 4: Ettercap, Mucus
Power Level 5: Hook Horror, Rod
Crash - Level 2
The powers diverge, and metal weapons or armor bend and shake violently, causing the wearer to release or gain a disadvantage in attack rolls and ability checks.
Deals 2d8 Power damage and has a chance to disarm the target. Can be re-applied in subsequent rounds. It can be upgraded to level 6.
*If the target dies, the reapply switch will not work on new enemies - the spell must be recast.
*Wreck Concentration works like Moonbeam, you can either cancel it manually or wait until the time expires.
Changed Arrow Witch spells
: this spell has been altered and now requires only action, not action and bonus action, allowing it to be cast and activated in the first round.
Compatible Modes
spells (now there are 8 of them) that change the behavior of the Witch Bolt spell will affect the version of this spell of this mode if they are placed after this mode in the loading order. (In this fashion, the only change is that the reactivation bonus action cost is removed.)
-Absolutely not compatible with 'Witch class - homebrew', there are a number of conflicts. If you have this in the boot order, do not file an error report, problems can be avoided by activating only one Witch class at a time.
Requirements
Vlad's Grimoire - Spell VFX Library
Custom Level Cap (if you play after level 12)
Suggested Fashions
Vintage rules from me :D
Credits
DiZ91891 - for 5e and Homebrew spells used in this fashion
yourselfcola - their Find Familiar 2 mod was the basis for Witch's Familiar
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