Umbra Witch, Variant (5e Class)

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Umbra Witch[edit]

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Creating an Umbra Witch[edit]


Quick Build

You can make an Umbra Witch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the Sage background. Third, choose a longsword, quarterstaff, herbalism kit and a scholar's pack.

Class Features

As a Umbra Witch you gain the following class features.

Hit Points

Hit Dice: 1d8 per Umbra Witch level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Umbra Witch level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons, firearms (Only if your DM allows firearms)
Tools: Alchemist's supplies or herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Acrobatics, Arcana, Intimidation, Medicine, Nature, Performance, Persuasion and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Umbra Witch

Level Proficiency
Bonus
Infernal Weapons Features
1st +2 1d6 Unarmored Defense, Infernal Weapons
2nd +2 1d6 Fighting Style, Witch Time
3rd +2 1d6 Infernal Pact
4th +2 1d6 Ability Score Improvement, Martial Versatility (Optional)
5th +3 1d8 Extra Attack
6th +3 1d8 Infernal Weapons Improvement
7th +3 1d8 Infernal Pact Feature, Witch Time Improvement
8th +3 1d8 Ability Score Improvement, Martial Versatility (Optional)
9th +4 1d10 Witch Walk
10th +4 1d10 Ability Score Improvement, Martial Versatility (Optional)
11th +4 1d10 Infernal Pact Feature
12th +4 1d10 Ability Score Improvement, Martial Versatility (Optional)
13th +5 1d10 Witch Time Improvement
14th +5 1d12 Witches Tongue
15th +5 1d12 Infernal Pact Feature
16th +5 1d12 Ability Score Improvement, Martial Versatility (Optional)
17th +6 1d12 Witch Time Improvement
18th +6 1d12
19th +6 1d12 Ability Score Improvement, Martial Versatility (Optional)
20th +6 1d12 Infernal Pact Feature

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor or a shield your AC equals 10 + your Charisma modifier + your Wisdom modifier.

Infernal Weapons[edit]

At 1st level, you know how to transfer your dark magic onto your weapons causing them to transform. To transform a weapon into an Infernal Weapon you need to do a 1 hour ritual which can be done over the course of a short or long rest. You can only have up to 4 Infernal Weapons at a time if you attempt to transform another weapon you must revert one of your weapons back to its original form (which can be done as a free action). When you successfully transform a weapon it now gains the following benefits for you. Additionally at 6th level all Infernal Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage (if the weapon weren't magical already).

  • You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • If the weapon is a ranged weapon, you can ignore the loading property (if it has it) and the weapon no longer requires ammunition. Any ammunition created by the weapon vanishes the instant after it hits or misses a target.
  • The weapon does an additional 1d6 of fire or necrotic damage (your choice before attacking) this extra damage goes up as you gain levels in this class as shown in the Infernal Weapons column of the Umbra Witch table.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Witch Time[edit]

At 2nd level, through your mastery of the dark arts, you are capable of slowing down time to narrowly avoid danger. When you’re about to take damage that you can see you can use your reaction to reduce that damage by 1d10 (to a minimum of 1 damage) this increases to 2d10 at 7th level, 3d10 at 13th, 4d10 at 17th.

Infernal Pact[edit]

At 3rd level, your Infernal Pact has fully manifested. Allowing you to use your full power. Your Infernal Pact that you choose gives you additional features at 3rd level and again at 7th, 11th, 15th, 20th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to umbra witches. This replacement represents a shift of focus in your martial practice.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Witch Walk[edit]

You have learned to use your magic to defy gravity allowing you to walk on surfaces normally you're not meant to. At 9th level, you are now permanently under the effects of the Spider Climb spell.

Witches Tongue[edit]

You have a way with words like no one else does. Beginning at 14th level, you now have advantage on all Charisma based checks and Charisma and Wisdom saving throws. In addition you are now immune to the Charmed condition.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Umbra Witch class, you must meet these prerequisites: 13 Charisma and 13 Wisdom

Proficiencies. When you multiclass into the Umbra Witch class, you gain the following proficiencies: Simple weapons, martial weapons and herbalism kit

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