Wiccan (5e Class)

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Wiccan

An elderly man that lives on the edge of a farming village performs daily rites at sunrise and sunset. Most in the village believe him superstitious and a fool, but what they do not know is that his offerings are all that keep the nearby fey from cursing the crop to wilt. A young woman living in the same village invokes the old magics of her gods lay a curse of retribution on the lord of a nearby city for raising the people's taxes and tithes. Wiccans are a unique group with a great deal of diversity among themselves as well as among others. These individuals are not only practitioners of the old faiths, but masters of the five elements of Wicca and spiritual guardians and warriors.

Creating a Wiccan

A Wiccan, or witch, is a practitioner of the old faiths and a worshiper of forgotten gods. This is important to keep in mind as you ask the following questions while creating your Wiccan character. Why does your character subscribe to the old faith? Does your character hate and/or distrust practitioners of 'modern magic'? (Eg: Wizards and Bards) Does your character's practice of the old faith lead them away from society and modernity, or does it simply enrich their lives within their community?

Quick Build

You can make a Wiccan quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Outlander or Hermit background.

Class Features

As a Wiccan you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Shields
Weapons: Simple Weapons, Shortswords, Longbows
Tools: Herbalism Kit
Saving Throws: Charisma, Wisdom
Skills: Choose three from Animal Handling, Athletics, History, Insight, Medicine, Nature, Perception and Survival

Equipment

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

  • Leather Armor and a melee weapon with which you are proficient
  • A Longbow and a quiver of 20 arrows
  • An Herbalism Kit
  • An Explorer's Pack
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Wiccan

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Spellcasting, Wiccan Mark 2
2nd +2 2 Elemental Focus 3
3rd +2 2 4 2
4th +2 3 Ability Score Improvement 4 3
5th +3 3 Elder Magics (1) 4 3 2
6th +3 3 Wiccan Mark Feature 4 3 3
7th +3 3 Elemental Focus Feature 4 3 3 1
8th +3 3 Ability Score Improvement 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 4 Purification 4 3 3 3 2
11th +4 4 Elder Magics (2) 4 3 3 3 2 1
12th +4 4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 Wiccan Mark Feature 4 3 3 3 2 1 1
14th +5 4 Elemental Focus Feature 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 4 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 4 Wiccan Mark Feature 4 3 3 3 3 1 1 1 1
19th +6 4 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 Elder Witch 4 3 3 3 3 2 2 1 1

Spellcasting

Calling upon the old gods, you can channel natural magics

Cantrips

At 1st level, you know 2 cantrips of your choice from the Wiccan spell list, detailed at the end of the class description. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wiccan table.

Preparing And Casting Spells

The Wiccan table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

You prepare the list of Wiccan spells that are available for you to cast during a short or long rest, choosing from the Wiccan spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your Wiccan level (minimum of one spell). The spells must be of a level for which you have spell slots.

Additionally, you can learn spells in a manner similar to wizards by studying the root of the spells and experimenting until you get it right. Each spell learned this way costs 20gp and takes 4 hours per level of the spell.

Ritual Casting

You can cast Wiccan spells as a ritual if that spell has the ritual tag. You do not need to have the spell prepared.

Spellcasting Ability

Wisdom is your spellcasting ability for your Wiccan spells, as it is through your connection to the elder gods that you can manipulate magic. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Wiccan spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

Your Wiccan Mark is your spellcasting focus.

Wiccan Mark

At 1st level, you choose to be branded with a mark denoting the old gods. This mark is the channel through which you control your magic and provides you with additional benefits.

You choose from the following marks: Head, Neck, Chest, Back, or Wrist. Note that once you have chosen your mark, you may never change it.

  • Head: An intricate tattoo marks your forehead, chin and mouth, or the back of your head. Your mark calls upon the knowledge of the old gods. Upon selecting this mark, you gain proficiency in any 2 skills of your choice.

At 6th level, your mark provides you with greater magical knowledge, increasing the spell attack bonus and the spell save DC of your Wiccan spells by 1.

At 13th level you become immune to the charmed and frightened conditions.

At 18th level, you learn to speak, read and write all languages. Additionally, the bonus to spell attack rolls and spell save DC from the 6th level feature increases to +2.

  • Neck: The side or back of your neck is adorned with a small tattoo depicting the five elements. Your mark is one of grace and freedom. Upon selecting this mark, you increase your movement speed by 10.

At 6th level, you gain advantage on Dexterity(Acrobatics) and Strength(Athletics) checks made to resist grapples.

At 13th level, all checks made to grapple you are made at disadvantage. Additionally, you gain a climb speed equal to your walking speed.

At 18th level, you gain a flying speed equal to your walking speed, allowing flight and ground movement divided among your speed total. This flight only works in short bursts, and if you end your turn in the air, you will fall to the ground and take any damage associated with the fall.

  • Chest: Your chest is scarred with ritualistic wounds from an athame. Your mark is one of vitality and strength of will. Upon selecting this mark, you gain 1 additional hit point and an additional hit point for each Wiccan level.

Beginning at 6th level, when you are knocked down to zero hit points but not killed outright, you are instead knocked to one hit point. This feature may be used once before requiring a long rest to do so again.

At 13th level, While at or below half of your hit point maximum,so long as you have at least 1 hit point, you regain 3 hit points at the beginning of each of your turns.

At 18th level, you maintain consciousness even while dying. While you are at 0 hit points, you still make death saving throws as normal, but so long as you are not dead, you may still use your action (But not your bonus action) and half of your movement speed. When you are stabilized, you are returned to 1 hit point. This feature may be used once before requiring a long rest to do so again.

  • Back: Your back is tattooed to depict the Wheel of the Year. Your mark is one of protection. Upon selecting this mark, your unarmored AC increases to 13 + your Wisdom modifier.

At 6th level, you may add your Wisdom modifier to all saving throws.

At 13th level, you take no extra damage from critical hits.

At 18th level, your unarmored AC equals 15 + your Wisdom modifier.

  • Wrist: Your wrist, hand or finger is tattooed with the mark of your Coven. Your mark is one of power and strength. Upon selecting this mark, you gain proficiency with any simple or martial weapon of your choice. This weapon is your Coven weapon, and you gain +1 to attack rolls with this weapon type.

At 6th level, you may add your Wisdom modifier as additional damage to damage rolls with your Coven weapon. Additionally, attacks with your coven weapon are now considered magical if they are not already.

At 13th level, if you use your action to cast a wiccan cantrip, you may use your bonus action to make a single weapon attack with your coven weapon.

At 18th level, you add +2 to attack rolls with your Coven weapon. Additionally, you land a critical hit on a roll of 19 or 20 with your coven weapon.

Elemental Focus

Upon reaching 2nd level, you claim your Elemental focus. You may choose from one of the following: Fire, Water, Air, Earth and Aether. These options are detailed at the end of the class description.

Ability Score Increase

When you reach 4th level, and again at 8th, 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.

Elder Magics

At 5th level, you may select any two spells from the Cleric or Sorcerer spell lists. These spells must be of a level that you can cast (or be a cantrip) and do not count against the number of spells you know or can prepare daily. At 11th level, you may select two additional spells from the aforementioned spell lists.

Purification

Upon reaching 10th level, you gain the ability to spare a creature from the effects of their ails. As an action, you can touch a willing creature suffering from one or more of the following conditions - Blinded, Deafened, Paralyzed, Poisoned, or Stunned - and cure them of a single condition plaguing them. If the creature is suffering from a disease, you may choose to cure it rather than ending one of the aforementioned conditions. Using this feature will cause you to take 2d8 points of necrotic damage that ignores resistance and immunity. You may use this feature a number of times equal to your Wisdom modifier before requiring a long rest to do so again.

Elder Witch

When you reach 20th level, you have become an integral part of the cycle of nature. If you are no older than 30 years of age, you cease to age and if you are older than that, you are reverted to a younger version of yourself, no older than 30 years of age and cease to age. From this point on, no magic effect can age you. Additionally, you and every friendly creature within 15 feet of you gains advantage on death saving throws and you increase your Wisdom score by 2. (To a maximum of 22)

Earth Focus

Wiccans that focus on the element of Earth have domain over the foundations of earthbound life.

Earth's Stride

When you take this Focus at 2nd level, you are unaffected by nonmagical difficult terrain caused by craggy earth or jagged stone. Additionally, you learn Blade Ward and may treat it as a Wiccan cantrip. This does not count against your known cantrips.

Bones of the Earth

When you reach 7th level, you become resistant to bludgeoning damage. Additionally, as an action, you may create a reactive shield around yourself. Until the beginning of your next turn, any creature that successfully makes a melee attack against you takes magical bludgeoning damage equal to 1/2 the damage they do to you. This feature may be used once and is regained upon completion of a long or short rest.

Terrestrial Might

When you reach 14th level, you gain advantage on all saving throws against being knocked prone and when an effect would push you back, the distance you are pushed is reduced by half to the nearest interval of 5 (Rounded down). (Ex: You would be pushed back 15 feet, you are instead pushed back 5 feet.)

Air Focus

Those who study the domain of Air have an uncanny understanding of the cycles of weather.

Cradling Winds

When you take this Focus at 2nd level, you can safely fall any distance up to 10 times your proficiency bonus before taking fall damage. Additionally, you learn Thaumaturgy and may treat it as a Wiccan cantrip. This does not count against your known cantrips.

As the Winds

When you reach 7th level, you become resistant to thunder damage. Additionally, when you take damage from any attack, you may use your reaction to move up to half of your speed without provoking attacks of opportunity. This feature may be used a number of times equal to your Wisdom Modifier before completion of a long or short rest.

Hand of the Sky

When you reach 14th level, your melee attacks and touch ranged spells now have a range of 10 feet.

Fire Focus

Wiccans aligned with Fire know the passion and power that can create or destroy life.

Sunward

When you take this Focus at 2nd level, you are unaffected by intense weather conditions of up to 160 degrees Fahrenheit. Additionally, you learn one of the following cantrips and may treat it as a Wiccan cantrip: Light, Produce Flame, or Sacred Flame.

Embrace the Inferno

When you reach 7th level, you gain resistance to fire damage. Additionally, as an action, you can wreath yourself in magical flames for 1 minute, shedding bright light in a 10 foot radius and dim light for an additional 10 feet. While these flames are active, once on each of your turns, if you deal fire damage to a creature in this radius, they take an additional fire damage equal to your wiccan level. This feature may be used once before completion of a long or short rest.

Burning Beacon

When you reach 14th level, attack rolls made against friendly creatures that are within 10 feet of you are made at disadvantage.

Water Focus

Those who align themselves with Water understand the ebb and flow of life.

Lifeblood

When you take this focus at 2nd level, you gain the ability to breath water. In addition, you learn Spare The Dying as a Wiccan cantrip.

Child of The Seas

When you reach 7th level, you become resistant to cold damage. In addition, as an action you may create a 10 foot radius sphere of buffeting waves to throw your foes away from you. Until the beginning of your next turn, any creature of your choice that starts their turn in this area takes 2d8 cold damage and is pushed back 10 feet. This feature may be used once before completion of a long or short rest.

Ebb and Flow

When you reach 14th level, when you heal a creature (Including yourself) with a spell of 1st level or greater, you may re-roll any number of dice used by the spell (once) and take the higher value rolled.

Aether Focus

Wiccans whose focus is Aether can see the connection between all of the elements.

Connection of Life

When you take this focus at 2nd level, you may use your reaction when a friendly creature within 30 feet of you is harmed to grant them resistance to that instance of damage, taking the same amount of damage yourself. You may use this feature a number of times equal to your Wisdom modifier (Minimum 1) before requiring a long rest to do so again.

Shield of Spirits

When you reach 7th level, you become resistant to force damage. Additionally, as an action, you may select a creature within 30 feet of you to create an arcane shield around them. Until the beginning of your next turn, any damage that this creature takes is reduced by a value equal to your Wisdom modifier.

All Things Are Connected

When you reach 14th level, if you pass a saving throw against a status condition, you may use your reaction to impose a Wisdom saving throw on whatever creature tried to affect you. If the creature fails, they are effected by whatever condition they tried to impose on you until the end of their next turn. You may use this feature once before requiring a short or long rest to do so again.

Spell List

Cantrips: dancing lights, druidcraft, fire bolt, guidance, mending, minor illusion, poison spray, prestidigitation, ray of frost, resistance, shillelagh, shocking grasp

1st: animal friendship, animal messenger, bane, bless, burning hands, create or destroy water, cure wounds, detect magic, detect poison and disease, entangle, faerie fire, feather fall, fog cloud, goodberry, hunter's mark, inflict wounds, longstrider, protection from evil and good, purify food and drink, sanctuary, speak with animals, thunderwave
2nd: acid arrow, aid, arcanist's magic aura, augury, barkskin, beast sense, cordon of arrows, darkvision, detect thoughts, enhance ability, find traps, flaming sphere, gust of wind, heat metal, lesser restoration, locate animals or plants, locate object, misty step, moonbeam, pass without trace, ray of enfeeblement, scorching ray, suggestion
3rd: aura of vitality, bestow curse, call lightning, clairvoyance, conjure animals, conjure barrage, create food and water, dispel magic, fly, glyph of warding, tiny hut, lightning bolt, magic circle, nondetection, plant growth, protection from energy, remove curse, speak with dead, speak with plants, stinking cloud, water breathing, water walk, wind wall
4th: aura of life, blight, conjure woodland beings, control water, dominate beast, freedom of movement, grasping vine, ice storm, locate creature, faithful hound, polymorph, stone shape, stoneskin
5th: awaken, circle of power, commune with nature, cone of cold, conjure volley, dispel evil and good, dominate person, geas, greater restoration, hallow, insect plague, mass cure wounds, planar binding, reincarnate, scrying, swift quiver, tree stride, wall of stone
6th: chain lightning, circle of death, conjure fey, find the path, flesh to stone, harm, heal, move earth, freezing sphere, sunbeam, true seeing, wall of ice, wall of thorns
7th: divine word, finger of death, fire storm, mirage arcane, plane shift, regenerate, resurrection, simulacrum, symbol
8th: animal shapes, antimagic field, antipathy/sympathy, control weather, dominate monster, earthquake, feeblemind, holy aura, incendiary cloud, mind blank, power word stun, sunburst
9th: foresight, power word heal, power word kill, shapechange, storm of vengeance, true resurrection

Multiclassing

Prerequisites. To qualify for multiclassing into the Wiccan class, you must meet these prerequisites: 15 Wisdom

Proficiencies. When you multiclass into the Wiccan class, you gain the following proficiencies: Herbalism Kit



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