Witch, 3rd Variant (5e Class)

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Witch(3rd Variant)[edit]

Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers.

<!-Introduction Leader->[edit]

Creating a Witch[edit]


Quick Build

You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices->

Class Features

As a {{{name}}} you gain the following class features.

Hit Points

Set {{{hd}}} parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor: {{{armor}}}
Weapons: {{{weapons}}}
Tools: {{{tools}}}
Saving Throws: {{{saves}}}
Skills: {{{skills}}}

Equipment

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

  • (a) {{{item1a}}} or (b) {{{item1b}}}

Table: The {{{name}}}

Level Proficiency
Bonus
Features
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

|name= |summary= |hd=8 |spellcasting=half |armor= Light |weapons= Simple Weapons |tools=Herbalism Kit |saves= Wisdom, Constitution |skills=Arcana, Medicine, Insight, Investigation |item1a= |item1b= |item1c= |item2a=Explorer's Pack |item2b=Dungeoneer's Pack |item2c= |item3a= |item3b= |item3c= |item4a= |item4b= |item4c= |wealth=3d4√ó10 gp

|classfeatures1=Cantrips, Witch's Secrets, Witch's Sight |classfeatures2=Spellcasting, Coven Feature |classfeatures3=Magical Manipulation |classfeatures4= |classfeatures5= |classfeatures6= |classfeatures7= |classfeatures8= |classfeatures9= |classfeatures10= |classfeatures11= |classfeatures12= |classfeatures13= |classfeatures14= |classfeatures15= |classfeatures16= |classfeatures17= |classfeatures18= |classfeatures19= |classfeatures20=

|extrasonleft= |extra1_name= |extra1_1= |extra1_2= |extra1_3= |extra1_4= |extra1_5= |extra1_6= |extra1_7= |extra1_8= |extra1_9= |extra1_10= |extra1_11= |extra1_12= |extra1_13= |extra1_14= |extra1_15= |extra1_16= |extra1_17= |extra1_18= |extra1_19= |extra1_20=

}}

Witch's Secrets[edit]

Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.

Eyes of the Cat

You have darkvision out to 120 feet.

Talons of the Raven

Your unarmed strikes deal slashing damage equal to your witchcraft die.

Wings of the Dove

You are granted a flying speed that is equal to your walking speed.

Arms of the Monkey

You are granted a climbing speed that is equal to your walking speed.

Leopard Paws

You are granted +10 to your base walking speed.

==== <!-Subclass Feature-> ====

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Retributive strike

When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled

Agonizing Shot

When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die

Seeking Shot

When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range

Healing Hands

Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die

Shared Healing

Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die

Distant Shot

Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5√óManipulation die

Ability Score Improvement[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

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

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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