Witch (5e Background)

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Witch[edit]

Witches are a whimsical folk. Often secluding themselves in enchanted forests and old shacks. A witch can be the nicest person you've ever met who would spend hours creating a cure for a little boy's disease, while simultaneously murdering an entire country just because they didn't like their shoes. While not all witches are as morally and mentally unsound as most rumors would have you believe, it goes without saying that "if a witch wants to do it, they will do it!" It is said that witches are masters of medicine and can tend to wounds and diseases far better than any priest or cleric. Witches are sought after for their skills and abilities but are hunted by churches as heretics since witches by principle, although there are exceptions, do not worship gods. Witches also do not worship nature as druids and shamans might, instead they follow a more scientific approach to both magic and medicine, relying on the process rather than faith. You would be hard pressed to get a witch to do anything for you, but if you somehow manage to convince them, be prepared for some of the craziest and incomprehensible prices.


Skill Proficiencies: Medicine, Arcana, Nature

Tool Proficiencies: Alchemist Supplies, Herbalism Kit

Equipment: Alchemist Supplies, Herbalism Kit, A small cauldron, 6 glass vials, 1d4 books on arcane spells and potions, some commoner clothes and a pouch containing 15 gp, and a witch's familiar.


Feature: Potion Brewer[edit]

During the course of a rest you may make an Intelligence check to make a potion of any rarity. The DC of this roll depends on the rarity of the potion you intend to make(Magic items): DC10 for common, DC15 for uncommon, DC20 for rare, and DC25 for very rare. You must be unbound and have access to your alchemical supplies to make use of this ability. Before attempting to make any potion you must have immediate access to the material components (if any) of the spell that the potion most resembles. (potion of healing=cure wounds etc.)

Feature: Witch's Familiar[edit]

Your skills as a witch have allowed you to create a familiar that feeds off of your magic and grows with you. As a magical creature, your familiar possesses magical powers. You can link your senses with your familiar and see the world through it's eyes and ears. During this your body will be unable to see or hear anything around it. You possess an empathetic link with your familiar and can communicate through feeling. In combat your familiar shares your initiative count but takes its turn immediately after yours. Your familiar's sheet should look like this: [

Witch's Familiar

Small Beast, Neutral

Armor Class: 13 (natural armor)

Hit Points: equal to five times your level in each magic class combined + your Intelligence modifier

Speed: 30 ft., (If capable of flight) fly 30 ft.

STR 6 (−2) DEX 15 (+2) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 7 (−2)

Skills: Perception +4, Stealth +4, Acrobatics +6, Athletics +2

Damage Vulnerabilities: (Thematically appropriate vulnerability{ like a fire-elemental is vulnerable to water or cold damage })

Damage Resistances: Poison, (Thematically appropriate elemental resistance{ Like a fire-cat is resistant to fire damage })

Damage Immunities: (Thematically appropriate immunity{ like a spirit is immune to non-magical physical damage })

Condition Immunities: charmed, (thematically appropriate immunity{ like an undead can't be frightened })

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages you speak

{Spellcasting NPC, Magic Caster Level: half your spellcaster level rounded down.}

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the familiar's skill bonuses, armor class, and the bonuses to hit and damage of its Attacks.

Sign of the Contract. The Familiar possesses an empathetic link with it's master and can communicate with said master through feeling and emotion. This link works both ways and serves as a sign of a successful familiar contract.

Honor the Contract. The familiar is not just a puppet of it's master, both the familiar and master must abide by the terms of the contract they forged with each other. Just as the master has the right to force the familiar to do something for the master, the familiar also has the right to force the master to do something for the familiar. The terms of this contract must be followed even in the midst of combat.

Actions: (Thematically appropriate actions{like how a cat or bird will use their talons and claws to swipe at people while a dog would just bite them})

Spells: (Pick any 3 cantrips that you know and add them to your familiars character sheet. You can add another cantrip at 8th and 16th level. Pick any single 1st level spell that you know and add it to your familiars spell list. You can add another spell of 1st level or above at 8th and 16th level.) ]


Suggested Characteristics[edit]

d8 Personality Trait
1 I have an insatiable thirst for knowledge.
2 I speak very formally.
3 I'm full of stories about my observations of nature.
4 I feel far more comfortable around animals than people.
5 I have no patience for ridiculous superstitions about magic.
6 I speak with an accent nobody recognizes.
7 I multitask very well.
8 I never smile- not really anyways, and anyone who pays attention can see the sadness in my false smiles.
d6 Ideal
1 Pleasures. I don't care, killing people is fun! (Evil)
2 people. Even if the common folk only see me as a villain, I will protect them. (Good)
3 Magic. I seek to study and improve Magic, simply for the betterment of Magic. (Neutral)
4 Order. I must bring balance to the world. (Lawful)
5 freedom. Laws restrict and corrupt the pure, free-flowing fount of knowledge.(Chaotic)
6 Survival. We are all in this together, for better or for worse.. (Any)
d6 Bond
1 Snitches get stitches. I learned that the hard way.
2 I trust myself and myself alone.
3 I committed treachery in my past and I want to redeem myself.
4 I must carry on with my predecessor's work.
5 When danger looms, I must prevent all the deaths I can, I've seen too many already.
6 I know, deep down there, there is something inside me.
d6 Flaw
1 I panic in large cities and usually try to avoid them.
2 I'm socially inept due to spending most of my time in nature, and do not know or understand most social constructs.
3 I intentionally offend everyone in the hopes of sparking a fight.
4 I am aloof, and only talk to those I deem important enough.
5 I often manipulate others to get what I want.
6 I don't consider other's emotions

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