Witch was a suggested class in the DMG but was never completed. This is my attempt at creating the class.
Witch - Overview -
A witch is a mortal woman who makes a willing pact with an evil outside to achieve great power. A witch typically chooses her patron from among the powerful demigods available in the evil realms, though a few gain there powers from immensely powerful pit fiends or balor. Most witch's adventure for power, or to escape persecution. Even though a witch does not have to be of an evil alignment, most have an aura about them that attracts trouble. (see witch's mark)
Abilities - A witch gains her powers from her pact and ability to make this pact. A high charisma is essential for her spells and abilities.
Alignment - Most witch's are evil, but some make pacts for good reasons, such as gaining power to protect ones family, etc. Regardless, touching the face of evil leaves its marks moraly, and thus no witch can start play with a good alignment.
Hit Die - A witch has a hit die of D4
Class Skills - The Witch's class skills are as follows -
Concentration - Craft - Knowledge Arcana -Knowledge Planes - Profession - Spellcraft - Bluff - Intimidate - Survival -
Ranks for a Witch's skills are 2+int mod.
Weapons - A witch has limited weapon access, and has the same weapon proficiencies as described under the wizard.
Armor - A witch has no armor or shield proficiencies and must roll arcane spell failure if wearing such gear.
Base attack Bonus - as a wizard
Saves - a Witch has good will saves
Spells - A witch is similar to that of a Sorcerer in total spells per day but must create a list of known spells at every spell level. A witch must pick 6 known spells every time they achieve a new spell level. They achieve spell levels at the same level sorcerers do. A witch must pick her spells from the illusion/enchantment/transmutation or necromancy schools. A witch can also choose divination spells up to 4th level in power. Finally a witch can take spells with Cure or Inflict type at a spell level of one higher, and do not gain access to the mass versions of these spells. A witch's spells are considered to be arcane. Once the list is created it can never be changed. Unlike sorcerers who learn there magic and can adapt as they progress, a witch's powers are given to her, and once attained cannot be changed. A witch can also never take feats that allow her to gain more known spells or spell slots. Once created a witch can cast spells from her list without preparing them in advance, and uses the same rules for metamagic that sorcerers do. All spells chosen must be taken from the wizard/sorcerer list, once the spells are chosen the 6 spells known at each level on the characters sheet becomes his spell list. The list can not be altered as of this point. Rules for creating/using objects treat the chosen finalized spells as the characters spell list.
1st level - Witch's Mark - Pact - Spells -
2nd level - Summon Power -least- (su)
3rd level - Summon Aid (sp)
4th level
5th level - Witch's Curse -least-(su)
6th level - Summon Power
7th level - Call Companion (sp)
8th level -
9th level - Witch's Curse (su)
10th level -Summon Power
11th level - Call Companion
12th level -
13th level -Witch's Curse -Grtr-
14th level -Summon Power
15th level -Call companion
16th level
17th level -Witch's curse
18th level - Summon Power
19th level -
20th level - Gate -
Witch's Mark - A witch has a visible mark somewhere on her body. The mark is proof of her pact with an evil outsider. This mark radiates powerful Conjuration magic, and powerful Evil. For this reason Witch's tend to stay away from priests and paladins or others who can detect the presence of the mark. A Witch's mark cannot be covered up by any mortal means, nor can it ever be removed. A witch must be careful of the company she keeps, for the mark makes it easy for her identity to be revealed. Due to her servitude to a dark lord a Witch may have no mortal servants of her own. A witch can never qualify for the leadership feat, or the ability to take cohorts, familiars, animal companions or any other servant like class options. A witch can have charmed thralls and demonic hosts gained by this classes powers.
Pact - At 1st level a witch must choose a patron evil outsider. This outsider is the source of the witch's newfound power, and the holder of the witch's soul. A witch must choose from either a Demonic Pact or a Devilish Pact. (Other Evil outsiders grant pacts only rarely, and so they are not included, but may be created with the DM's approval.) A witch can choose one school of magic that she knows and gains the spell focus feat in the chosen school for free. This is not the Witch's aptitude, but the power of the outsider working its influence on her magic.
Strong Pact - At 6th level a witch's pact becomes stronger. The Caster level for the school of magic she chose for her spell focus is now increased by 1. The Witch also gains the spell penetration feat for free.
Greater Pact - at 11th level the witch's pact developes a much deeper bond, and the evil outsiders influence passes nearly freely into its subject. The Witch gains a +1 competence bonus on all save DC's of her spells. This stacks with Spell Focus, but not with Greater Spell focus.
Dark Pact - at 17th level the witch is a walking conduit of her pact holders dark energies. Her caster level increases by 1 for all schools of magic. The Witch also gains greater spell penetration feat for free.
Summon Aid - Much like many devils and demons the witch can summon demons or devils to aid her. Summoning is a full round action, and the summoning is equivelant of a 5th level spell, regardless of the creatures actual power. As a witch gains more levels she developes a greater chance to summon her allies, and the ability to do so more often. A witch who uses her summon Aid ability while having summoned allies replaces the old summoned creatures with the new ones. Summoned creatures must remain within 60' of the witch, and can be placed half that distance when first summoned. A witch can only summon lowly outsiders at first, gaining more powerful ones as she increases in level. A witch can use this ability once at 3rd level then gains an additional use at 8th, and a third use at level 13.
Demonic Pact Aid -
3rd level - 1 Dretch
5th level - 1 Quasit or D3 Dretch's
7th level - 1 howler
9th level - Shadow Mastiff or 2 howlers
11th level - 2 Shadow mastiffs or a Chaos Beast
13th level - Babau (demon)
15th level - 2 Babau's or 1 Vrock
17th level - 1 Bebilith or 1 Hezrou or 2 Vrock's
Devilish Pact -
3rd level - D3 Lemures
5th level - 1 Hell Hound
7th level - Yeth Hound
9th level - Bearded Devil or an Achiarei
11th level - Chain Devil or 2 Bearded Devils
13th level - Bone Devil or 2 Chain Devils
15th level - Hellcat or 2 bone devils
18th level - 1 Night Hag or 1 Barbed Devil or 2 Hellcats
Summoning Aid requires a full round action. Summoned creatures stay for 1 minute and then vanish.
Call Ally - 1nc/week at 8th level a witch can bind a devil or demon into service. Calling a creature of this power takes 10 minutes. The called creature serves until slain or until a new creature is called by this power, or a greater version of this power. Creatures bound by this ability and its greater versions are considered Called instead of summoned, and thus cannot be dispelled. Unlike Called creatures these cannot use there summonig abilities.
Those with an infernal pact call upon a Bearded or 2 Imps
Those with an abyssal pact call upon a Succubus or 2 Quasits
- At 12th level the caster can summon and bind a more powerful creature.
Those with an infernal pact can call upon 1 Erinyes or 1 Barbed Devil -
Those with a demonic pact can call upon 1 Hezrou or a Glabrezu
- At 15th level the caster can summon and bind its most powerful allies
Those with an infernal pact can call upon a Horned Devil
Those with an Abyssal pact can call upon a Marilith
Witch's Curse - At 5th level a Witch can cast a powerful curse on 1 sentient, living, creature. Creatures with HD less than the Witch's do not recieve a saving throw. More powerful creatures recieve a will save DC 10+1/2 caster level + charisma mod. A curse is useable 1/day.
A witch gains more selection of curses as she becomes more powerful.
5th - A creature affected by this curse is sickened. In addition the creature cannot heal by any means until the curse is removed. This is a necromancy effect.
9th - A creature is put into a deep sleep until the curse is removed. This is a mind affecting, Sleep effect.
13th - A creature falls into a catatonic state until removed and loses 1pt from con and str each day until it dies. This is a necromancy effect.
17th - A creature falls catatonic and loses all memories. The Witch can spend one hour replacing the creatures memories with new ones. This lasts until the curse is removed. This is a mind affecting effect.
Summon Power - a Witch can call on the bond of her patron to gain an increased level of power. Such an act is dangerous however.
At 2nd level a Witch can use the summon power ability to create a sphere of energy in her hand. On the following round, or any round within the next minute, the Witch can choose to throw the orb at a target within 60' of her. The orb of energy does D6 pts of damage. A witch can sacrifice a spell slot, any number up to her level in the Witch Class, to add an additional D6 pts of damage per spell level. (2nd level slot is 2d6, 3rd is three etc) The sphere requires a range touch attack, though a witch can choose to take 10pt of damage to have the sphere hit unerringly at a range of up to 400'.
At 6th level a Witch can use the summon power ability to apply silent, still, eschew component, enlarge or extend on a spell she casts. Doing so requires a full round action and the witch takes damage equal to the level of the spell she is affecting. So 1 for a 1st, 2 for a second and so on. A witch can place multiple affects on the same spell but adds the damage for each such effect.
At 10th level a Witch can take spend ten minutes to ask her patron a question as per the contact other planes spell. The Witch gets a bonus equal to the amount of damage she is willing to take, up to her class level. The damage must be done before the roll is actually made.
At 14th level a Witch can spend a full round action to cast a spell and sacrifice 10hp during the casting to bolster her spell. A bolstered spell ignores SR.
At 18th level a Witch can spend 20hp to caste one of there spells as a swift action. A witch can also choose to spend 20 hit points to cast a spell with a target of one creature on a seperate creature within 20' of the primary. (The affected spell cannot be a touch, personal, or ranged touch spell.). A witch can only use one of these abilities per round. (A witch could thus not cast a swift-spell that hit two creatures followed by a spell that hit two more creatures as a standard action. A witch could either use a swift cast spell, or one that affected two creatures.) Other summon power effects can be applied to these effects however.
Gate - The final and most powerful version of the Witch's summoning abilities is her ability to gate in a direct servant of her patron lord. After a witch uses Gate she must wait 7 days to again use this power. Creatures called stay until the direct combat or threat is taken care of and then leave. This power can only be used in combat, and the gated creatures will not appear if used outside of combat, and the ability will still be expended.
An infernal pact Witch gates in a Pit Fiend
An abyssal pact Witch gates in a Balor
Combat - Initially weak, a witch must use her spells carefully to survive most immiediate threats. As she gains power a witch can summon allies and permanent cohorts to aid her in her endeavors, she can use these to provide support in battle while trying to bring the battlefield under her control. Most Witch's are not afraid to flee if outmatched, as there patrons are waiting for the oppurtunity to claim there souls for eternity should they die.
Tactics - Use summoning abilities and spells to alter the battlefield to your liking. Once you have Witch's curse use it to stop weak threats or to pacify greater ones. Your pact strength will also help your spells stick when needed, so try and cast spells to win over enemies or take slow down strong ones while your minions attack. If cornered or threatened by overwhelming odds, use spells and abilities to cover your escape.
Saturday, June 9, 2012
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