Witch
This is a D&D character class, originally based on the example given on page 175 of the DMG. This version, however, is based on the Druid class.
Further character class details pending…
Alignment
any.
Hit Die
d6.
Class Skills
The witch's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
(6 + Int modifier).
Table: The Witch
Spells per Day (and Known) | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +0 | +0 | +2 | Brew Potion, Nature Sense, Shapeshift - Predator | 3 | 2 | ||||||||
2nd | +1 | +0 | +0 | +3 | Wild Empathy | 4 | 2 | ||||||||
3rd | +2 | +1 | +1 | +3 | Poison Use | 4 | 3 | 1 | |||||||
4th | +3 | +1 | +1 | +4 | Strong Stomach, predator mobility | 5 | 4 | 2 | |||||||
5th | +3 | +1 | +1 | +4 | Bonus Creation feat, Shapeshift - Aerial | 5 | 4 | 2 | 1 | ||||||
6th | +4 | +2 | +2 | +5 | Speak w/ Animals | 5 | 5 | 3 | 2 | ||||||
7th | +5 | +2 | +2 | +5 | Magical Wild Empathy, Aerial flyby attack | 6 | 5 | 4 | 2 | ||||||
8th | +6/+1 | +2 | +2 | +6 | Venom immunity, Shapeshift - Slayer | 6 | 5 | 4 | 3 | 1 | |||||
9th | +6/+1 | +3 | +3 | +6 | Bonus Creation feat | 6 | 5 | 4 | 3 | 2 | |||||
10th | +7/+2 | +3 | +3 | +7 | Slayer improved criticals | 7 | 5 | 4 | 3 | 2 | 1 | ||||
11th | +8/+3 | +3 | +3 | +7 | Speak w/ Magical Beasts | 7 | 6 | 5 | 4 | 3 | 2 | ||||
12th | +9/+4 | +4 | +4 | +8 | Bonus Creation Feat, Shapeshift - Destroyer | 8 | 6 | 5 | 4 | 3 | 2 | ||||
13th | +9/+4 | +4 | +4 | +8 | 8 | 7 | 5 | 4 | 3 | 3 | 1 | ||||
14th | +10/+5 | +4 | +4 | +9 | Destroyer overrun | 9 | 7 | 6 | 5 | 4 | 3 | 2 | |||
15th | +11/+6/+1 | +5 | +5 | +9 | Bonus Creation Feat | 9 | 8 | 6 | 5 | 4 | 3 | 2 | 1 | ||
16th | +12/+7/+2 | +5 | +5 | +10 | Shapeshift - Elemental | 10 | 8 | 7 | 5 | 4 | 4 | 3 | 2 | ||
17th | +12/+7/+2 | +5 | +5 | +10 | 10 | 9 | 7 | 6 | 5 | 4 | 3 | 2 | |||
18th | +13/+8/+3 | +6 | +6 | +11 | Bonus Creation feat, Elemental Cleave | 11 | 9 | 8 | 6 | 5 | 4 | 3 | 3 | 1 | |
19th | +14/+9/+4 | +6 | +6 | +11 | 11 | 10 | 8 | 7 | 5 | 5 | 4 | 3 | 2 | ||
20th | +15/+10/+5 | +6 | +6 | +12 | 12 | 10 | 9 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Spells are based on Charisma, with bonus spells known and bonus spells per day for a high stat.
Class Features
Weapon & Armor Proficiencies
Witches are proficient with the following weapons: club, dagger, dart, quarterstaff, sling, and shortbow.
Witches are proficient with light armor. A witch can cast witch spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a witch wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass witch still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A witch casts arcane spells, which are drawn from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Charisma modifier.
Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Witch. Unlike Sorcerers and Bards, the Witch uses the same table for spells known as spells per day. Essentially, a witch could (if she so chooses) cast each spell she knows exactly once per day. Spells are based on Charisma, and unlike other spellcasters, she receives a bonus to both spells per day and spells known if she has a high Charisma score.
The witch's selection of spells is extremely limited. A witch begins play knowing only three 0-level and two 1st level spells of your choice. At each new witch level, she gains one or more new spells, as indicated on Table: The Witch. (Like spells per day, the number of spells a witch knows is also affected by her Charisma score.)
Upon reaching 5th level, and at every third witch level after that (8th, 11th, and so on), a witch can choose to learn a new spell in place of one she already knows. In effect, the witch “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level witch spell the witch can cast. A witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.
Brew Potion
At 1st level, a witch gains Brew Potion as a bonus feat. At 8th, 10th, and 13th levels, she can use this feat to duplicate the effects of spells of up to 4th, 5th, and 6th level (respecively), as long as that spell has a casting time of less than 1 minute.
Shapeshift (Su)
Witches can shapeshift at will into powerful animal or nature-oriented forms. Each time she uses this ability, she can choose the exact look that her shapeshifted form takes. Witches pick animals from the terrain and climate they're most familiar with. For example, a witch from a jungle might adopt the form of a black panther when in predator form, while one from a colder climate might shapeshift into a white wolf. the two forms look different, but functionally, they're identical. This is a supernatural ability. It requires only a swift action to shapeshift. If a witch is capable of taking more than one form, she can shapeshift directly between the two forms without returning to her normal form. There is no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.
A witch retains normal hit dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of her form. She also retains her normal ability scores, though each form grants a bonus to her strength scores. The witch keeps all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, exceot those requiring a body part your new form does not have. All her held, carried, or worn gear melds into her new form and becomes non-functional until she returns to her normal form. She cannot speak in shapeshifted form, and her limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. She cannot cast spells or activate magic items while in shapeshifted form, even if she has the natural spell feat or other ability that would allow her to cast spells while wild shaped.
Unless otherwise noted in the descriptiopns below, the witch retains her size and space when she adopts a new form. She alwys retainsher type and subtype, regardless of the nature of the form assumed. She does not gain any special attacks or qualities while shapeshifted except as described below.
Whne a witch shapeshifts to a form other than her own, she gains natural weapons (and reach with those weapons) as described below. These natural weaponsgain an enhancement bonus on attack and damage rolls equal to 1/4 her witch level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. (The damage given is for small witches; for smaller or larger characters, adjust values according to the values given on page 28 of the DMG.) If knocked unconscious or slain in shapeshifted form, she returns to her original form.
Predator Form (Su)
At 1st level, a witch can shapeshift into the form of a wolf, panther, or other predatory animal the same size catagory as her ordinary form. While in predator form, she gains a primary bite attack that deals 1d4 points of damage. She gains a +4 enhancement to strength, and her natural armor improves by 4. Her base land speed becomes 50 feet.
Nature Sense (Ex)
At 1st level, a witch gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
Starting at 2nd level, a witch can improve the attitude of an animal or beast. This ability functions just like a Diplomacy check made to improve the attitude of a person. The witch rolls 1d20 and adds her witch level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the witch and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A witch can also use this ability to influence an intelligent creature of the magical beast type, but she takes a -4 penalty on the check.
Poison Use (Ex)
At 3rd level, Witches potion brewing abilities broaden to encompass creation and handling of poisons, and never risk accidentally poisoning themselves when handling poisons.
Pedator Mobility (Ex)
At 4th level, the witch gains Mobility as a bonus feat whenever she is in predator form, even if she does not meet the prerequisites.
Strong Stomach (Ex)
At 4th level, Witches gain the Strong Stomach feat, even if they do not meet the prerequisites for the feat.
Through their extended exposure to all forms of illness and foul substances, they have a greater resilience to foul odors than most people. They reduce the effects of sickening and nausea by one step. They cannot become nauseated. If they are exposed to an effect or condition that would normally make them nauseated, they become sickened instead. If an effect or condition would normally sicken them, that effect is negated.
Aerial Form (Su)
At 5th level, the witch can shapeshift into a flying creature of her original size category. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.
While in aerial form, the witch gains a primary talon attack that deals 1d4 points of damage, a +2 enhancement bonus to strength, a +2 enhancement bonus on reflex saves, her natural armor bonus improves by 2, and she gains a fly speed of 40 feet.
Bonus Creation feat
At 5th level and every three levels thereafter, the Witch may select a bonus creation feat she meets the prerequisites for from the following list: Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Craft Magic Arms and Armor, Forge Ring, Scribe Scroll, Efficient Alchemy, Greater Potion Brewing, Improved Potion Brewing, Brew Spellvial (more likely to be added later)
Speak w/ animals (Su)
At 6th level, the Witches' empathic capacities confer the capacity to Speak with intelligent creatures of the animal and beast creature types. This is a supernatural ability usable at will, otherwise similar to the Speak with Animals spell.
Aerial Flyby Attack (Ex)
At 7th level the witch gains the Flyby Attack as a bonus feat whenever she is in aerial form.
Magical Wild Empathy (Ex)
At 7th level, a witches' ability to influence the attitude of other creatures expands to include intelligent creatures of the Magical Beast type.
Slayer Form (Su)
At 8th level, the witch can shift into a fierce predatory form such as a tiger, brown bear, or dire wolf. This form is one size category larger then her original form, and has standard size and reach for this new size category. While in Slayer form she gains a primary bite attack that deals 1d6 points of damage and two secondary claw attacks that deal 1d4 points of damage each. She gains a +8 enhancement bonus to strength, a +4 enhancement bonus on fortitude saves, her natural armor bonus improves by 8, and her base land speed changes to 40 feet.
Venom Immunity (Ex)
At 8th level, a witch gains immunity to all poisons and venoms.
Slayer Improved Criticals (Ex)
At 10th level, the witch gains Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever she is in slayer form.
Speak w/ Magical Beasts (Su)
At 11th level, the Witches' empathic capacities confer the capacity to Speak with intelligent creatures of the magical beast creature type. This is a supernatural ability usable at will, otherwise similar to the Speak with Animals spell.
Destroyer Form (Su)
At 12th level, the witch can take the form of a powerful, rugged animal form, such as a Rhinocerous or Warhorse. This form will be one size category larger than her original form. While in destroyer form, the witch gains two primary slam attacks that deal 1d6 points of damage each, a +12 enhancement to strength, a +4 enhancement bonus on Fortitude and Will saves, her natural armor improves by 12, she gains damage reduction 5/slashing, and her base land speed becomes 20 feet.
Destroyer Improved Overrun (Ex)
At 14th level the witch gains Improved Overrun as a bonus feat while in destroyer form, even if she doesn't meet the normal prerequisites.
Elemental Form (Su)
At 16th level, the witch can shapeshift into an elemental mass of either earth, air, fire, or water two categories larger than her original size. While in elemental form, she gains a pair of primary slam attacks that deal 1d10 points of damage, a +16 enhancement bonus to strength, a +4 enhancement bonus Fortitude, Reflex, and Will saves, her natural armor bonus improves by 16, she gains immunity to extra damage form critical hits while in elemental form, and gains immunity to an energy type related to the chosen elemental form (air=electricity, earth=acid, fire=fire, water=cold) while in that particular elemental form. She gains no new modes of movement in any elemental forms and land speed is unchanged from her original form. The witch does not need to breathe while in elemental form.
Elemental Cleave (Ex)
At 18th level, the witch gains Great Cleave as a bonus feat while in elemental form even if she doesn't meet the normal prerequisites.
Spell List
Basically, this follows the general guidelines from the DMG, with very little overt power, and focusing primarily on flavor and style of spells. Strong suits involve Charms, Communication, Healing, Shapechanging, and Transformation.
Spells that can be found in the “Spell Compendium” are marked with “(SpC)”
Spells that can be found in “Complete Scoundrel” are marked with “(CS)”
Spells that can be found in “Complete Mage” are marked with “(CM)”
- Zero Level:
- Arcane Mark
- Cure Minor Wounds
- Dancing Lights
- Daze
- Detect Magic
- Detect Poison
- Flare
- Ghost Sound
- Light
- Mending
- Minor Disguise (SpC)
- Read Magic
- Resistance
- Virtue
- First Level:
- Alarm
- Aquatic Escape (CS)
- Aspect of the Wolf (SpC)
- Breath of the Jungle (SpC)
- Buoyant Lifting (SpC)
- Buzzing Bee (SpC)
- Calm Animals
- Camouflage (SpC)
- Camouflage (SpC)
- Cause Fear
- Charm Animal
- Charm Person
- Command
- Comprehend Languages
- Cure Light Wounds
- Dawnburst (CM)
- Deep Breath (SpC)
- Delay Disease (SpC)
- Disguise Self
- Dispel Ward (SpC)
- Doom
- Endure Elements
- Enrage Animal (SpC)
- Faerie Fire
- Grease
- Healer's Vision (CS)
- Healing Lorecall (SpC)
- Healthful Rest (SpC)
- Hold Portal
- Horrible Taste (SpC)
- Hypnotism
- Identify
- Mimicry (CS)
- Phantom Threat (SpC)
- Remove Scent (SpC)
- Silent Image
- Sleep
- Speak With Animals
- Summon Monster I
- Summon Nature's Ally I
- Ventriloquism
- Warning Shout (SpC)
- Winged Watcher (CS)
- Second Level:
- Alter Self
- Animal Messenger
- Animal Trance
- Blinding Spittle (SpC)
- Bothersome Babble (CM)
- Calm Emotions
- Close Wounds (SpC)
- Create Magic Tattoo (SpC)
- Cure Moderate Wounds
- Dark Way (SpC)
- Delay Poison
- Discern Shapchanger (SpC)
- Enthrall
- Entice Gift (SpC)
- Glitterdust
- Hold Animal
- Knock
- Locate Object
- Make Whole
- Mesmerizing Glare (SpC)
- Mindless Rage (SpC)
- Miser's Envy (SpC)
- Nightmare Lullaby (SpC)
- Quick Potion (SpC)
- Remove Paralysis
- Reveille (SpC)
- Restoration, Lesser
- Rope Trick
- See Invisibility
- Slapping Hand (SpC)
- Smoke Stairs (SC)
- Speak to Allies (SpC)
- Speak to Monsters (where's this from? – or do you mean “Tongues”)
- Spymaster's Coin (SC)
- Status
- Stolen Breath (SpC)
- Suggestion
- Summon Monster II
- Summon Nature's Ally II
- Summon Swarm
- Tongues
- Train Animal (SpC)