Nascha

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

Witch 10 Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Nascha
Human True Neutral 64,000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I am utterly serene, even in
19 +7 45 the face of disaster.
17 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+3 PERSONALITY TRAITS

Hit Point Maximum 85


+3
Strength
DEXTERITY
I'm loyal to my friends, not to ideals.

+7
Dexterity Everyone can take a trip down the
17

+3

+3
Constitution
Intelligence
CURRENT HIT POINTS
styx for all I care.
IDEALS

+3 ● +9
Wisdom
I'm still seeking the enlightenment I
● +7
Charisma pursued in my seclusion, and it still
CONSTITUTION SAVING THROWS eludes me.
TEMPORARY HIT POINTS BONDS

17


+7
Acrobatics (Dex) Total 10 SUCCESSES There is no room for caution in a
+3 life lived to its fullest.

+9
Animal Handling (Wis) 1d8 + 3 FAILURES

+7
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+3
Athletics (Str)

17 ●




+7

+7
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Witch's Familiar

Wind Shear +7 1d10 slashing × 2 When you start, you have an animal that is your familiar to act as an extension of yourself
to nature and spirits. You may choose from any beast that is size Medium or smaller and
+3 ●
+9
Insight (Wis) has a CR of 1/4 or lower to be your familiar. Add your proficiency bonus to your familiar's
AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient

+3
Intimidation (Cha) Queen Breaker
+7 2d12 piercing in. Its hit point maximum equals the hit point number in its stat block, or four times your
witch level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest
to regain hit points (shares your level, only in regard to how many Hit Dice it will have).
Your familiar obeys your commands to the best of its abilities. It takes its turn on your
WISDOM +3
Investigation (Int) initiative, though it doesn't take an action unless you command it to. On your turn, you can
verbally command your familiar to where you want it to go. You can use a bonus action to

Medicine (Wis)
+5 verbally command it to take the attack, dash, disengage, dodge or help action.

20 ●
+7
Nature (Int) Windshear: Masterwork
Your familiar has a magical bond to you, and the two of you are able to sense one
another's location within 50 feet of one another. Beyond that limit, your familiar will actively
look for you. If you are incapacitated, your familiar will try to protect you from harm.
If your familiar dies, you can obtain a new familiar by spending 8 hours performing a ritual
to get one. The new familiar must meet the size and CR requirements.

Perception (Wis) enchanted scimitar, versatile,


● +9 Starting at 6th level, your bond with your familiar grows. As an action, you are able to see

+5 the world through the eyes of your familiar, and learn everything they see. You can only
see what they do. You do not hear what your familiar hears, or smell what they smell, or

+3
Performance (Cha) Finesse feel what they feel.

An owl is your familiar.

CHARISMA

+7
Persuasion (Cha) Bonus attack: You can make one additional attack when you use your attack action.

+3
Religion (Int) Queenbreaker: Masterwork Nature's blessing: While wearing no armor, your AC becomes your dexterity bonus + your

16 +3
Sleight of Hand (Dex) enchanted greatbow, heavy,
proficiency bonus + 2.
Your speed increases by 15 feet at level 6, and 30 at level 12.
You add your proficiency bonus to your initiative.

Nature's bonds: By performing a 5 minute ritual, your mind and spirit leap into an animal

+7
Stealth (Dex) ammunition, ranged (150/500) you have seen at least one time. Your body remains motionless and in stasis during this.
You assume total control of the animal, and the duration lasts as long as your original body
+3 remains stable. If your body is destroyed during this time, your spirit becomes the

+9
Survival (Wis) permanent inhabitant of the animal you've assumed control of. If your original body is
restored after this has happened, you can reassume control of your old body.

SKILLS ATTACKS & SPELLCASTING Spellcasting: Your spells are derived from nature and careful study and observation. You
prepare your spells as a wizard to suit your needs. Your spells may be chosen from either
the wizard or druid spell lists.

War Caster

+5 PASSIVE WISDOM (PERCEPTION)


CP
Prerequisite: The ability to cast at at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant
you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a
shield in one or both hands.
SP
Common, sylvan, elvish, Fey, When a hostile creature's movement provokes an opportunity attack from you, you can use
your reaction to cast a spell at the creature, rather than making an opportunity attack. The
spell must have a casting time of 1 action and must target only that creature.

draconic, dwarvish.
EP

Can speak fluently to animals


GP
of all types.
PP 1478

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
? 5'11 160
AGE HEIGHT WEIGHT
Nascha
Green Pale white long silver
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Ghostly Bond

Every witch has a connection to all things via the use of a spirit. You are able to choose one type of spirit to be bonded to, and gain features from your choice at the 1st level, then again at the 5th,
10th, and 18th level

Grey Lady
A Grey Lady appears as a woeful woman clad in grey clothing. A spirit of fear and despair, they are able to help a witch attune more to the emotions of other creatures, and sometimes their inner
thoughts. A Grey Lady grants the following features:

At1st level, you are only beginning to understand your fearful companion. As an action, you are able to reveal the visage of your Grey Lady to any creature within 10 feet of you. When you do, every
creature in the 10 foot radius must make aWisdomsaving throw or become frightened of you for 1 minute. You can use this ability once a day at 1st level, twice at 5th level, 3 times at 11th level, and
4 times at 18th level.

At5th level, your bonded spirit starts to affect your animal familiar. Some of your magical power starts to rub off onto your familiar, making it more dexterous than normal. Your familiar can now use
magic to levitate and carry objects that are within its ability to lift without magic. The object must be light enough for the creature to carry, and must be within 5 feet of your familiar.

At10th level, when a creature attempts to deceive you through either non-magical or magical means, you are able to perform a wisdom saving throw. On a failed save, the Grey Lady whispers in your
ear that the creature is lying, but does not know any of the details. On a successful save, the Grey Lady whispers in your ear that the creature is lying, and knows vague details about the lie it is
telling. You are able to use this feature a number of times equal to your wisdom modifier (minimum of 1), and regain expended uses upon finishing a long rest

Witch's Coven

Starting at 3rd level, you choose to join a coven of witches to determine which practice of magic you'll be perfecting: White Witch or Black Witch, both of which are detailed at the end of this page.
Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th level.

White Witch

A witch who has chosen to perfect the gentler aspects of the craft. A White Witch specializes in supporting others.

Spiritual Aid
Starting at 3rd level, you learn to apply your bonded spirit to healing effects. As an action, you are able to command your bonded spirit to attach themselves to any creature within 30 feet of yourself,
to grant them temporary hit points equal to your wisdom modifier + proficiency bonus. You may use this feature a number of times equal to your wisdom modifier (minimum of 1) and regain expended
uses upon finishing a short or long rest.

Clear Conscience
Starting at 7th level, your magic starts to clear your mind. You become immune to being charmed or frightened, and cannot be magically put to sleep.

White Mark
Starting at 10th level, you learn how to use your bonded spirit to protect your allies. As an action, you are able to command your bonded spirit to protect one creature of your choosing within 30 feet
of yourself. The chosen creature has advantage on saving throws against being poisoned, blinded or deafened.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Witch
Wisdom 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Druidcraft Call Lightning

Poison Spray Conjure Animals

Produce Flame Water Walk

Message Haste

Minor Illusion Lightning bolt

Sleet Storm

Blink

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 5 7
EPAR
SPELL NAME
ED
PR

Animal Friendship

Healing Word
4 3
Create or Destroy Water

Witchbolt Blight
SPELLS KNOWN

Chromatic Orb Ice Storm

Disguise Self Conjure Minor Elementals

Expeditious Retreat Locate Creature

Dominate Beast

2 4
Invisibility

Misty Step

Shatter
5 2
Gust of Wind

Beast Sense Mass Cure Wounds


9
Flaming Sphere Wall of Stone

Enhance Ability Commune with Nature

Telekinesis

Creation

Hold Monster

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

You might also like