CWWitch

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

⠀Witch

⠀for CreatorWorks'
Witch
The Believer
Witch

W
itches are humans who have come to the startling Spellcasting
realization that reality is malleable to the power of
belief. They are willworkers who bend reality to Through the power of your belief in your Faith, you have the ability
their whim simply by believing hard enough that to cast spells.
they can. As a Witch, you can learn to cast better Cantrips
and more powerful spells than even the most At 1st level, you know four cantrips of your choice appropriate to
learned Vampire Blood Wizard or Crescent Moon your Faith. You learn an additional such cantrip of your choice at
Werewolf by hacking the rules of reality and forcing it to your will. 4th level and another at 10th level.
Be careful though: reality doesn't like being hacked into, and if it
catches you, it can bite you back. Spellbook
Class Features At 1st level, you have a spellbook containing six 1st-level spells of
your choice appropriate to your Faith. Your spellbook is the
Hit Points repository of the Witch spells you know, except your cantrips,
Hit Dice: 1d6 per Witch level which are fixed in your mind.
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier Preparing and Casting Spells
per Witch level after 1st The Witch table shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these spells, you must
Proficiencies expend a slot of the spell's level or higher. You regain all expended
Saving Throws: Intelligence, Wisdom spell slots when you finish a long rest.
Skills: Choose two from Arcana, Deception, History, Intimidation, You prepare the list of Witch spells that are available for you to
Perception, Persuasion, Medicine, Religion, and Science cast. To do so, choose a number of Witch spells from your
spellbook equal to your spellcasting ability modifier + your Witch
Faith level (minimum of one spell). The spells must be of a level for
As a Witch, your Faith determines where you believe your magic which you have spell slots.
comes from, what kind of magic you can do, and the means and You can change your list of prepared spells when you finish a
methods you can use to cast your spells. Your Faith can be nearly long rest. Preparing a new list of wizard spells requires time spent
anything (discuss with your DM), but some example Faiths are studying your spellbook and memorizing the incantations and
presented here: gestures you must make to cast the spell: at least 1 minute per
Spellcasting Spell Spellcasting spell level for each spell on your list.
Faith Ability Lists Focus
My god grants me miracles Cleric, Holy
Spellcasting Ability
for my devotion
Wisdom
Paladin Symbol Choose Wisdom, Charisma, or Intelligence to be your spellcasting
ability for your Witch spells, as appropriate to your Faith. You use
There is power in a properly
Charisma Bard
Musical your chosen ability score whenever a spell or feature refers to your
delivered performance Instrument spellcasting ability. In addition, you use your chosen ability
Through arcane secrets, I Wizard, Component modifier when setting the saving throw DC for a Witch spell you
master the universe
Intelligence
Sorcerer Pouch cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell Lists for a Witch are more like guidelines than hard and your Wisdom, Charisma, or Intelligence modifier
fast rules; discuss with your DM each time you wish to learn a
cantrip or add a spell to your spellbook whether that spell makes Spell attack modifier = your proficiency bonus +
sense for your character based on her Faith. your Wisdom, Charisma, or Intelligence modifier
3
Witch
Proficiency Hack Cantrips
Level Bonus Features Points Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Faith — 4 2 — — — — — — — —
2nd +2 Font of Magic 2 4 3 — — — — — — — —
3rd +2 Glitch, Willworking 3 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 5 4 3 — — — — — — —
5th +3 — 5 5 4 3 2 — — — — — —
6th +3 Metamagic 6 5 4 3 3 — — — — — —
7th +3 — 7 5 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 8 5 4 3 3 2 — — — — —
9th +4 — 9 5 4 3 3 3 1 — — — —
10th +4 Metamagic 10 6 4 3 3 3 2 — — — —
11th +4 — 11 6 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 12 6 4 3 3 3 2 1 — — —
13th +5 — 13 6 4 3 3 3 2 1 1 — —
14th +5 Metamagic 14 6 4 3 3 3 2 1 1 — —
15th +5 — 15 6 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 16 6 4 3 3 3 2 1 1 1 —
17th +6 — 17 6 4 3 3 3 2 1 1 1 1
18th +6 Metamagic 18 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 4 3 3 3 3 2 1 1 1
20th +6 Metamagic, Perfect Self 20 6 4 3 3 3 3 2 2 1 1

Font of Magic
Glitch
At 2nd level, you tap into a deep wellspring of magic within
yourself. This wellspring is represented by Hack points, which Vampires, Werewolves, and even some humans have the ability to
allow you to create a variety of magical effects. enact some magic upon the world; magic at these lower levels is
considered Basic Magic, and the weave of reality accepts it as
Hack Points natural. As a Witch, however, you have the ability to cheat.
You have a number of Hack points equal to your Witch level. You Any time you cast a spell at a level higher than your character
regain all spent Hack points when you finish a short or long rest at level divided by 4 (round up; shown in bold italics on the Witch
a Place of Power, or to half your maximum anywhere else. table), this is considered Gratuitous Magic, and is not supposed to
be possible. For example, at 5th level, you can cast spells at 1st-
Flexible Casting and 2nd-level without issue, but casting a spell at 3rd-level invokes
You can use your Hack points to gain additional spell slots, or the wrath of the weave.
sacrifice spell slots to gain additional Hack points. You learn other Any time you cast a Gratuitous spell, you gain one point of
ways to use your Hack points as you reach higher levels. Glitch. Your maximum Hack points are reduced by your current
Creating Spell Slots. You can
Spell Slot Hack Point Glitch points. When you finish a long rest, if you have not gained
spend Hack points to refresh
Level Cost any Glitch since the last time you finished a long rest, you lose 1
one expended spell slot as a 1st 2 point of Glitch. Any time you provoke Glitch by casting a spell, if
bonus action on your turn. The you now have 5 or more points of Glitch your DM may declare that
table to the right shows the cost
2nd 3 a Backfire occurs. In that case the spell fails, and instead you roll
of restoring a spell slot of a 3rd 5 on the Wild Magic Table to determine how your spell backfires,
given level. You can restore spell and you take 1d10 psychic damage per level of backfiring spell.
slots of no higher level than 5th.
4th 6 After the Backfire, you lose 1d4+1 points of Glitch.
5th 7 If you cast a Gratuitous spell but it is not witnessed by any
Converting a Spell Slot to Hack Points. As a bonus action on humanoid that can't cast spells, you can spend a Hack point to
prevent yourself from gaining Glitch from that casting.
your turn, you can expend one spell slot to regain a number of
spent Hack points equal to the slot's level.
4
Willworking
Your Spellbook Though you cast spells by providing the necessary components
The spells that you add to your spellbook as you gain and focuses as usual, your ability to do so comes from your belief
levels reflect the arcane research you conduct on your in your Faith, and sometimes you believe so hard that you can do
own, as well as intellectual breakthroughs you have had something that even though you shouldn't be able to, you can
about the nature of the multiverse. You might find other anyway. Starting at 3rd level, by spending a number of Hack points
spells during your adventures. You could discover a as though creating a spell slot of the appropriate level, you can
spell recorded on a scroll in a Mummy's Tomb, for
example, or in a dusty tome in an ancient library.
cause the effects of any spell of that level - even a spell you don't
A spellbook doesn't contain cantrips.
know - or any other effect of equivalent power or usefulness.
Copying a Spell into the Book. When you find a spell of Explain to the DM what effect you are trying to cause, and why
1st level or higher, you can add it to your spellbook if it your character's belief in her Faith causes her to believe she can
is appropriate to your Faith, of a spell level you can do so. The DM is the final arbiter of what is possible with
prepare, and if you can spare the time to decipher and Willworking, but is encouraged to be generous.
copy it. Copying a spell into your spellbook involves Willworking provokes Glitch in the same way as casting a
reproducing the basic form of the spell, then Gratuitous spell, even if the effect is equivalent to a spell level that
deciphering the unique system of notation used by the would not ordinarily count as Gratuitous.
spellcaster who wrote it. You must practice the spell
until you understand the sounds or gestures required, Ability Score Improvement
then transcribe it into your spellbook using your own
notation. The process takes 2 hours per level of the At 4th level, and again at 8th, 12th, 16th and 19th level, you can
spell. Once you have done this, you can prepare the increase one ability score of your choice by 2, or you can increase
spell just like your other spells. two ability scores of your choice by 1, or you can choose a Feat or
Copying from a Spell Scroll. A spell on a spell scroll can 5 Bonus Points worth of Merits.
be copied just as spells in spellbooks can be copied.
When you copy a spell from a spell scroll, you must Metamagic
succeed on an Arcana check with a DC equal to 10 +
the spell's level. If the check succeeds, the spell is At 6th level, you gain the ability to twist your spells to suit your
successfully copied. Whether the check succeeds or needs. You gain two Metamagic options of your choice from
fails, the spell scroll is destroyed. among those available to a Sorcerer. You gain another one at 10th,
Replacing the Book. You can copy a spell from your 14th, 18th, and 20th level.
own spellbook into another book—for example, if you You can use only one Metamagic option on a spell when you
want to make a backup copy of your spellbook. This is cast it, unless otherwise noted. You use Hack Points in place of
just like copying a new spell into your spellbook, but Sorcery Points for your Metamagic.
faster and easier, since you understand your own
notation and already know how to cast the spell. You Perfect Self
need spend only 1 hour for each level of the copied
spell. If you lose your spellbook, you can use the same At 20th level, when you roll for initiative and have no Hack points
procedure to transcribe the spells that you have remaining, you regain 4 Hack points. In addition, you can cast
prepared into a new spellbook. Filling out the remainder spells at 5th-level or lower without providing components.
of your spellbook requires you to find new spells to do
so, as normal. For this reason, many wizards keep
backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique
compilation of spells, with its own decorative flourishes
and margin notes. It might be a plain, functional leather
volume that you received as a gift from your master, a
finely bound gilt-edged tome you found in an ancient
library, or even a loose collection of notes scrounged
together after you lost your previous spellbook.
Hedge Mage
Hedge Mage
A Hedge Mage is a mortal who has learned to cast some Prof. Cantrips Spells
supernatural spells by following certain rituals and harnessing Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
energy from Places of Power. You can use this class for anyone
who learns how to use some magic through Traditional paths 1st +2
Tradition,
3 2 2 — — — —
rather than by becoming a Witch. If a Hedge Mage does become a Spellcasting
Witch, their Tradition becomes their Faith and their Hedge Mage Arcane
levels are gradually replaced with Witch levels. 2nd +2
Recovery
3 3 2 — — — —

3rd +2 — 3 4 3 — — — —
Class Features
Ability Score
As a Hedge Mage, you gain the following class features 4th +2
Improvement
4 5 3 — — — —

Hit Points 5th +3 — 4 6 4 2 — — —


Hit Dice: 1d6 per Hedge Mage level 6th +3 — 4 7 4 2 — — —
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier 7th +3 — 4 8 4 3 — — —
per Hedge Mage level after 1st Ability Score
8th +3 4 9 4 3 — — —
Proficiencies Improvement
Saving Throws: Intelligence, Wisdom 9th +4 — 4 10 4 3 2 — —
Skills: Choose two from Arcana, Deception, History, Intimidation,
Perception, Persuasion, Medicine, Religion, and Science 10th +4 — 5 11 4 3 2 — —

Tradition 11th +4 — 5 12 4 3 3 — —
As a repeated thought carves neural pathways in a mind, repeated 12th +4
Ability Score
5 12 4 3 3 — —
hacking by Witches has carved magical pathways through reality. Improvement
These pathways are called Traditions, and they are the types and 13th +5 — 5 13 4 3 3 1 —
paths of magic that have been repeated often enough to become
accepted by the weave of reality. 14th +5 — 5 13 4 3 3 1 —
Choose Bard, Cleric, Druid, Sorcerer, or Warlock. You gain that 15th +5 — 5 14 4 3 3 2 —
class's spellcasting feature, including Spell List, Spellcasting
Ability, Spellcasting Focus, etc. The exception is you have 16th +5
Ability Score
5 14 4 3 3 2 —
Cantrips, Spell Slots, and Spells Known as detailed below; where Improvement
the details below conflict with your chosen Tradition Class, use the 17th +6 — 5 15 4 3 3 3 1
ones detailed here.
18th +6 — 5 15 4 3 3 3 1
Spellcasting Ability Score
Cantrips. You know three cantrips of your choice from your 19th +6
Improvement
5 15 4 3 3 3 2
Tradition Spell List. You learn an additional such cantrip of your
choice at 4th level, and again at 10th level. 20th +6 — 5 20 4 3 3 3 2
Spell Slots. The Hedge Mage table shows how many spell slots
you have to cast your Tradition spells of 1st level and higher. To
cast one of these spells, you must expend a slot of the spell's level
or higher. You regain all expended spell slots when you finish a Arcane Recovery
long rest. For example, if you know the 1st-level spell cure wounds By 2nd level you have learned to regain some of your magical
and have a 1st-level and a 2nd-level spell slot available, you can energy by meditating at Places of Power. Whenever you finish a
cast animal friendship using either slot. short rest at a Place of Power, you can choose expended spell slots
Spells Known of 1st Level and Higher. You know two 1st-level to recover. The spell slots can have a combined level that is equal
spells of your choice from your Tradition spell list. to or less than half your Hedge Mage level (rounded up).
The Spells Known column of the Hedge Mage table shows For example, if you're a 5th-level Hedge Mage, you can recover
when you learn more Tradition spells of your choice. Each of these either a 2nd-level spell slot and a 1st-level spell slot, or three 1st-
spells must be of a level for which you have spell slots. For level spell slots.
instance, when you reach 5th level in this class, you can learn one Ability Score Improvement
new spell of 1st or 2nd level. At 4th level, and again at 8th, 12th, 16th and 19th level, you can
Additionally, when you gain a level in this class, you can choose increase one ability score of your choice by 2, or you can increase
one of the Tradition spells you know and replace it with another two ability scores of your choice by 1, or you can choose a Feat or
spell from your Tradition spell list, which also must be of a level 5 Bonus Points of Merits.
for which you have spell slots.
4. Grant and Consideration: In consideration for agreeing to use this
Credits License, the Contributors grant You a perpetual, worldwide, royalty-
free, nonexclusive license with the exact terms of this License to
Written and designed by Caleb Wichman, with advice and suggestions Use, the Open Game Content.
from the Storyteller's Vault Monday Writers' Group.
Inspired by the history and mythology of witchcraft, the Matrix movies, and 5. Representation of Authority to Contribute: If You are contributing
the World of Darkness series of roleplaying games. original material as Open Game Content, You represent that Your
All art is from Unsplash.com. Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
Open Game Content
Such elements that already appear in the System Reference Document - and 6. Notice of License Copyright: You must update the COPYRIGHT
are already Open Game Content by virtue of appearing there - are Open NOTICE portion of this License to include the exact text of the
Game Content. Such elements that do not appear in the System Reference COPYRIGHT NOTICE of any Open Game Content You are copying,
Document are designated Product Identity and are not Open Game Content. modifying or distributing, and You must add the title, the copyright
date, and the copyright holder's name to the COPYRIGHT NOTICE
OPEN GAME LICENSE Version 1.0a of any original Open Game Content you Distribute.
The following text is the property of Wizards of the Coast, Inc. and is 7. Use of Product Identity: You agree not to Use any Product Identity,
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights including as an indication as to compatibility, except as expressly
Reserved. licensed in another, independent Agreement with the owner of each
1. Definitions: (a)"Contributors" means the copyright and/or trademark element of that Product Identity. You agree not to indicate
owners who have contributed Open Game Content; (b)"Derivative compatibility or co-adaptability with any Trademark or Registered
Material" means copyrighted material including derivative works and Trademark in conjunction with a work containing Open Game
translations (including into other computer languages), potation, Content except as expressly licensed in another, independent
modification, correction, addition, extension, upgrade, improvement, Agreement with the owner of such Trademark or Registered
compilation, abridgment or other form in which an existing work Trademark. The use of any Product Identity in Open Game Content
may be recast, transformed or adapted; (c) "Distribute" means to does not constitute a challenge to the ownership of that Product
reproduce, license, rent, lease, sell, broadcast, publicly display, Identity. The owner of any Product Identity used in Open Game
transmit or otherwise distribute; (d)"Open Game Content" means Content shall retain all rights, title and interest in and to that
the game mechanic and includes the methods, procedures, Product Identity.
processes and routines to the extent such content does not embody 8. Identification: If you distribute Open Game Content You must clearly
the Product Identity and is an enhancement over the prior art and indicate which portions of the work that you are distributing are
any additional content clearly identified as Open Game Content by Open Game Content.
the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but 9. Updating the License: Wizards or its designated Agents may publish
specifically excludes Product Identity. (e) "Product Identity" means updated versions of this License. You may use any authorized version
product and product line names, logos and identifying marks of this License to copy, modify and distribute any Open Game
including trade dress; artifacts; creatures characters; stories, Content originally distributed under any version of this License.
storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses, 10. Copy of this License: You MUST include a copy of this License with
concepts, themes and graphic, photographic and other visual or every copy of the Open Game Content You Distribute.
audio representations; names and descriptions of characters, spells, 11. Use of Contributor Credits: You may not market or advertise the
enchantments, personalities, teams, personas, likenesses and Open Game Content using the name of any Contributor unless You
special abilities; places, locations, environments, creatures, have written permission from the Contributor to do so.
equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered 12. Inability to Comply: If it is impossible for You to comply with any of
trademark clearly identified as Product identity by the owner of the the terms of this License with respect to some or all of the Open
Product Identity, and which specifically excludes the Open Game Game Content due to statute, judicial order, or governmental
Content; (f) "Trademark" means the logos, names, mark, sign, motto, regulation then You may not Use any Open Game Material so
designs that are used by a Contributor to identify itself or its affected.
products or the associated products contributed to the Open Game
License by the Contributor (g) "Use", "Used" or "Using" means to 13. Termination: This License will terminate automatically if You fail to
use, Distribute, copy, edit, format, modify, translate and otherwise comply with all terms herein and fail to cure such breach within 30
create Derivative Material of Open Game Content. (h) "You" Not for days of becoming aware of the breach. All sublicenses shall survive
resale. Permission granted to print or photocopy this document for the termination of this License.
personal use only. System Reference Document 5.1 2 or "Your"
means the licensee in terms of this agreement. 14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game Content that necessary to make it enforceable.
contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License. You must affix such a 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
notice to any Open Game Content that you Use. No terms may be Wizards of the Coast, LLC. System Reference Document 5.1
added to or subtracted from this License except as described by the Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
License itself. No other terms or conditions may be applied to any Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
Open Game Content distributed using this License. James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Steve Townshend, based on original material by E. Gary Gygax and
3. Offer and Acceptance: By Using the Open Game Content You Dave Arneson.
indicate Your acceptance of the terms of this License.
©2021 Caleb Wichman
Thanks for
Reading!

⠀⠀©2021 Caleb Wichman

For use with CreatorWorks' Classic Monsters

WWW.GMBINDER.COM

You might also like