Witch Class for Review

Khaalis

Adventurer
I have been asked to post my Witch on numerous occasions but I wanted to wait until I had done some testing with it. After receiving a few more requests, I am posting this class for review. Note, this class is designed with references to the Forgotten Realms. These can easily be changed to fit any campaign. Also keep in mind that it uses various published sources on Witches, and is easily customizable for other such sources as well.

The core design is to be a Flex-Class (not a class with a Specific ability gained at X level.) and is designed to be more realistic and true to the player seeking to play a witch. Not all witches or pagans follow the same ideology or same core beliefs, nor do they practice their craft in the same manner. This class design allows the player to choose what style of craft they wish to follow.

As always, I am open to comments.


[size=+1]WITCH[/size]
(Alternate Base Class by Ron Owen with sources of inspiration and adaptation from: Quintessential Witch, Swashbuckling Adventures, AEG-Magic, 1st Ed. Witch)

The Witch is a divine spell caster whose abilities reside somewhere between that of a Wizard, a Cleric and a Druid. However, Witches do not cast through devoted study of arcane theory or through a birthright made manifest in a display of artful talent or by praying to a divinity to be granted spells, but by opening up to a sort of magical “sixth sense.” The Witch comes to an understanding, an epiphany, and realizes a sense of the patterns of powers within nature, the forces that control them, and our place within that pattern. Many others see this knowledge as a threat to their religious beliefs and can often lead to open conflict. Witches are seen in many cultures as both mysterious and awe or fear inspiring. This spiritual gift is a part of the reason Witches prefer solitude, or at least others innately connected to magic for companionship, especially since the Witches perceptions set them apart even more thoroughly than Wizards and Sorcerers.

Adventures: Adventuring Witches are uncommon but not unheard of. While most Witches are more inclined to follow their instincts or accompany a quest rather than treasure seek, Witches are still individualistic and may adventure for any number of reasons. As a rule, Witches have little use for the typical trappings of treasure seeking of other casters such as spell books and scrolls, as their understanding of magic comes from insight and awareness rather than equations and symbols. Occasionally a Witch will adventure just to get out and see the world for a while, as well as to seek the companionship of others that are more accepting of strange foibles than the average citizen. Witches that do adventure, often do so to gain knowledge and personal power. Witches will also bring their powers to bear against those who threaten the Witch and those they love, and some even against those that they feel have slighted them in some way. Others use their powers to serve and protect the innocent, while others use their power to achieve wealth and power.

Characteristics: Witches are most often feared by those who know little of the magical arts. Their magic is a combination of powers similar to Wizards, Druids and Clerics. They cast divine spells that can mimic arcane powers. They are competent healers, herbalists, alchemists, as well as having a strong affinity toward nature. A Witch’s power flows from their connection to magic itself. Though not as powerful as Sorcerers or as reliable as Wizards, a Witch’s magic is still versatile. Due to a Witch’s understanding of magic they are most adept at using it for knowledge and to resist other forms of magic. This spills over into other areas of general protection, skills of manipulating the center of magical prowess (the mind), and the magical energies natural flow through the body.

Alignment: Witches perceive nature as a servant to the will of the divine. Thus they will rarely position themselves as bystanders in the world. Instead they tend to enter directly into the cycles of power that effect the world, for good or ill. Witches of any alignment can be found, though awareness of the connection that binds all things leads Witches to tend toward good, out of enlightened self-interest if nothing else. The healing potion created and given to save a child’s life subtly bolsters the Witch’s connection to that child, and thus indirectly to the cycle of creation. Some Witches tend toward the chaotic, since trusting their intuition often leads them to change their paths often, while other Witches can and do prefer a specific order to the world around them. Some Witches also choose to follow the path of self-indulgence and power and are often evil. There are generally three forms of known Witchcraft: White, Grey and Black. Witches that follow the path of White Witchcraft are generally of good alignment. Those that follow the path of Grey Witchcraft are generally those neutral the sway of good and evil. Those who follow the Black Arts are an Evil alignment.

Religion: Most Witches do not follow a formal religion or church, as most Witches believe that the entire pantheon is nothing more than a series of multiple manifestations of the mental aspects of the same god/goddess. Even with this belief however, some Witches do revere some specific higher force as they may feel an specific connection to an aspect of the god/goddess and feel that they can best serve the cycle by focusing on their natural talents and ethical persuasions. Those that do not worship a particular deity, still tend to show respect and make regular offerings. Witches that do tend to follow a specific deity are most often drawn to deities of nature, magic, and knowledge.

Background: Witches come from all walks of life. Unlike Sorcerers, whose talent seems inborn, Witchcraft calls to a rare few with the right mix of open-mindedness, perception, and willpower. As a mental or spiritual gift, the call can come at any time of life as long as the Witch has the right attitude, though most Witches receive their first contact with the craft through a family member who recognizes the potential and begins to train the student. While Witches don’t consider themselves part of a greater order and prefer solitude, they also have a tendency to form small groups known as Covens and respect the ancient traditions from which they come. The coven is a group of like-minded individuals who share spells, research, ideologies, and goals. A Witch generally has a life-long connection to their Coven, and only rarely will the Witch be severed from that community.

Special Note: Thus, Witches may take the Coven Member feat (see “Bonus Feat” section of “Witch Abilities”) as a Background/Regional feat at 1st level, or as a bonus feat any level thereafter.

Witches (not to be confused with Warlocks) are spell casters who survive and prosper either in groups called Covens, or as lone solo practitioners of their craft. Witches are very discriminated against, hated and/or feared by most commoners, especially since the Witch is a mysterious and solitary type, only joining with others when called by important Coven business. They are also very secretive of their powers and none but other Witches know of how they work their magic. These things lend much to the fear and hatred of the Witch by commoners as they see them as “demon worshipers.” However, even under these circumstances, Witches generally live in small communities, aiding their fellows in day-to-day activities. Witches who live in cities generally practice in secret as cities tend to house many who see the Witch destroyed for their beliefs.

Races: Humans are the largest practitioners of Witchcraft, and many believe it is the oldest from of magic that humans used when rising up in the world and throwing off the shackles of the other races. Paradoxically, Humans are also the first to burn Witches at the stake as they frequently misinterpret a Witch’s motives and purpose. Half-Elves are the only “race” more likely to take to Witchcraft than humans, as they are mixed with the primordial human calling on one side and a natural understanding of Elven magic that makes them well suited to Witchcraft. Halflings do well with Witchcraft as well as they are much more suited to the “common sense” aspect of it rather than the scientific rote, or blind faith of other arts. Elves, though talented and well suited to Witchcraft tend to prefer the more elegant and ritualistic style of Wizardry. Dwarven and Gnome Witches are exceedingly rare. Savage humanoids are actually much more likely to become Adepts than to take the time to study and understand the precepts and intuitions of Witchcraft.

Other Classes: Witches have an undeserved bad reputation with most everyone. Adventurers however, quickly learn to appreciate the benefits a Witch can provide for the party. Druids and Warders feel a kinship in their connection to nature and the need for solitude. Bards often understand Witches better than most and often form lasting bonds with Witches in their travels. Clerics and Holy Warriors (unless of a similar Faith) tend to frown on Witchcraft as they feel it unnatural that a Witch can gain an understanding of the “way of things” without being inspired directly by a deity’s teachings. Wizards tend to look down on Witches as untrained charlatans, but Sorcerers tend to find a kinship with a Witch’s deeper and more personal connection to the magic of the world.



GAME RULE INFORMATION
Witches have the following game statistics.

Abilities: Wisdom determines how powerful a spell a Witch can cast, how many spells the witch can cast per day, and how hard those spells are to resist. To cast a spell, a Witch must have a Wisdom score of 10+the spell’s level. A Witch gains bonus spells based on Wisdom. The Difficulty Class of a saving throw against a Witch’s spell is 10+the spell’s level + the Witch’s Wisdom modifier. Like other spellcaster’s Witches benefit from high Intelligence, Dexterity and Constitution as well. Charisma is also important to many of the Witch’s skills.
Alignment: Any
Hit Die: d6
Starting Gold: 4d4X10gp

CLASS SKILLS
The Witch’s class skills are: Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Intimidate, Knowledge (Any*), Perform, Profession (Apothecary, Herbalist, Witchcraft), Sense Motive, Spellcraft, and Survival.

Bonus Language (Ex): A Witch may substitute Sylvan for one of the bonus languages available to them from a high Intelligence or race.
Special Note: Witches use Profession (Witchcraft) in place of Knowledge (Arcana) for things related to Witchcraft, while Knowledge (Arcana and Religion) remain as learnable disciplines for studying things Arcane and Divine. Note that 5 Ranks in Profession Witchcraft grants a Synergy bonus of +2 to both Craft (Alchemy) and Profession (Herbalist).
Skill Points for 1st Level: (6+INT modifier) x4
Skill Points at Each Additional Level: 6+INT modifier

Code:
[b]	Base
Class	Attack		SAVES
Level	Bonus	Fort	Ref	Will	Special[/b]
1	+0	+0	+0	+2	Witch’s Pact, Aura, Spells, 2 Witch Abilities
2	+1	+0	+0	+3	Witch Ability
3	+1	+1	+1	+3	-----
4	+2	+1	+1	+4	Witch Ability
5	+2	+1	+1	+4	-----
6	+3	+2	+2	+5	Witch Ability
7	+3	+2	+2	+5	-----
8	+4	+2	+2	+6	Witch Ability
9	+4	+3	+3	+6	-----
10	+5	+3	+3	+7	Witch Ability
11	+5	+3	+3	+7	-----
12	+6	+4	+4	+8	Witch Ability
13	+6	+4	+4	+8	-----
14	+7	+4	+4	+9	Witch Ability
15	+7	+5	+5	+9	-----
16	+8	+5	+5	+10	Witch Ability
17	+8	+5	+5	+10	-----
18	+9	+6	+6	+11	Witch Ability
19	+9	+6	+6	+11	-----
20	+10	+6	+6	+12	Witch Ability

CLASS FEATURES
All of the following are class features for the Witch.

Weapon and Armor Proficiency: Witches are proficient with all simple weapons as well as with the Athame and the Witch Sword (detailed in the Quintessential Witch). Witches are not proficient in any armor, nor are they proficient in shields.

Aura (Ex): A Witch of a Chaotic, Evil, Good or Lawful alignment has a particularly powerful aura corresponding to that alignment (see Detect Evil).

Witch’s Pact: A Witch is a divine caster and they form a pact with what they perceive as the god or goddess, the source of all divine and natural power. By forging this pact of servitude, they are granted their abilities as a Witch, just as a Cleric enters a pact with their Patron Deity. The pact affects the Witch in other ways beyond granting them their spellcraft and basic class abilities.

Special Note: The “Seasonal Magic” feat (Quintessential Witch) may be taken as a Free feat for those wishing to play a more authentic Seasonal/Moon oriented Witch. However, Witches that are devoted to Auril (aspect of winter), Chauntea (aspect of summer), Lathander (aspect of spring), Mielikki (aspect of autumn), or Selune (aspect of the moon), MUST follow this feat.

At 1st level the Witch gains the following from forming their pact.
Arcane Senses (Sp): The Witch is attuned to the flow of magic in the world, and in everything around them. Just as they can feel magical energy flow through themselves when they cast, so can they sense the magical energy flowing through all things. Due to this attunement to the magical flow of the world, the Witch can Detect Magic at will.
Familiar (Su): A Witch may choose to summon a familiar. The Witch may utilize all of the associated information on familiars (see “3E Familiars.doc”).
Improved Familiar (Su): Once the Witch has achieved 8 or more ranks in Animal Empathy, their familiar is affected as if the Witch took the Enhanced Familiar feat. Once the Witch has achieved 16 or more ranks in Animal Empathy, their familiar is affected as if the Witch took the Superior Familiar feat. (These feats are found in Path of Magic.)
Transformation (Ex): One of the costs of a Witch’s pact with the god/goddess is that their bodies go through minor transformations, thus “Marking” them as servants to the god/goddess. These markings become somewhat more pronounced as they grow in power. The Markings are obvious and any successful Knowledge (Religion or Witchcraft) check (DC 25) will betray the Witch’s loyalties. Some Witch’s transformation marks are more subtle than others, and thus harder to detect. It is often due to these transformations that a Witch may seek a secluded life.
* At 1st level the Witch gains one of the following transformation marks. At 5th level there is a 25% chance that the Witch will gain another one of these transformation marks: Fingernails turn claw-like, Pupils change Color, Irises change Color, Streak of color in hair, Birth Mark in Color (easily hidden), Slightly enlarged canines.
* At 10th level there is a 50% chance that the Witch will gain one of the following transformation marks, and a 75% chance that the Witch will gain one at 15th level: Ears grow pointed, Pupils take on a snake-like shape, Skin (& markings like freckles) hint of color, Lips and Fingernails become of color, Hair becomes fully of color, Pointed Teeth, Become Hairless, Grow forked tongue (Evil only),
* At 20th level the Witch gains one of the following transformation marks: Skin becomes vibrant with color, Small Colored rounded horns on head (Evil Only), Hair becomes laced with silver-white feather (Good only), Theurgistal Colored Tattoo on Face
Colors: The colors mentioned in the charts above are based on the alignment of the Witch as follows:
Good: White, Silver, Bright or Pastel colors
Neutral: Grey colors
Evil: Black, Dark or Deep colors
(Note that there may only be a Maximum of 2 colors combined in any combination.)


Spells: Witches cast Divine spells from the Witch Spell List. Like a Wizard, the Witch is restricted by the number of spells they can cast of each level per day. A Witch must prepare their spells in advance as a Wizard, by spending an hour studying their Spellbook (See “Grimoire” section below). The exception to this is if the Witch has learned any Innate Spells (See the “Innate Spells” section below). To learn or cast spells, the Witch must have a Wisdom score of 10+the spell’s level. The difficulty class for saving throws against the Witch’s spells is 10+ Spell Level + Witch’s Wisdom modifier.
Code:
Witch	Spells Per Day
Level	0	1	2	3	4	5	6	7	8	9
  1	3	1	-	-	-	-	-	-	-	-	 
  2	4	2	-	-	-	-	-	-	-	-	
  3	4	2	1	-	-	-	-	-	-	-	
  4	5	3	2	-	-	-	-	-	-	-	
  5	5	3	2	1	-	-	-	-	-	-	
  6	5	3	3	2	-	-	-	-	-	-	
  7	5	3	3	2	1	-	-	-	-	-	
  8	5	4	3	3	2	-	-	-	-	-	
  9	5	4	3	3	2	1	-	-	-	-	
 10	5	4	4	3	3	2	-	-	-	-	
 11	5	4	4	3	3	2	1	-	-	-	
 12	5	4	4	4	3	3	2	-	-	-	
 13	5	4	4	4	3	3	2	1	-	-	
 14	5	4	4	4	4	3	3	2	-	-	
 15	5	4	4	4	4	3	3	2	1	-	
 16	5	5	4	4	4	4	3	3	2	-	
 17	5	5	4	4	4	4	3	3	2	1	
 18	5	5	5	4	4	4	4	3	3	2	
 19	5	5	5	4	4	4	4	4	3	3	
 20	5	5	5	5	4	4	4	4	4	4
Spell Restriction: Unlike many other Divine casters, Witches are prohibited from casting spells of an alignment that is in opposition to their own. Thus a Good Witch may not cast spells with the “Evil” identifier, and a Lawful Witch may not cast a spell with the “Chaotic” identifier, etc.
Rites and Ceremonies: If the Witch has the Coven Member or Coven feat, they may participate in Witch Rites and Ceremonies as detailed in Quintessential Witch as well as in the Druidic Rites and Ceremonies. If the Coven is devoted to the service of a deity (thus an aspect of the god/goddess, they may also participate in their religion’s Clerical Rites and Ceremonies.
Grimoire (a.k.a. Book of Shadows) : A Witch may know any number of spells, but like Wizards they must keep a Spellbook of some sort. In most cases this is a tome which is referred to by some witches as simply a Spellbook, or as a Grimoire, or among certain covens as a Book of Shadows. However, some Witches use other media as their Spellbooks (as have other Wizards throughout the ages) such as scrolls, rune stones, tattoos, or any other written or carved media (DM’s ruling on available sources for a Grimoire). Regardless of appearance, this tome must be on hand to prepare spells each day, as with Wizards, except for any Innate Spells the Witch may have chosen to learn, and in all respects acts just as a Wizard’s Spellbook. Witches begin with a Grimoire containing all 0-Level spells, plus three 1st-Level spells. For each point of Wisdom bonus the Witch has, the Grimoire holds one additional 1st-Level spell. Each time the Witch achieves a new level, they gain two new spells of any level they can cast. Each Grimoire has 50 “pages” of room in which to write spells; each spell requires two pages of space per level of the spell. Adding new spells requires one day plus one day per level of the spell and costs 100gp per page (with the exception of the one free spell each level). Unlike Wizard’s, a Witch’s connection to their magic is very personal, thus they may not use another Witch’s Grimoire to prepare spells from. However, they may copy another Witch’s Grimoire putting person touches into the newly scribed spells to craft a new Grimoire after the loss of an original.
Innate Spells: Over time, a Witch gains such an intimate familiarity with their magical craft that they can learn to cast some spells without preparation. The Witch may only choose small number of spells to be cast as innate spells (as seen on the table below). Any Innate Spells must be chosen from spells the Witch has already copied into their Grimoire (though the Grimoire will no longer be needed to prepare the innate spell). Once chosen, these innate spells may not be changed. When preparing spells for the day, a Witch can choose to leave any number of spell slots “open,” allowing them to be used to cast Innate Spells rather than prepared spells, as if they were a Sorcerer. Prepared spells may not be “swapped” for innate spells, however the Witch may use a higher level “open” slot to cast a lower level innate spell, as Sorcerers may do.

Code:
Witch	Innate Spells Known
Level	0	1	2	3	4	5	6	7	8	9
1	1	-	-	-	-	-	-	-	-	-	
2	2	1	-	-	-	-	-	-	-	-	
3	2	1	-	-	-	-	-	-	-	-	
4	3	1	1	-	-	-	-	-	-	-	
5	3	2	1	-	-	-	-	-	-	-	
6	3	2	1	1	-	-	-	-	-	-	
7	3	2	2	1	-	-	-	-	-	-	
8	4	2	2	1	1	-	-	-	-	-	
9	4	2	2	2	1	-	-	-	-	-	
10	4	3	2	2	1	1	-	-	-	-	
11	4	3	2	2	2	1	-	-	-	-	
12	4	3	3	2	2	1	1	-	-	-	
13	5	3	3	2	2	2	1	-	-	-	
14	5	3	3	3	2	2	1	1	-	-	
15	5	3	3	3	2	2	2	1	-	-	
16	5	4	3	3	3	2	2	1	1	-	
17	5	4	3	3	3	2	2	2	1	-	
18	5	4	4	3	3	3	2	2	1	1	
19	6	4	4	3	3	3	2	2	2	2	
20	6	4	4	4	3	3	3	2	2	2
If the Witch uses a Metamagic feat to enhance an Innate Spell, they suffer all the same penalties and restrictions as do Sorcerers in regards to increased casting time.


WITCH ABILITY OPTIONS
Witch Ability: A Witch is not a defined term. Individual Witches can cover quite a number of concepts such as Hedge Wizards, Scholars, Lay Druids, Arcane Crafters, Alchemists, Herbalists, Demonologists, Sea Witches, Gypsies, Charlatans, Oracles and so many other concepts. The varied abilities required by each different specialty are developed by the individual over time and reflect the Witch’s dealings with those that help them learn their specific craft. No two Witches should ever be exactly the same in their skills and the only difference should not just be their spells. Witch Abilities are gained as shown in the progression table. At each level that Witch Abilities are gained, the Witch chooses one option from the list below (Options). Note that some of these abilities have Prerequisites that are required to attain the ability.

A Thousand Faces (Su): If the Witch has a Will save of at least +8, has the Wild Shape III Witch Ability, and has at least 8 ranks in Diplomacy or Disguise, they may gain the supernatural ability to change their appearance at will, as if using the spell Alter Self.

Aura of Peace (Ex): If a Witch has 21 ranks or more in Diplomacy they may take this ability. When holding no visible weapons, has no harmful intent and has not yet attacked an opponent during combat, the Witch may force any opponent seeking to harm them (whether by an attack, a spell, or special ability) to make a Will save (DC 10 + half the Witch’s level + Charisma modifier). Anyone who fails this save cannot harm the Witch that round. Opponents are free to grapple, capture, and harass the Witch as long as they do no real damage. This ability is ineffective against non-intelligent opponents.

Bonus Feat: The witch may choose a bonus feat from the “Suggested Witch Bonus Feat by Source” table, though any necessary prerequisites must be bet. These feats should focus on Spellcraft, social and nature skills, knowledge and arcane pursuits.
Examples:
Players Handbook: Agile, Alertness, Augment Summoning, Deceitful, Deft Hands, Diligent, Endurance, Eschew Materials, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Iron Will, Magical Affinity, Natural Spell, Negotiator, Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Mastery, Spell Penetration, Track

Candle Magic: If the Witch has at least 8 ranks in Profession (Witchcraft), at least 4 ranks in Craft (Candlemaking) and at least 8 ranks in Knowledge (Arcana or Religion) they may begin to practice “Candle Magic”. This ability grants:
* The bonus Metamagic feat: Candle Magic (Quintessential Witch).
* The ability of to Scribe Candles (from p.54 Tomb and Blood). Thus the caster can store spells in candles. Each candle holds one spell. Effectively, the Witch gains the Scribe Scroll feat using an alternative medium (see p.84 Players Handbook). All rules, XP costs, and expenses that apply for Scribe Scroll, also apply for this ability. A candle normally illuminates a 5' radius and burns for 1 hour, but a Scribed Candle burns as noted below. A burning candle cannot be extinguished unless the Witch wills it (although Dispel Magic still suppresses the effects as it would for any other magical item).
* To have any chance of activating the stored spell, the Witch must meet the usual requirements for successfully reading a scroll. The stored spell must be of a type that they can cast and on their class list, and they must have the requisite ability score to cast the spell (Ex: Charisma 15 for a 5th level spell). Even then, they must make a caster level check (DC = scribed candle's caster level +1) to cast the spell correctly. If the Witch fails, the spell is lost, and they must make a Wisdom check (DC 5) to avoid a mishap (p.203 DMG).
Identify the Candle: To activate a prepared candle, the Witch must first identify it (Spellcraft DC 15+spell level). If it is a candle the Witch created this step is unnecessary.
* Light the Candle: Lighting the candle is best done using Tindertwigs (alchemical item). Doing so is a standard action, which is subject to disruption just as casting a spell would be. Lighting the candle by a slower method, such as flint and tinder or even by magnifying glass, is a full-round action under the best circumstances, and definitely draws an attack of opportunity. A Witch can "light defensively" by making a successful Concentration check (DC 15). This preempts an attack of opportunity, but if they fail the check they do not light the candle. Alternatively, the Witch can suffer the attack of opportunity, and it hit attempt a Concentration check (DC 10+damage taken) to light the candle anyway.
* Candle Effect: A successfully lit candle automatically activates the stored spell at the beginning of the Witch's action in the next round (does not draw attack of opportunity). It works exactly like a spell prepared and cast the normal way. However, since they lit the candle during the previous round, the Witch can take normal actions on the same round the candle's spell takes effect. The flame of the burning candle mimics its triggered spell's duration. Thus, an instantaneous spell causes the candle to flare and burn out immediately, while a candle scribed with a spell having a longer duration burns for that length of time. However, if the flame is extinguished before the spell expires, the spell's duration is cut short.
* The ability to the craft the following Wondrous Items as if they possessed the Craft Wondrous Item feat: Colored Candles (p.87 Quintessential Witch). They must still meet the required minimum requirements or caster level and components.
* The affinity to Candle Magic and thus Witches do not need to meet the Great Fortitude requirement to become a Candle Caster (PrC).

Cauldron Magic: If the Witch has at least 8 ranks in Profession (Witchcraft), at least 8 ranks in both Profession (Herbalist) and Craft (Alchemy) they may begin to practice “Cauldron Magic”. This ability grants any/all of the following bonus feats 9depending on available sources): Augment Herb and Cauldron Witch (Quintessential Witch), as well as Brew Potion (Players Handbook), Create Infusion (Masters of the Wild), and the following feats from Alchemy & Herbalists: Brew Ingestible, Craft Chymicals, Craft Herbal Restorative, Craft Powders & Dusts, Craft Toxins, Craft Unguents, Create Alchana, Create Erlcana, Create Greater Alchana, Crisis Creation.

Deceptive Appearance (Ex): If the Witch has 6 or more ranks in Diplomacy and has a 14 or higher Charisma, they may train to make the best of their physical appearance and quick wit. A Witch with this ability receives a +4 circumstance bonus on all Charisma-related checks that relate to social interaction (i.e. not feinting in combat).

Fascinate (Su: Mind Affecting): If the Witch has a Charisma of 14+ and has 13 or more ranks in Intimidate, the Witch can use this skill to Fascinate an opponent once per day per 5 Witch class levels attained. This standard action requires a Concentration check (DC 20) each round to maintain the Fascination. If successful, one humanoid target at which the Witch gazes, must pass a Will save (DC = 15+ Witch’s Charisma modifier). Failure indicates the victim will faithfully serve the Witch for as long as the Witch is able to concentrate. Service to the Witch is absolute but is limited by acts qualifying as suicide. Any such command immediately breaks the effect.

Inspire Fear (Su: Mind Affecting): If the Witch has 8 or more ranks in Intimidate, the Witch can use their Intimidate skill to use this ability once per day per 4 Witch class levels attained. When using this ability, the Witch inspires Fear (as the spell) in their enemies. To be affective, the enemies must be able to hear and see the Witch’s Intimidate check for a full round. The effect lasts for 5 rounds after the Witch’s successful Intimidate check.

Item Creation Feats: The Witch may choose a bonus feat from the following table, though any necessary prerequisites must be bet.
Examples:
Players Handbook: Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll

Metamagic Feat: The Witch may choose a Metamagic feat from the following table, though any necessary prerequisites must be bet.
Examples:
Players Handbook: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell

Nature Sense (Ex): The Witch gains a +2 competence bonus to all Knowledge (Nature) and Survival skill checks.

Slippery Mind (Ex): If the Witch has 10 or more ranks in Sense Motive, they gain the ability to wriggle free of magical effects that would otherwise control or compel them. If the Witch with this ability is affected by an enchantment and fails their saving throw, 1 round later they can attempt their saving throw again. They only get this one extra attempt to succeed at their saving throw.

Suggestion (Sp: Mind Affecting): If the Witch has 9 or more ranks in Diplomacy or Bluff, the Witch can use this skill to use this ability once per day per 4 Witch class levels attained. When using this ability, the Witch can try to make a Suggestion (as the spell) to any creature that can see, hear and understand them. A Will saving throw (DC 13+ the Witch’s Charisma modifier) negates the effect.

Tell No Lies (Ex): If the Witch has 12 ranks or more in Sense Motive they have increased their ability to read others to the point where they can take 20 on Sense Motive checks as a free action.

Timeless Body (Ex): If the Witch has 13 or more ranks in both Heal and Profession (Witchcraft), they may gain the ability to no longer suffer ability penalties from aging and cannot be magically aged. Any penalties they may have already suffered, however, remain in place. Bonuses still accrue, and the Witch still dies of old age when their time is up.

Trackless Step (Ex): If the Witch has 6 or more ranks in both Survival and Intuit Direction, a Witch no longer leaves trails and cannot be tracked in any terrain, unless they choose to leave a trail.

Venom Immunity (Ex): If the Witch has a Fortitude save of at least +5, they may gain immunity to all poisons.

Wild Shape (Sp): If the Witch has 8 or more ranks in Spellcraft and Profession (Witchcraft), the Witch gains the ability to turn themselves into one specific animal and back. The Witch’s options for new forms include all creatures with the Small or Medium-sized “Animal” type (see the Monster Manual). This ability functions like the Polymorph spell, except as noted here. The effect lasts for 1 hour per Witch level, or until they change back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
…..The form chosen must be that of an animal the Witch is familiar with. For example, a Witch who has never been outside a temperate forest could not become a polar bear.
…..A Witch loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make, but they can communicate normally with other animals of the same general grouping as their new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) The new form's Hit Dice can't exceed the character's Witch level.
Wild Shape I: If the Witch has 8 or more ranks in Spellcraft, they may take the form of a Small or Medium-sized “Animal” and back once per day.
Wild Shape II: If the Witch has 12 or more ranks in Spellcraft and has Wild Shape I, they may take the form of a Small or Medium-sized “Animal” and back twice per day.
Wild Shape III: If the Witch has 16 or more ranks in Spellcraft and has Wild Shape II, they may take the form of a Small or Medium-sized “Animal” and back 3 times per day.
Wild Shape IV: If the Witch has 20 or more ranks in Spellcraft and has Wild Shape III, they may take the form of a Small or Medium-sized “Animal” and back 4 times per day.

Woodland Stride (Ex): If the Witch has 5 or more ranks in both Survival and Intuit Direction, a Witch may move through natural ground covered terrain (shrubs, thorns, etc.) at their normal speed and without suffering damage or other impairment. This does not provide protection from enchanted or magically manipulated areas.


Ex-Witch
Witches must join in a Pact with the god/goddess for life. Like any other class, a Witch may be multi-classed, but Witches face a special restriction. If the Witch ever breaks their pact, the Witch may never again raise their level in Witch until they atone (see atonement spell description Players Handbook) as well as suffering the loss of access to the following abilities: their familiar, arcane senses, coven membership, and any Supernatural (Su) abilities.


Table: Sample Witch Spell List by Level
(Players Handbook & Quintessential Witch)
Level 0: Arcane Mark, Cure Minor Wounds, Dancing Lights, Daze, Detect Poison, Flare, Ghost Sound, Guidance, Inflict Minor Wounds, Know Direction, Light, Mage Hand, Mending, Message, Open/Close, Purify Food & Drink, Read Magic, Resistance, Touch of Fatigue, Virtue
Level 1: Alarm, Animal Messenger, Animate Rope, Bane, Bless, Calm Animals, Cause Fear, Charm Person, Command, Comprehend Languages, Cure Light Wounds, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Doom, Disguise Self, Endure Elements, Erase, Expeditious Retreat, Faerie Fire, Feather Fall, Fey Sight, Goodberry, Hold Portal, Hypnotism, Inflict Light Wounds, Jump, Longstrider, Mount, Obscuring Mist, Pass without Trace, Produce Flame, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Silent Image, Sleep, Speak with Animals, Tasha’s Hideous Laughter, Twisting the Heartstrings I, Undetectable Alignment, Ventriloquism
Level 2: Arcane Lock, Augury, Alter Self, Bear’s Endurance, Blindness/Deafness, Blur, Bull’s Strength, Cat’s Grace, Calm Emotions, Charm Animal, Cure Moderate Wounds, Darkvision, Delay Poison, Detect Thoughts, Eagle’s Splendor, Enthrall, Find Traps, Fog Cloud, Fox’s Cunning, Glitterdust, Hold Person, Hypnotic Pattern, Identify, Inflict Moderate Wounds, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Make Whole, Minor Image, Misdirection, Obscure Object, Owl’s Wisdom, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, Scare, See Invisibility, Shield Other, Spider Climb, Status, Summon Nature’s Ally I, Touch of Idiocy, Twisting the Heartstrings II, Whispering Wind, Zone of Truth
Level 3: Arcane Sight, Bestow Curse, Call Lightning, Circle of Respite, Clairaudience/Clairvoyance, Cleanse Air, Contagion, Deep Slumber, Dispel Magic, Displacement, Dominate Animal, Explosive Runes, Fly, Gaseous Form, Glyph of Warding, Haste, Heroism, Illusory Script, Improved Faerie Fire, Invisibility Purge, Invisibility Sphere, Leomund’s Tiny Hut, Lesser Restoration, Magic Circle Against Chaos/Evil/Good/Law, Major Image, Neutralize Poison, Nondetection, Poison, Protection from Energy, Quench, Ray of Exhaustion, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis, Secret Page, Sepia Snake Sigil, Shrink Item, Sleet Storm, Slow, Snare, Speak with Dead, Spike Growth, Suggestion, Summon Nature’s Ally II, Tongues, Water Breathing
Level 4: Arcane Eye, Blight, Charm Monster, Confusion, Cure Serious Wounds, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Divination, Fear, Fire Trap, Fluid Mastery, Freedom of Movement, Giant Vermin, Hallucinatory Terrain, Ice Storm, Illusory Wall, Inflict Serious Wounds, Leomund’s Secure Shelter, Lesser Geas, Lesser Planar Ally, Locate Creature, Lesser Globe of Invulnerability, Polymorph, Rainbow Pattern, Repel Vermin, Scrying, Sending, Spell Immunity, Spike Stones, Summon Nature’s Ally III, Tears of the Goddess
Level 5: Animal Growth, Awaken, Baleful Polymorph, Break Enchantment, Break the Spirit, Commune, Commune with Nature, Contact Other Plane, Control Winds, Cure Critical Wounds, Dispel Chaos/Evil/Good/Law, Dominate Person, Dream, False Vision, Fabricate, Feeblemind, Greater Command, Hallow, Hold Monster, Inflict Critical Wounds, Insect Plague, Leomund’s Secret Chest, Lesser Planar Binding, Magic Jar, Mark of Justice, Mind Fog, Mirage Arcana, Mordenkainen’s Private Sanctum, Nightmare, Passwall, Permanency, Persistent Image, Prying Eyes, Rary’s Telepathic Bond, Reincarnate, Restoration, Seeming, Shadow Evocation, Spell Resistance, Summon Nature’s Ally IV, Symbol of Pain, Symbol of Sleep, Telekinesis, True Seeing, Unhallow, Waves of Fatigue
Level 6: Analyze Dweomer, Animate Objects, Antilife Shell, Awaken Dead, Banishment, Circle of Death, Draw Forth the Soul, Evaporate Fluids, Eyebite, Find the Path, Fire Seeds, Forbiddance, Geas/Quest, Globe of Invulnerability, Greater Dispel Magic, Greater Glyph of Warding, Greater Heroism, Guards and Wards, Legend Lore, Mass Cure Light Wounds, Mass Inflict Light Wounds, Mass Suggestion, Mislead, Planar Binding, Permanent Image, Programmed Image, Raise Dead, Repulsion, Seer Stone, Shadow Walk, Slay Living, Spellstaff, Stone Tell, Summon Nature’s Ally V, Symbol of Fear, Symbol of Persuasion, Veil, Veneration, Word of Recall
Level 7: Antimagic Field, Call the Restless Soul, Control Weather, Drawmij’s Instant Summons, Greater Arcane Sight, Greater Scrying, Greater Shadow Conjuration, Harm, Heal, Insanity, Limited Wish, Mass Cure Moderate Wounds, Mass Inflict Moderate Wounds, Mass Hold Person, Mass Invisibility, Mordenkainen’s Magnificent Mansion, Phase Door, Planar Ally, Power Word Blind, Project Image, Sequester, Simulacrum, Spell Turning, Statue, Summon Nature’s Ally VI, Symbol of Stunning, Symbol of Weakness, Teleport Object, Vision, Waves of Exhaustion
Level 8: Animal Shapes, Antipathy, Binding, Blasphemy, Cloak of Chaos, Demand, Destroy Life, Destruction, Dictum, Dimensional Lock, Discern Location, Greater Planar Binding, Greater Prying Eyes, Greater Restoration, Greater Shadow Evocation, Greater Spell Immunity, Holy Aura, Holy Word, Leaden, Mass Charm Monster, Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Mass Polymorph, Maze, Mind Blank, Moment of Prescience, Otto’s Irresistible Dance, Pit, Polymorph Any Object, Power Word Stun, Prophecy, Protection from Spells, Refuge, Resurrection, Restore Youth, Screen, Shield of Law, Summon Nature’s Ally VII, Sympathy, Temporal Stasis, Trap the Soul, Unholy Aura, Wasting Touch, Whirlwind, Word of Chaos
Level 9: Breath of the Goddess, Dominate Monster, Foresight, Freedom, Greater Blindness, Greater Planar Ally, Imprisonment, Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Mass Hold Monster, Mordenkainen’s Disjunction, Theurgist Barrier, Power Word Kill, Seek, Shades, Shapechange, Soul Bind, Storm of Vengeance, Summon Nature’s Ally VIII, Teleportation Circle, Time Stop, Wail of the Banshee, Wish, Wrath of Nature


Thoughts & Comments Welcome.
 

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Vrecknidj

Explorer
Excellent work. Thanks. Any chance you'd be willing to post or privately email a Word document copy of this so I don't have to fuss with the tables?

It looks like, if I'm going to be serious about using this or something like it, that I'm going to have to shell out a few bucks for some third-party books . . . .

Dave
 

Khaalis

Adventurer
Vrecknidj said:
Excellent work. Thanks. Any chance you'd be willing to post or privately email a Word document copy of this so I don't have to fuss with the tables?

It looks like, if I'm going to be serious about using this or something like it, that I'm going to have to shell out a few bucks for some third-party books . . . .

Dave

Hey there Dave. I have no problem sharing this in e-paper form. I'll try to snaz it a bit into a pdf for easy exchange (get me your email address and I will send it - it is a 772 KB zip file - 7 page pdf). The class can technically work fine without 3rd Party source material, its is just more limited, and I am too lazy to try and copy or convert all the mech already done by others. :)

The 3rd party material does add to the versatility of the class however. D&D Core does little to support a true witch class, though the addition of Candle Magic in Tome & Blood was a step in the right direction.

Some good 3rd party resources, depending on need, style and the type of which you are going for are:
Quintessential Witch (Mongoose)
Alchemy & Herbalists (Bastion)

I have also heard that many like the "Master Class: Witch" by Green Ronin, but on my casual flip through it, I wasnt too keen on their "vision" of what a witch is, especially being a pagan myself. I found it a bit too narrow sighted.

And WotC books...
Tome & Blood, Masters of the Wild
(And hopefully the soon to release Compete Arcane?)

There are plenty of other sources with material that could be used with the witch, as noted in the full document version, but that is purely up to those using the class, as to what fulfills their vision of a witch.

Other comments?
 
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Vrecknidj

Explorer
I'll shoot some comments off to you after I sit down and read it thoroughly. With a printed copy of the PDF, I can go sit on the comfy couch and give it a good, solid read. My email is davencarol @ voyager . net

Thanks, by the way, for all the trouble.

Dave
 




Quickleaf

Legend
Funkengruven work Khallis! This witch really shows the time you put into it... On that note I have two suggestions. :) First, i don't think the Aura of Peace special ability makes much sense for a classic witch, but heck, maybe I haven't read enough greek myths. Second, have you thought about putting any work into who the witch actually serves or do you chose to leave that campaign-specific? (you could always make archetypes, such as Earth Mother or Fate). Second, third actually, I would definitely add this feat to the Witch's special ability list:

Second Sight
After a near death experience, you find you can see ghosts.
Prerequisite: Been reduced to -1 or worse hit points.
Benefit: You can see creatures on the Ethereal plane, though you cannot hear them or physically interact. You are susceptible to any gaze attacks such creatures may possess. Ethereal creatures can see you as well, and assume you are on their plane unless they make a DC 15 Spot check.

Good luck with editing! And check out the post I put up about the a new race called Maa-Kheru and tell me what you think.
 

Vrecknidj

Explorer
Okay, I've read the class. First, I think it's a GREAT class for an NPC. Second, I think it's a little too powerful for a typical campaign, for a PC.

I'm not really sure what I'd cut though. I mean, I like it as it is, but it's just too good. That said, if a campaign were set up to work well with such a class, it might be okay because the DM could force certain issues (the pact to get power, etc.).

So, I'm probably going to introduce a few home-made variants and then use something like this for certain NPC witches in my own campaign.

I've only read it all the way through once, and when I do it again, I'll take some notes and drop off anything else I think of.

Thanks again,

Dave
 

Khaalis

Adventurer
Thanks for the replies. On to the comments…

Quickleaf said:
Funkengruven work Khallis! This witch really shows the time you put into it... On that note I have two suggestions. :) First, i don't think the Aura of Peace special ability makes much sense for a classic witch, but heck, maybe I haven't read enough greek myths. Second, have you thought about putting any work into who the witch actually serves or do you chose to leave that campaign-specific? (you could always make archetypes, such as Earth Mother or Fate).

Yes I have purposely left this vague. For a role-playing standpoint it is left to the DM to determine what kind of witchcraft pertains to their world. For more open minded DM’s it is left to the player to create a witch that reflects their own views on paganism. When it comes to witch practices (or I should say pagan practices) and worship there are MANY forms that it takes, some examples being:
Santaria – the practice of witchcraft intermixed with Catholic dogma and faith
Satanism – the practice of “the dark arts” confined to within Catholic dogma
Kabala – ancient tradition from the roots of Judaism centered on the tree of life
Voodoo – dark arts related to the spirit world
Wicca – a very organized religion centered on the worship of the Goddess and the Horned God or any of their individual aspects. The Goddess is seen as 3 aspects: Mother (Selene), Maiden (Artemis or Diana), and Crone (Hecate). The Horned God (the consort of the Goddess) is often associated with these 7 (sometimes more or less) aspects: Cernunnos, Herne, Pan, Janus, Osiris, Dinysus, and the Green Man.
Shamanism – the practice of art through contact with ancestral and animal spirits and totems
Yoruba - Witchcraft from western africa

And on and on…

This should be a very open ended choice to allow all who wish to personify the witch to choose their own path of belief or even to create their own for the fantasy culture rather than being based on one from our own experience.


Second, third actually, I would definitely add this feat to the Witch's special ability list:

Second Sight
After a near death experience, you find you can see ghosts.
Prerequisite: Been reduced to -1 or worse hit points.
Benefit: You can see creatures on the Ethereal plane, though you cannot hear them or physically interact. You are susceptible to any gaze attacks such creatures may possess. Ethereal creatures can see you as well, and assume you are on their plane unless they make a DC 15 Spot check.

This is an interesting feat, though I am not sure of the mechanics. The prerequisite seems a bit erroneous or subjective. I am also not sure if it needs to be a feat when there are similar spells at the witch’s disposal. I will have to think on this one. Thanks for the suggestion though.


Vrecknidj said:
Okay, I've read the class. First, I think it's a GREAT class for an NPC. Second, I think it's a little too powerful for a typical campaign, for a PC.

I'm not really sure what I'd cut though. I mean, I like it as it is, but it's just too good. That said, if a campaign were set up to work well with such a class, it might be okay because the DM could force certain issues (the pact to get power, etc.).

So, I'm probably going to introduce a few home-made variants and then use something like this for certain NPC witches in my own campaign.

I've only read it all the way through once, and when I do it again, I'll take some notes and drop off anything else I think of.
Thanks again,
Dave

In what way does it seem more powerful?
As a comparison…

HD: Less HD than a Druid

Skills: Skills could probably be dropped back to 4+INT as Druid (but personally I think the allotted skill points in core system are too low for any campaign that actually uses skills over combat)

Weapons and Armor: Witch selection is worse than a Druid’s selection, especially with no armor

Class Abilities: Witches gain a total of 14 class abilities versus a Druid’s 23. If you remove all “Improvements” to Wild Shape except Elemental Form Druid drops to 11 distinct class abilities. The 2nd Witch ability at 1st could be dropped back to only 1 ability so the ratio is:
Druid 23 (or 11) to Witch 13

Spells: Same spells per day as a Druid but they must use a spellbook, thus limited access to known spells as a wizard, but they do gain a very limited access to spontaneous spells. This balances against the druid’s ability to spontaneously cast Nature’s Ally spells combined with their unlimited access to their spell list.

Personally, when testing the druid (a work in progress since 2E and tested in 2E, 3E and 3.5E, the Witch is very balanced against Wizards and Druids being able to reasonably fill the shoes of either in a group but with their own unique weaknesses. Clerics and Sorcerers are still more powerful in their own niches however.

However, I really look forward to seeing your comments on what seems too powerful.
 

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