• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Light Witch and Dark Witch

Merlion

First Post
Ok, getting on a roll here. I'll probably be producing witches and champions for the next week or so...

Heres the Light Witch and the Dark Witch (dark as in regular darkness not as in the negative energy thing)


The Light Witch

Additional Class Skills:
Spot

Witchery: The light witch gains 60 darkvision, but still sees in colour. If the light witch already possess darkvision its range extends 60 feet.


Manifestations:
Glarefire: The light witch launches a blast of pure light energy
from her hand at a target within 50 feet. It inflicts 2d6 points of
damage plus 1d6 per two witch levels, although a Reflex saving
throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier)
reduces the damage by half. The witch can use glarefire a number
of times per day equal to her Wisdom bonus; witches with no
bonus can use glarefire once per week. This is a standard action.

Brightsong: Once per day the light witch may sing a song that creates light as bright as daylight in a 60 foot radius around himself. This light dispels any magical darkness effect of 3rd level or lower. It also causes invisible creatures or objects in the area to be surrounded with a faint outline of light

Sunstorm: Once per day, the witch may cause a burst of searing light with a radius of 20 feet to appear anywhere within 100 feet of her. Creatures in this area take 2d6 points of damage +1 point per witch level, and are blinded for 1 round. A successful Reflex save (DC 10 + half witch’s level + Witch’s Wis modifier) halves the damage and negates the blindness

Shining Blade: The light witch creates a longsword shortsword or greatsword made of light. It appears in his hand. The blade acts as a normal weapon of its kind except that the witch may make a single attack as a full round action which forces the target to make a Fort save (DC 10 + half witch’s level + Witch’s Wis modifier) or be blinded for 1d3 rounds

Word of Light: With a single word the light witch creates a flash of dazzling light before a single creature. The target must make a Fort save (DC 10 + half witch’s level + Witch’s Wis modifier) or be blinded for 1 round/2 witch levels. The witch may use this ability a number of times per day equal to her Wisdom bonus; witches with no
bonus can use word of light once per week. This is a standard action.

Glowing Spirit: The light witch calls upon a glowing spirit of light to protect her. The aura of the spirit grants a deflection bonus to AC equal to the Witch’s Wis bonus. The
effect lasts until dispelled, although it does not remain while the witch is asleep or unconscious. Using Glowing Spirit is a standard action.


Witchery Spellcasting: The Light Witch gains access to all spells with the Light descriptor, and may add the Light template to her spells.


Light spell template: This template may be applied to any attack spell. The subject or subjects must make a Fort save against the spells normal save DC or be blinded for 1 round. If the spell already has the Light descriptor, those failing their saves are blinded for 2 rounds.
Cost: clear gem worth at least 20 gp

Witchery Lord: The light witch becomes totally immune to blindness of any kind. Even if her eyes are removed or destroyed she can still see and use darkvision. If this happens,
her eye sockets appear to be filled with glowing light



Dark Witch

Additional Class Skills:

Sneak


Witchery: The dark witch gains 60 foot darkvision. If the dark witch already possess darkvision, its range increases by 60 feet

Manifestations:

Darkfire: The light witch launches a blast of pure shadow
from her hand at a target within 50 feet. It inflicts 2d6 points of
damage plus 1d6 per two witch levels, although a Reflex saving
throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier)
reduces the damage by half. The witch can use darkfire a number
of times per day equal to her Wisdom bonus; witches with no
bonus can use darkfire once per week. This is a standard action.

Blade of Night: The dark witch creates a longsword shortsword or greatsword made of darkness. The witch is proficient with the weapon which functions in all ways as a normal weapon of its kind, except it surrounds the witch with shadows that grant a 20% miss chance.

Word of Shadow: The dark witch speaks a single word, and a target creature is enveloped in entangling shadows. The target must make a Ref save (DC 10 + half the witch’s level + the witch’s Wisdom modifier) or be entangled. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on attack rolls and a –4 penalty to its effective Dexterity score. An entangled creature attempting to cast a spell must make a Concentration check (DC 15the spell’s level) or lose the spell. The witch may use Word of Shadow a number of times per day equal to his Wisdom bonus. Witches with no bonus may use Word of Shadow once per week.

Shadestorm: Once per day the dark witch may create a mass of seething howling darkness with a radius of 20 feet anywhere within 100 feet of herself. All creatures within the area must make a Will save (DC 10 + half the witch’s level + the witch’s Wisdom modifier) or become shaken for as long as they remain in the area, and for 1d4 rounds after leaving the area. The darkness lasts for 1 round/witch level.

Gloomsong: Once per day the witch may sing a song which surrounds him in a field of darkness with a 30 foot radius. The witch and any allies he designates may see normally within this darkness, but for other beings it is entirely impenetrable. A light spell of 4th level or higher will dispel the darkness. The darkness persists for 1 round/witch level.

Shadowspirit: Once per day the witch may call upon a shadow spirit that manifests as a floating ball of darkness. The spirit hovers around the witch and absorbs spells directed at her. Any time a targeted or ray spell is aimed at the witch, the spirit interposes itself and absorbs the spell. The shadow spirit can absorb a number of spell levels of spells equal to the Witch’s Wisdom bonus, and remains active for 1 round/witch level.


Witchery Spellcasting: The dark witch gains access to all spells with the Darkness descriptor and may add the darkness template to his spells.

Darkness template: This template may be applied to any protective spell. The spell takes on the Darkness descriptor. In addition to its usual effects, wisps of darkness surround the target, granting a 20% miss chance. If the spell already has the darkness descriptor, the miss chance is 50%.
Cost: Black gem worth 25gp

Witchery Lord: In conditions of dim or no light (including magical darkness) the dark witch gains a +1 bonus to saving throws.
 

log in or register to remove this ad

Remove ads

Top