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<blockquote data-quote="peterka99" data-source="post: 6485651" data-attributes="member: 6787234"><p><strong>Witch Warlock SubClass </strong></p><p></p><p>Note: This one is the easiest to create, with the least changes! The different spells list is the only issue... But I think I balanced it.</p><p></p><p>[sblock]</p><p>Witches as warlock subclass</p><p></p><p></p><p><strong>Pact Boon</strong> , 3rd level</p><p></p><p><strong>Pact of the flight</strong> (overland stride)</p><p> </p><p><strong>Pact of the Chain</strong> – Use warlock familiar rules, with new familiars available (add tradition specs)</p><p></p><p></p><p>Mystic arcanum and eldritch master: As is</p><p></p><p><strong>Eldritch invocations</strong>:</p><p></p><p>Familiar Link (pre 7th level and Witch patron)</p><p>Flight , preq 18th level and patc of the flight</p><p></p><p>--------------------------------------------------</p><p>Spiritual allies otherwordly patrons- Witch’s Tradition</p><p></p><p></p><p><strong>Witch’s Tradition</strong></p><p>The Witch Animist Patrons are of 8 type- their knowledge is called tradition. At 1st level, you choose to follow a particular witchcraft tradition. The traditions available are Death (death and undead), Diabolist (alike fiend Patron) , <a href="http://www.enworld.org/forum/forumdisplay.php?2-Tabletop-Gaming&prefixid=fate" target="_blank">Fate</a> (divination, curses and chance), Life (healing and growth), Nature (animals and fey), Veiled (mind control) and Winter (cold-based). Your choice grants you tradition spells and other abilities. </p><p> </p><p>For all 8 traditions:</p><p> </p><p>at 6th level sanctuary and </p><p> </p><p><strong>Curser</strong></p><p>Also at 6th level, you gets power to cast <em>bestow curs</em>e. At 10th level, you can cast <em>Bestow greater curse</em>. It take a long rest to recover the ability.</p><p></p><p></p><p>Death Tradition (witchdoctor)</p><p>1st level: Whenever you create...</p><p>Starting at 10[SUP]th[/SUP] level, you automatically become aware ....</p><p>At 14th level, you also gain the ability to conjure the Danse Macabre... To conjure the Danse Macabre, spend an hour and expend a spell slot. </p><p></p><p>Diabolist Tradition </p><p></p><p>At 1st level, You learn your choice of the Abyssal or Infernal language. </p><p>Also, you can use Minor Illusion...</p><p></p><p>True Names: At 10th level, you learn the true name of one demon or devil with a CR of 10 or less...</p><p></p><p>Command fiends At 14th level, you gain the ability to command fiends with a CR of 10 or less ....</p><p></p><p>Fate Tradition (strega)</p><p></p><p>You can manipulate fate to your benefit as long as you are holding your stick. you are able to pull the strings of fate, to accelerate or hinder existing lines or change one path in another then cut the strings.</p><p>Starting at 1th level, When you finish a long rest, roll 1 d20 ....</p><p>Starting at 10th level, you can roll three d20s ...</p><p>In addition, you are constantly surrounded by a 20-foot-radius sphere... No teleport...</p><p>At 14th level you can roll four d20s ...</p><p></p><p>Life Tradition (wise (wo)men)</p><p></p><p>Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.</p><p></p><p>10th You can enlarge or shrink creatures as per 2th level spell, at will</p><p></p><p>At 14th level, your life force is so strong that bodily hazards have no hold on you. Your body slowly reverts to the form you had at the prime of your life. You are immune to disease, poison, and effects would age you magically. You will still die of old age.</p><p></p><p>Nature Tradition (Drui)</p><p></p><p>At 1st level, You can pass through non...</p><p></p><p>Starting at 10th level, You can use your action and expend a spell slot to wild shape ...</p><p></p><p>Also at 10th level, you can use your action and expend a spell slot to enter a tree...</p><p></p><p>At 14th level, you gain the ability to command animals and plant creatures... </p><p></p><p>At 14th level, you also gain the ability to call the Wild Hunt ... 1 spellslot...</p><p></p><p>Veiled Tradition</p><p></p><p>At 1th level, you can use your bonus action and expend a spell slot to become invisible to humanoids until the beginning of your next turn. At 9[SUP]th[/SUP] level, you can use an action to cast <em>invisibility</em> at will as per the 2[SUP]nd[/SUP] level spell. Regardless, the invisibility ends if you attack or cast a spell.</p><p></p><p>At 10th level, you gain the ability to make a creature unaware of your magical influence on it....</p><p></p><p>At 14h level, you gain the ability to command humanoids as per dominate person spell. While humanoids are charmed by you, you can take an action on your turn to verbally command what one humanoid will do on its next turn. This ability can be used once before needing a short rest, with verbal commands only.</p><p></p><p>Winter Tradition </p><p> At 1st level, You add +1 to the damage roll of any spell you cast that does cold damage. However, any attack you make that deals fire damage is done at disadvantage, and creatures have advantage to make saving throws against spells you cast that deal fire damage.</p><p></p><p>You can glide on ice and snow. You can move 10 feet on ice or snow by spending 5 feet of movement, and can ignore movement penalties from difficult terrain that is ice or snow. </p><p>Finally, you have resistance to cold damage. </p><p></p><p> In addition, beginning at 10th level, you can alter cold spells that you cast to manifest with sharp ice crystals, causing half of the spell’s cold damage to be piercing damage instead. </p><p></p><p> At 14th level, you gain the ability to command ice elementals. While ice elementals are charmed by you, you can take a bonus action on your turn to verbally command what one ice elemental will do on its next turn. </p><p>At 14th level, you also gain the ability to call a blizzard...</p><p></p><p></p><p>newer version attached</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="peterka99, post: 6485651, member: 6787234"] [B]Witch Warlock SubClass [/B] Note: This one is the easiest to create, with the least changes! The different spells list is the only issue... But I think I balanced it. [sblock] Witches as warlock subclass [B]Pact Boon[/B] , 3rd level [B]Pact of the flight[/B] (overland stride) [B]Pact of the Chain[/B] – Use warlock familiar rules, with new familiars available (add tradition specs) Mystic arcanum and eldritch master: As is [B]Eldritch invocations[/B]: Familiar Link (pre 7th level and Witch patron) Flight , preq 18th level and patc of the flight -------------------------------------------------- Spiritual allies otherwordly patrons- Witch’s Tradition [B]Witch’s Tradition[/B] The Witch Animist Patrons are of 8 type- their knowledge is called tradition. At 1st level, you choose to follow a particular witchcraft tradition. The traditions available are Death (death and undead), Diabolist (alike fiend Patron) , [URL="http://www.enworld.org/forum/forumdisplay.php?2-Tabletop-Gaming&prefixid=fate"]Fate[/URL] (divination, curses and chance), Life (healing and growth), Nature (animals and fey), Veiled (mind control) and Winter (cold-based). Your choice grants you tradition spells and other abilities. For all 8 traditions: at 6th level sanctuary and [B]Curser[/B] Also at 6th level, you gets power to cast [I]bestow curs[/I]e. At 10th level, you can cast [I]Bestow greater curse[/I]. It take a long rest to recover the ability. Death Tradition (witchdoctor) 1st level: Whenever you create... Starting at 10[SUP]th[/SUP] level, you automatically become aware .... At 14th level, you also gain the ability to conjure the Danse Macabre... To conjure the Danse Macabre, spend an hour and expend a spell slot. Diabolist Tradition At 1st level, You learn your choice of the Abyssal or Infernal language. Also, you can use Minor Illusion... True Names: At 10th level, you learn the true name of one demon or devil with a CR of 10 or less... Command fiends At 14th level, you gain the ability to command fiends with a CR of 10 or less .... Fate Tradition (strega) You can manipulate fate to your benefit as long as you are holding your stick. you are able to pull the strings of fate, to accelerate or hinder existing lines or change one path in another then cut the strings. Starting at 1th level, When you finish a long rest, roll 1 d20 .... Starting at 10th level, you can roll three d20s ... In addition, you are constantly surrounded by a 20-foot-radius sphere... No teleport... At 14th level you can roll four d20s ... Life Tradition (wise (wo)men) Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. 10th You can enlarge or shrink creatures as per 2th level spell, at will At 14th level, your life force is so strong that bodily hazards have no hold on you. Your body slowly reverts to the form you had at the prime of your life. You are immune to disease, poison, and effects would age you magically. You will still die of old age. Nature Tradition (Drui) At 1st level, You can pass through non... Starting at 10th level, You can use your action and expend a spell slot to wild shape ... Also at 10th level, you can use your action and expend a spell slot to enter a tree... At 14th level, you gain the ability to command animals and plant creatures... At 14th level, you also gain the ability to call the Wild Hunt ... 1 spellslot... Veiled Tradition At 1th level, you can use your bonus action and expend a spell slot to become invisible to humanoids until the beginning of your next turn. At 9[SUP]th[/SUP] level, you can use an action to cast [I]invisibility[/I] at will as per the 2[SUP]nd[/SUP] level spell. Regardless, the invisibility ends if you attack or cast a spell. At 10th level, you gain the ability to make a creature unaware of your magical influence on it.... At 14h level, you gain the ability to command humanoids as per dominate person spell. While humanoids are charmed by you, you can take an action on your turn to verbally command what one humanoid will do on its next turn. This ability can be used once before needing a short rest, with verbal commands only. Winter Tradition At 1st level, You add +1 to the damage roll of any spell you cast that does cold damage. However, any attack you make that deals fire damage is done at disadvantage, and creatures have advantage to make saving throws against spells you cast that deal fire damage. You can glide on ice and snow. You can move 10 feet on ice or snow by spending 5 feet of movement, and can ignore movement penalties from difficult terrain that is ice or snow. Finally, you have resistance to cold damage. In addition, beginning at 10th level, you can alter cold spells that you cast to manifest with sharp ice crystals, causing half of the spell’s cold damage to be piercing damage instead. At 14th level, you gain the ability to command ice elementals. While ice elementals are charmed by you, you can take a bonus action on your turn to verbally command what one ice elemental will do on its next turn. At 14th level, you also gain the ability to call a blizzard... newer version attached [/sblock] [/QUOTE]
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