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Witch core class (revamped bard)

Kaptain_Kantrip

First Post
Simonski offered up a cosmetic change to the bard in the General Forum, renaming the bard to "warlock" and altering the singing/music focus to evil chanting and cursing. Someone else here in House Rules (Bard Redux) had an idea to alter the bard class so it doesn't suck so much, so here is my variant, meshing these other guy's ideas with my own... Enjoy! :D

PS: This is the evil satanic type witch seen in movies, not the warm, fuzzy wiccan kind, LOL. You could easily convert this class to a good witch, I suppose...
__________________________

WITCH
Alignment: Any evil.
Hit Die: d6.
BAB: As bard.
Saving Throw: Reflex/Will good, Fort poor (as bard).

Class Skills: Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide
(Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Knowledge (all skills
taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession
(Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft
(Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha, exclusive skill) and Wilderness
Lore (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Bonus Languages: Abyssal, Infernal.

Weapon and Armor Proficiency: A witch is proficient with all simple weapons.
Additionally, the witch is proficient with any three of the following martial or exotic
weapons of her choice: angle knife*, battle staff**, cat gloves#**, flametongue
(wavy-bladed dagger)*, :):):)imi-bari (mouth darts) #***, hairpin (poisoned)#**, ribbon
dagger#**, sap, scourge#****, scythe, short sword, sickle, spider throwing knife*, war
fan#***, whip#, and whip-dagger#***. Most of these weapons are associated with evil
cults or assassins, and many appear quite innocuous until their deadly true nature is
revealed. Witches are not proficient with any armor or shields.
# Weapon is an Exotic Weapon.
* Weapon described in The Quintessential Fighter (Mongoose Publishing).
** Weapon described in Arms & Armor (Bastion Press).
*** Weapon described in Sword & Fist (Wizards of the Coast).
**** Weapon described in Dragon Magazine #275 (Wizards of the Coast).
___________________________

Spells: A witch casts arcane spells from the witch spell list. She casts these spells without
needing to memorize them beforehand or keep a spellbook. All witch spells have a verbal
component (chanting, cursing, exhorting, invoking, or singing). Witches receive bonus
spells for high Charisma, and to cast a spell a witch must have a Charisma score at least
equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a
witch’s spell is 10 + the spell’s level + the witch’s Charisma modifier.
___________________________

Witch Chants:
Once per day per level, a witch can invoke her patron fiend by name to
produce magical effects on those around her. She uses her Perform (Chant) skill ranks to
qualify to cast these chants.

3 Ranks
Command Obedience: As command cast by a sorcerer of the witch’s class level.

Counterchant: As the bard’s countersong ability.

Fascinate: As the bard ability.

Inspire Fear: As the reverse of the bard ability, inspire courage, but affecting only
enemies.

Master’s Caress: As bless cast by a sorcerer of the witch’s class level. This chant may
only be used once per day regardless of level.

Summon Evil Spirit: As unseen servant cast by a sorcerer of the witch’s class level.

6 Ranks
Hypnotize (6+ ranks): As hypnotism cast by a sorcerer of the witch’s class level.

Inspire Incompetence: As the reverse of the bard’s ability, inspire competence.

Master’s Kiss: As aid cast by a sorcerer of the witch’s class level. This chant may only be
used once per day regardless of level.

9 Ranks
Fires of the Pit: As continual flame cast by a sorcerer of the witch’s class level.

Master’s Touch: As guidance of the avatar (+20 to one skill check, duration of 1 minute
or until discharged) cast by a sorcerer of the witch’s class level. This chant may only be
used once per day regardless of level.

Suggestion: As the bard’s ability.

12 Ranks
Inspire Weakness: As the reverse of the bard’s inspire greatness ability, but with the
following changes: 1d4+1 points of temporary Con damage, -2 morale penalty to attacks,
-1 morale penalty to Fortitude saves.

Master’s Curse: As bestow curse cast by a sorcerer of the witch’s class level. This chant
may only be used once per day regardless of level.

15 Ranks
Master’s Truth: As modify memory cast by a sorcerer of the witch’s class level. This chant
may only be used once per day regardless of level.

18 Ranks
Master’s Flesh: As stoneskin cast by a sorcerer of the witch’s class level. This chant may
only be used once per day regardless of level.
________________________

Witch Knowledge:
As a bard’s bardic knowledge, but the knowledge is the result of the
witch communing with her patron fiend to obtain the information. The witch thinks of
what she wants to know and the knowledge is telepathically whispered into her mind by
the patron fiend on a successful witch knowledge check. On a failed result, the witch
learns nothing. She may receive no reply at all or telepathic, mocking laughter from her
patron fiend, perhaps accompanied by a cryptic remark (“The fire burns bright in the
cauldron of night! Feed the flames!”) or subtle word of encouragement (“Come now, my
pet! You don’t need to trouble me for such a trifling matter. Investigate on your own, and
know that your progress pleases me.”).

Witch’s Familiar: As the sorcerer’s Summon Familiar special ability (gained at 1st level).

Bonus Feats: At 5th level and every 5 levels thereafter, the witch selects a bonus feat
from the following list:
Alertness, Alluring (SS), Charlatan (SS), Combat Casting, Discipline (FR), Extra Music
(SS, treat as extra witch chant), Forester (FR), Great Fortitude, Greater Spell Focus (FR),
Greater Spell Penetration (FR), Improved Familiar (FR), Iron Will, Lightning Reflexes,
Lingering Song (SS, treat as lingering chant), Luck of Heroes (FR), Obscure Lore (SS),
Persuasive (SS), Requiem (SS), Skill Emphasis (+3 bonus to one skill), Smooth Talk
(FR), Spell Focus, Spell Penetration, Stealthy (FR), Strong Soul (FR), Subsonics (SS),
Trustworthy (SS), or any Item Creation feat.
FR feat from Forgotten Realms Campaign Setting (Wizards of the Coast)
SS feat from Song & Silence (Wizards of the Coast)
________________________

Corrupt Other:
For every sentient free-willed creature the witch converts to the worship
of her patron fiend, she gains an XP award as if she had single-handedly defeated that
opponent. If more than one witch was involved in the corruption, divide the XP by the
number of witches involved.
_________________________

Ex-Witches:
A witch who renounces or otherwise breaks her pact, or changes to a
non-evil alignment (or evil alignment incompatible with that of her patron fiend) cannot
progress in levels as a witch and loses all witch abilities until she atones for her misdeeds.
_________________________

WITCH SPELLS
Key ability for spells: Charisma. Spells known and cast per day – spontaneously cast, as a sorcerer,
according to the following chart. Spells known must be taken from the Witch spell list.

Spells per Day:
Level 0 1 2 3 4 5 6
1 4 1 - - - - -
2 5 2 - - - - -
3 6 3 - - - - -
4 6 3 1 - - - -
5 6 4 2 - - - -
6 6 4 3 - - - -
7 6 4 3 1 - - -
8 6 5 4 2 - - -
9 6 5 4 3 - - -
10 6 5 5 3 1 - -
11 6 5 5 4 2 - -
12 6 5 5 4 3 - -
13 6 5 5 5 3 1 -
14 6 5 5 5 4 2 -
15 6 5 5 6 4 3 1
16 6 5 6 6 5 3 2
17 6 6 6 6 5 4 3
18 6 6 6 6 6 4 4
19 6 6 6 6 6 5 5
20 6 6 6 6 6 6 6


Witch Spells Known:
Level 0 1 2 3 4 5 6
1 4 2 - - - - -
2 5 2 - - - - -
3 6 3 - - - - -
4 6 3 2 - - - -
5 6 4 2 - - - -
6 6 4 3 - - - -
7 6 4 4 2 - - -
8 6 4 4 2 - - -
9 6 4 4 3 - - -
10 6 4 4 4 2 - -
11 6 4 4 4 2 - -
12 6 4 4 4 3 - -
13 6 4 4 4 4 2 -
14 6 4 4 4 4 2 -
15 6 4 4 4 4 3 -
16 6 5 4 4 4 4 2
17 6 5 5 4 4 4 2
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 3
20 6 5 5 5 5 5 4


Witch Spell List:
The witch’s spell list is drawn from that of the adept (DMG), bard (PHB) and witch (DMG), with a
smattering of additional spells in keeping with the class theme (those from optional sources may be
ignored). Where spells from these lists are offered at differing levels, the lowest possible level for attaining
the spell is granted.

0. Arcane Mark, Cure Minor Wounds, Dancing Lights, Daze, Detect Magic, Detect Poison, Ghostharp
(MF), Ghost Sound, Horizakaul’s Cough (MF), Inflict Minor Wounds, Light, Mage Hand, Mending,
Minor Disguise (MF), Open/Close, Percussion (SS), Prestidigitation, Read Magic, Resistance, Scarecrow
(MW), Songbird (MF).

1. Alarm, Ambient Song (SS), Bane, Balagarn’s Iron Horn (MF), Burning Hands, Cause Fear, Change
Self, Charm Person, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Detect
Chaos/Evil/Good/Law, Detect Secret Doors, Disappear (RR), Disquietude (MF), Distort Speech (MF),
Doom, Endure Elements, Expeditious Retreat, Faith Healing (MF), Feather Fall, Focusing Chant (SS),
Forcewave (MF), Harmony (MF), Herald’s Call (MF), Horizakaul’s Boom (MF), Hypnotism, Lesser
Sonic Orb (TB), Identify, Inflict Light Wounds, Know Protections (MF), Love Charm*, Low Light
Vision, Lullaby (SS), Mage Armor, Magic Weapon, Message, Obscuring Mist, Protection from
Chaos/Evil/Good/Law, Ray of Enfeeblement, Remove Fear, Silent Image, Sleep, Steal Sleep (RR),
Summon Monster I, Summon Undead I (MF), Unseen Servant, Ventriloquism, Wieldskill (MF).

2. Aid, Alibi (RR), Alter Self, Animal Messenger, Animal Trance, Battle Cry (RR), Battering Ram (MF),
Bull’s Strength, Calm Emotion, Cat’s Grace, Choke (TB), Circle Dance (MF), Cloud of Bewilderment
(MF), Combust (MF), Create Magic Tattoo (MF), Crescendo (SS), Cure Moderate Wounds, Darkness,
Darkvision, Dead Man’s Eyes (RR), Death Knell, Decomposition (MW), Delay Poison, Desecrate, Detect
Thoughts, Dolomar’s Force Wave (RR), Eagle’s Splendor, Endurance, Enhance Familiar (TB), Enthrall,
Ever Scent (RR), Familiar Pocket (TB), Fortissimo (SS), Fox’s Cunning, Ghoul Touch, Guidance of the
Avatar (WoTC), Harmonize (SS), Hold Person, Hypnotic Pattern, Invisibility, Intoxicate (RR), Lesser
Restoration, Levitate, Locate Object, Magic Mouth, Minor Image, Mirror Image, Misdirection, Nightmare
Lullaby (MF), Obscure Object, Owl’s Wisdom, Pass without Trace, Phantom’s Howl (RR), Pyrotechnics,
Remove Paralysis, Rend the Sovereign Soul (RR), Resist Elements, Scare, See Invisibility, Shatter,
Silence, Song of Heroes (RR), Sound Burst, Speak with Animals, Suggestion, Summon Monster II,
Summon Swarm, Summon Undead II (MF), Tasha’s Hideous Laughter, Tongues, Touch of Madness
(DF), Undetectable Alignment, Whispering Wind.

3. Analyze Portal (MF), Animate Dead, Bestow Curse, Blindness/Deafness, Call Lightning,
Clairaudience/Clairvoyance, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds,
Curse of Terror (RR), Deeper Darkness, Dirge of Woe (RR), Dispel Magic, Emotion, Fear, Fly,
G’elsewhere Chant (MF), Gaseous Form, Greater Mage Hand (MF), Greater Magic Weapon, Gust of
Wind, Harrier (DF), Haste, Haunting Tune (MF), Healthful Slumber (SS), Illusory Script, Infernal
Threnody (SS), Infestation of Maggots (MF), Invisibility Sphere, Keen Edge, Leomund’s Tiny Shelter,
Lesser Aspect of the Deity (DF), Lesser Geas, Magic Circle Against Chaos/Evil/Good/Law, Major Image,
Mass Resist Elements (TB), Minor Creation, Nondetection, Phantom Steed, Planar Familiar (WoTC),
Puppeteer (MF), Remove Blindness/Deafness, Remove Curse, Remove Disease, Reveille (MF), Scrying,
Sculpt Sound, Sepia Snake Sigil, Shatterfloor (MF), Slow, Snakebite (MF), Speak with Dead, Spectral
Force, Steeldance (MF), Summon Monster III, Summon Undead III (MF), Water Breathing, Weapon of
Impact (MF), Wind Wall, Wounding Whispers (MF).

4. Allegro (SS), Belsameth’s Strife (RR), Blight (MW, area effect only), Break Enchantment, Castigate
(DF), Celebration (MF), Charm Monster, Choir (SS), Cure Critical Wounds, Darsson’s Potion (MF),
Detect Scrying, Dimension Door, Discern Lies, Dismissal, Divination, Dominate Person, Follow the
Leader (SS), Fortify Familiar (TB), Giant Vermin, Harmonic Chorus (SS), Horizakaul’s Versatile
Vibration (MF), Inflict Critical Wounds, Kiss of Death (MW), Know Vulnerabilities (MF), Langour
(MW), Legend Lore, Leomund’s Secure Shelter, Lesser Planar Ally, Locate Creature, Modify Memory,
Neutralize Poison, Poison, Polymorph Other, Polymorph Self, Rainbow Pattern, Recitation (DF),
Restoration, Sending, Shadow Well (MF), Shout, Skull of Secrets (MF), Song of the Gods (RR),
Speechlink (MF), Stoneskin, Stone Shatter (MF), Summon Monster IV, Summon Undead IV (MF), Wall
of Chaos/Evil/Law (MF), Weapon of the Deity (DF).

5. Advanced Illusion, Attraction, Animal Growth, Atonement, Avoidance, Big Sky (MW, except
sensation is of evil spirits and voices), Break Enchantment, Circle of Doom, Commune, Doomwail (RR),
Dream, False Vision, Feeblemind, Greater Command, Greater Dispelling, Greater Scrying, Grimwald’s
Greymantle (MF), Heal, Healing Circle, Improvisation (SS), Inquisition (RR), Kiss of the Vampire (MF),
Magic Jar, Major Creation, Mark of Justice, Mass Fly (TB), Mind Fog, Mirage Arcana, Mislead, Mord’s
Private Sanctum (TB), Nightmare, Otto’s Irresistable Dance (SS), Persistent Image, Plague of Rats (DF),
Raise Dead, Rie’s Dance of Seduction (RR), Seeming, Slay Living, Song of Discord (SS), Sonic Orb (TB),
Spiritwall (TB), Summon Monster V, Summon Undead V (MF), Revenance (MF), True Seeing,
Unhallow, Wail of Doom (SS), Wall of Stone, War Cry (MF).

6. Analyze Dweomer, Animate Objects, Aspect of the Deity (DF), Banishment, Cacophonic Shield (MF),
Circle of Death, Contagious Touch (MW), Control Weather, Curse of Lycanthropy (DF), Declaration of
Death (RR), Dirge (MF), Eyebite, Fanfare (SS), Fiendform (MF), Flesh to Stone, Find the Path, Gate Seal
(MF), Geas/Quest, Great Shout (TB), Greater Call Lightning (MW), Greater Dispelling, Heroes’ Feast,
Imbue Familiar with Spell Ability (TB), Insidious Rhythm (SS), Mass Haste, Mass Suggestion, Permanent
Image, Plane Shift, Planar Ally, Probe Thoughts (DF), Programmed Image, Project Image, Protege (SS),
Repulsion, Reverse Illusion (RR), Song of Champions (RR), Stone to Flesh, Summon Monster VI,
Sympathetic Vibration (SS), Tenser’s Transformation, True Seeing, Veil.

DF Defenders of the Faith
MF Magic of Faerun
MW Masters of the Wild
RR Relics & Rituals
SS Song & Silence
TB Tome & Blood
WoTC Wizards of the Coast website’s “Spellbook”
* Original Spell from my campaign
 
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Kaptain_Kantrip

First Post
I'll add in some flavor text and pact specifics later... but it's kind of like a reverse paladin's code they follow, LOL. Seduce, corrupt and destroy is their motto. Their patron fiend gives them tasks to do every so often, yadda-yadda-yadda. :D
 
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Kaptain_Kantrip

First Post
Cheiromancer said:
I'm not sure that it is wise to have a core class with an alignment requirement of "any evil."

LOL. I am just as offended by the paladin's "Lawful Good" requirement, the barbarians "chaotic" requirement, etc. :D

I like (well-played, non-disruptive) evil characters and see no problem with this being an OPTION for those who want it (or an NPC only class for DMs to terrify their players with). I'm not saying it should replace the core bard or that evil classes are appropriate for everyone's game. This is an OPTION for those who want it.

You could easily convert it to a "good alignment" requirement class... just swap out "patron fiend" for "patron celestial." Presto! You have Glenda, the Good Witch from Wizard of Oz. ;)

I didn't receive this criticism for my "evil only" anti-paladin core class a few weeks ago... :confused:
 
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LostSoul

Adventurer
I'd probably go with "any non-Good" for alignment restrictions. That way you can have a Neutral character in it for knowledge, or promising to use the power "only for the good of the community." It makes it that much more dramatic when the witch eventually succumbs to the power offered by the patron fiend.

If you go this way, you might want to put something in at 6th level (or so), saying that the witch must either switch to Evil alignment or lose all powers.
 



Crothian

First Post
I like the idea nad having an evil only core class is just fine.

I'm concerned withthe spells cast per day table. That's a nice improvement over the Bard table. You've added much power to the Bard class and then redifened the Bard abilities. I think the class needs to be brought down a notch or two.
 

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