doctorbadwolf
Heretic of The Seventh Circle
+ thread. Please don’t tell me to make it with an existing class or anything like that. If I’m making a thread, the basic premise of it isn’t something I’m willing to debate.
So, in making a witch class I want:
Those are the primary goals. The current version has a level 1 feature called Spirit Fetch which enhances a familiar and lets you cast it without components, or spend a spell slot to boost your Fetch in a few different ways, basically ripping off Summon Beast and Summon Fey with elements of the Iron Defender, but more geared toward utility and being a spellcraft aide.
You can cast any spell from your Familiar, imbue it with spells so it can cast them on its turn, use it as your Focus if it’s within 5ft of you, and make it smaller or bigger, but not all of those things at once.
For rituals, I think that a scaled list of “always prepared spells” that all have the ritual tag with a special clause that you can cast spells without spell slots equal to a number of spell levels similar to the Wizard’s arcane recovery, and/or some curated “this spell gains the ritual tag” options, would suffice. This would buff the spellcasting of the class in a different way from other full casters, and lighten the burden of making the Fetch buffs cost spell slots.
I see combat gameplay revolving around curses that debuff and or DoT, and the fetch that provides support and protection, with a spell list focused on control, support, and utility. No Fireballs.
Maybe “Malisons” that are like Invocations and enhance certain debuff or control spells, like “when you cast the hold person spell, the target takes damage equal to 1d4 plus your witch level every time it fails the saving throw” or even worse, make it creatures within 5ft of the target, turning targets of the spell into Size effects against their own allies. Nasty, but not via direct damage spells.
Thoughts so far?
So, in making a witch class I want:
- Full casting, with advanced ritual casting. Even better than Wizard at rituals.
- Familiar as a cornerstone base class feature with real meat on its bones, and not just a combat or scouting pet. The Familiar should help the Witch do their magic, in and out of combat, help them craft, etc.
- Secondary focus on crafting (potions, wondrous items, charms and such)
- Spirits. The world this is primarily for has a lot more to do with spirits than normal D&D, but I still want the Witch to be well versed in treating with otherworldly beings of all kinds but especially spirits
- Weirdness is welcome, even if it pushes the class outside of the clean lines of the PHB classes
- Curses and healing. Maybe even a feature to heal an ally a little any time your curse target takes damage, or the ability to cast Bane but replace 1 target with the effect of the Bless spell. Weal and woe. Healer and wrathful power.
Those are the primary goals. The current version has a level 1 feature called Spirit Fetch which enhances a familiar and lets you cast it without components, or spend a spell slot to boost your Fetch in a few different ways, basically ripping off Summon Beast and Summon Fey with elements of the Iron Defender, but more geared toward utility and being a spellcraft aide.
You can cast any spell from your Familiar, imbue it with spells so it can cast them on its turn, use it as your Focus if it’s within 5ft of you, and make it smaller or bigger, but not all of those things at once.
For rituals, I think that a scaled list of “always prepared spells” that all have the ritual tag with a special clause that you can cast spells without spell slots equal to a number of spell levels similar to the Wizard’s arcane recovery, and/or some curated “this spell gains the ritual tag” options, would suffice. This would buff the spellcasting of the class in a different way from other full casters, and lighten the burden of making the Fetch buffs cost spell slots.
I see combat gameplay revolving around curses that debuff and or DoT, and the fetch that provides support and protection, with a spell list focused on control, support, and utility. No Fireballs.
Maybe “Malisons” that are like Invocations and enhance certain debuff or control spells, like “when you cast the hold person spell, the target takes damage equal to 1d4 plus your witch level every time it fails the saving throw” or even worse, make it creatures within 5ft of the target, turning targets of the spell into Size effects against their own allies. Nasty, but not via direct damage spells.
Thoughts so far?