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D&D General Homebrew Witch Class ideas +

That sounds great I’d love to read it.
Prepare to be disappointed! I started writing it up on paper before switching over to Homebrewery, but I've lost the Homebrewery file (which had more progress than my handwritten notes), so what follows is my half-formed thoughts from the time.

Hit Points
Hit Dice: 1d6 per level
HP at 1st level: 6 + Con
HP at higher levels: 1d6 (or 4) + Con

Proficiencies
Armour: Light armour
Weapons: Blowgun, club, dagger, handaxe, mace, quarterstaff, sickle, sling
Tools: Herbalism kit
Saving Throws: Wis, Cha
Skills: Choose 2 from Arcana, Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, Religion, Survival

Equipment
a) a sickle or b) any simple weapon
a) a component pouch or b) an arcane/druidic focus*
a) explorer’s pack or b) scholar’s pack
Light armour and a dagger

Spellcasting
DC = 8 + prof + wis mod
attack = prof + wis mod

Ritual casting
Arcane/druidic focus*

[Unnamed feature]
At 1st level, you’ve learnt to bargain with the spirits of the wild. Gain find familiar spell.

The Craft
2nd level. Craft spells always prepared (similar to Druid circle feature)

Black Magic
Damage and debuff focussed – Bane, Bestow Curse, Blight, Contagion
Warlock: Book of Shadows?

Grey Magic
Utility and summoning focussed – Augury,
Cleric: Charm animals and Plants?

White Magic
Heal and support focussed – Bless, Aid, Remove Curse, Cure Wounds
Cleric: Preserve Life?

I recall the homebrewery version had a potion brewing feature that gave proficiency in alchemist supplies and drew from the Artificer.

*Don't think I ever decided which to go with.
 
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