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So Where my Witches at?
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<blockquote data-quote="Shadowdweller00" data-source="post: 8174331" data-attributes="member: 6778479"><p>It is quite easily possible to make a warlock that doesn't use Elrdritch Blast - making use of cantrips like Toll the Dead or Infestation for example. Or making melee attacks with a pact weapon (possibly in the form of talons). They will inflict less damage than other casters, sure, but that's appropriate for a character that focuses on debuffs, mind-control, and misdirection rather than direct attacks. No patron locks you into using specific spells; and the fiend patron has some pretty decent "witchy" spells as well - Command, Blindness/Deafness, Stinking Cloud. Save-based debuffs do kinda suck for a PC warlock-witch, though, particularly if you're going to forgo Eldritch Blast; the warlock has so few spell slots that it's seriously painful when an enemy makes its save.</p><p></p><p></p><p>Nearly every single wizard subclass fits the witch fantasy archetype VERY well. Pointing out dire omens (diviner) is very much a classic witch thing (c.f. Macbeth). Charm is one of THE most archetypical witch powers. ("Burn the Witch! She MADE my husband commit adultery"). Illusion works great, necromancy works great, conjuration is suitable for a "consorts with dark powers" type as well as "appears in unexpected places", transmutation fits brewing / supernatural personal abilities / changing people into newts. Wizard subclasses don't lock the caster into doing anything; they augment existing spelltypes or abilities.</p><p></p><p></p><p>I've yet to read TCoE...but I have to agree that there probably is room for some darker-themed druid spells or abilities; and/or a more unseelie-inspired subclass. Circle of the Land - Swamp or Underdark work decently well for witches. As can Shepherd with insects/wolves/spiders and the like and maybe a reskinned or improvised totem type.</p><p></p><p>It may surprise you to learn then that the vast majority of sorcerer spells are NOT evocations. Shadow Sorcerer is almost tailor-made for witch archetypes. And both Twin Spell and Heighten spell are incredibly useful for save-based debuffs.</p><p></p><p>Sounds more to me like you don't want a class that represents the witch archetype; you want one that locks or enourages you into fitting the archetype. I respectfully think that it's better to have broad and inclusive classes. Even subclasses, which very frequently carry some degree of pre-flavored fluff, should be broad enough to encompass multiple archetypes. They should be scaffolds on which the -character- builds their own particular flavor. Not molds for a single idea.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 8174331, member: 6778479"] It is quite easily possible to make a warlock that doesn't use Elrdritch Blast - making use of cantrips like Toll the Dead or Infestation for example. Or making melee attacks with a pact weapon (possibly in the form of talons). They will inflict less damage than other casters, sure, but that's appropriate for a character that focuses on debuffs, mind-control, and misdirection rather than direct attacks. No patron locks you into using specific spells; and the fiend patron has some pretty decent "witchy" spells as well - Command, Blindness/Deafness, Stinking Cloud. Save-based debuffs do kinda suck for a PC warlock-witch, though, particularly if you're going to forgo Eldritch Blast; the warlock has so few spell slots that it's seriously painful when an enemy makes its save. Nearly every single wizard subclass fits the witch fantasy archetype VERY well. Pointing out dire omens (diviner) is very much a classic witch thing (c.f. Macbeth). Charm is one of THE most archetypical witch powers. ("Burn the Witch! She MADE my husband commit adultery"). Illusion works great, necromancy works great, conjuration is suitable for a "consorts with dark powers" type as well as "appears in unexpected places", transmutation fits brewing / supernatural personal abilities / changing people into newts. Wizard subclasses don't lock the caster into doing anything; they augment existing spelltypes or abilities. I've yet to read TCoE...but I have to agree that there probably is room for some darker-themed druid spells or abilities; and/or a more unseelie-inspired subclass. Circle of the Land - Swamp or Underdark work decently well for witches. As can Shepherd with insects/wolves/spiders and the like and maybe a reskinned or improvised totem type. It may surprise you to learn then that the vast majority of sorcerer spells are NOT evocations. Shadow Sorcerer is almost tailor-made for witch archetypes. And both Twin Spell and Heighten spell are incredibly useful for save-based debuffs. Sounds more to me like you don't want a class that represents the witch archetype; you want one that locks or enourages you into fitting the archetype. I respectfully think that it's better to have broad and inclusive classes. Even subclasses, which very frequently carry some degree of pre-flavored fluff, should be broad enough to encompass multiple archetypes. They should be scaffolds on which the -character- builds their own particular flavor. Not molds for a single idea. [/QUOTE]
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