The Witch: Arcane Controller (PEACH)

Oats

First Post
First off, let me say this isn't something I ever really anticipated (or want) to release for public consumption. It's something made by me for use by my players in campaigns I run. So it's probably somewhat rough around the edges, and I have admittedly taken some powers from existing homebrew classes that I liked (I'll definitely write up a citations block attributing things to their sources). Also the fluff and flavor may be lackluster in places, but I'm working on that. Also also, the "Witchcraft" part needs further fleshing out, it's a WIP.

Basically, the reason I'm posting this here is because I've never written a class before and I'm wondering if anything in this write-up is blatantly overpowered or ridiculous. I don't want my players using something game-breaking. And you guys seem to have a far better grasp of technical balances than I do.

So, without further ado:
http://docs.google.com/View?id=dgqmc4ss_5hh347cvj


edit: I should probably clarify the class beforehand: I sort of envision the Witch as an Arcane super-controller, focusing heavily on status effects, teleportation, and mind manipulation. A Witch is less of a fleshy glass cannon than the Wizard, preferring to control enemies from close range rather than afar.
 
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Post edited with the most recent version of the Witch class.

If anyone could provide suggestions or criticisms, it would be very much appreciated.
 


I think after reading through some of these, and asking some friends (who know better than I do!). It's over powered, and some of the powers require a bit too much book keeping. For isntance

Blinding Hex
A shimmering bolt of energy strikes your foe and obscures their vision.
At-will ♦ Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Willpower
Hit: 2d4 + Charisma modifier psychic damage, and the target takes a -5 penalty to attack rolls against enemies not adjacent to it.
Increase to 4d4 damage at 21st level.

Whilst this makes sense form the description, this does something very similar to the bards misguided mark. But does more damage, and gives a bigger penalty than Misguided Mark.

Also things like this:

Jinx
You imbue your foe with a dark energy that renders them unaccountably clumsy.
At-will ♦ Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Willpower
Hit: The first time the target misses with an attack before the end of your next turn, it takes 1d10 psychic damage and falls prone.
Increase to 2d10 damage at 21st level.

It might be better that it grants combat advantage, due to stumbling? But either way it requires that it misses, which is more book keeping.

Various other things would need to be changed.

I get the feeling, that adding a few extra powers to a different warlock build might work better if you want there theme, or using a wizard with edited powers could work. So if the 'witch' picked Bigby's icy grasp, you could say that they are crushing the targets heart, and covering it in ice. Same effect, but different description.

I've also been told the invoker is a good choice instead.
 

I am a big fan of Witches dated a Wiccan shortly after college and was Married by Wiccan Priestess.. entirely different than the mythic characters but I am fond of both. ;-).

I would build my witch ... like this... or atleast one version of her.

Sabrina, level 1
Human, Invoker
Build: Preserving Invoker
Divine Covenant: Covenant of Preservation
Background: Forest Warden, Gray Vale (Gray Vale Benefit)

FINAL ABILITY SCORES
Str 8, Con 13, Dex 10, Int 17, Wis 17, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 15, Wis 17, Cha 10.


AC: 13 Fort: 13 Reflex: 15 Will: 15
HP: 23 Surges: 7 Surge Value: 5

TRAINED SKILLS
Arcana +8, Intimidate +5, Religion +8, Insight +8, Endurance +6, Nature +10

UNTRAINED SKILLS
Acrobatics, Bluff, Diplomacy, Dungeoneering +3, Heal +3, History +3, Perception +3, Stealth, Streetwise, Thievery, Athletics -1

FEATS
Invoker: Alchemist
Learned Spellcaster: Ritual Caster
Human: Learned Spellcaster
Level 1: Sehanine's Reversal

POWERS
Bonus At-Will Power: Hand of Radiance
Invoker at-will 1: Visions of Blood
Invoker at-will 1: Astral Wind
Invoker encounter 1: Astral Terror
Invoker daily 1: Invocation of Ice and Fire

ITEMS
Ritual Book
RITUALS
Hand of Fate, Animal Messenger, Brew Potion, Simbul's Conversion, Unseen Servant, Wizard's Curtain
FORMULAS
Drowsy Dust, Antivenom, Clearsense Powder, Tanglefoot Bag, Bloodstinger Poison
 

My thinking is the game is a tad beyond needing a class for every
specific archetype... for me it feels that I can grab a class and make
it my own... hybriding in if need be... the Celts had war witches
that taught there barbarian heros some of the magic of blade and bed and blood and I would build one of those differently and definitely starting with a sword and raven.
 
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OP updated with a slightly fuller and tweaked version of the class. It is ever-evolving.

I think after reading through some of these, and asking some friends (who know better than I do!). It's over powered, and some of the powers require a bit too much book keeping. For isntance



Whilst this makes sense form the description, this does something very similar to the bards misguided mark. But does more damage, and gives a bigger penalty than Misguided Mark.
This is the second, less powerful incarnation of the power, and I was still worried about it. I am fond of the flavor and general effect, but I'll see about altering the damage output and effect penalty. Thanks for pointing it out!

Also things like this:

It might be better that it grants combat advantage, due to stumbling? But either way it requires that it misses, which is more book keeping.
While that's a valid point (that I actually hadn't even thought of, thanks for that), book-keeping is mostly a non-issue on account of me being the DM, and me being perfectly willing and able to keep track of such things. The group of players will be really small and I obviously know the ins and outs of this class, so it shouldn't be too overwhelming. Hopefully! But I guess that's what playtesting is for, we shall see!

Various other things would need to be changed.

I get the feeling, that adding a few extra powers to a different warlock build might work better if you want there theme, or using a wizard with edited powers could work. So if the 'witch' picked Bigby's icy grasp, you could say that they are crushing the targets heart, and covering it in ice. Same effect, but different description.

I've also been told the invoker is a good choice instead.
Again, valid point. I briefly considered making it a Wizard or Warlock build option, but really I have so many ideas I decided to thematicize them and build a class from the ground up. It may share traits with existing classes and not necessarily carve it's own well-defined niche, but it's still a fleshed-out amalgam of ideas and wants.

And, Garthanos, the class isn't really based on the Witch, real-world or fantastical or otherwise. The name is entirely secondary -- it was originally called the Hexer, then the Witcher, but I just like the way Witch sounds. The idea came before the name, so it may be sort of a mis-fit. I may even change it again!

Again, more criticism is very much appreciated. Especially with regard to overpowered spells and the like.
 

And, Garthanos, the class isn't really based on the Witch, real-world or fantastical or otherwise. The name is entirely secondary -- it was originally called the Hexer, then the Witcher, but I just like the way Witch sounds. The idea came before the name, so it may be sort of a mis-fit. I may even change it again!
I love house rules and you seem to be putting some effort in

Take Hex for instance - realizing it is very significant interestingly very comparable to a defenders mark class feature with a range of 20.

A clear picture of how your class is intended to fight is for me the first thing to build.
 

Anyone have any more critiques on powers specifically? Any overpowered/underpowered? Would be very much obliged.
 

There do seem to be some issues. For example, "hex" seems like a greatly improved defender mark. It applies to all of the monsters attacks, affects damage, is effectively permanent, and stacks with any other attack debuff. It doesn't require a hit, is a minor action with a long range and can be used freely as an at-will.

I'm not sure about decursive word, seems like a leader type ability. When compared to, say, the channel divinity ability of a cleric of Erathis, which only grants a +2, has a restriction on use, and costs a feat, well, decursive word just blows it out of the water.

For the at-wills, I don't really like how stinging hex does no damage on a hit, and therefore does nothing at all if the target doesn't move on its turn. May I suggest changing it to do damage on a hit, with additional damage if the target moves on its next turn? Another option would be to change it to damage it the next time it leaves the square it started in (on its turn or not), allowing it to be comboed with abilities that move enemies.

Screech just seems hands-down better than, say, thunderblast from a wizard. Should this ability be vs. fortitude?

On blinding hex, I agree that a -5 to attack from an at-will ability is a little much.

Tracer Hex seems a bit strong. Compared to, say, lance of faith from a cleric, it does the same damage, grants +2 to everyones attacks instead of just one person, and negates the targets concealment or invisibility where lance of faith doesn't do anything like that. This ability seems more fit to be an encounter ability, really. I also think its kind of strange that it negates total concealment.
 

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