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Witch Class
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<blockquote data-quote="peterka99" data-source="post: 6485253" data-attributes="member: 6787234"><p><strong>Witches as cleric domain</strong></p><p></p><p>I will modify the druid after</p><p></p><p></p><p>modification to cleric class (not so many):</p><p></p><p>1) Witches draw their magic from folk wisdom and traditional lore. It is not a theory, but a gift from pagan supernatural entities, despited as spirits or demons by official religions. </p><p>2) Turn undead channel is replaced by implements (stick and shawl)</p><p>3) Destroy undead is replace by potion brewing and cauldron</p><p>4) A separate spell list (core cleric and core witch spells, outside the new spells, are quite alike to me)</p><p>5) Druid's restrictions on arms and armor</p><p></p><p><strong>[sblock]</strong></p><p><strong>Channel Divinity</strong></p><p></p><p>The effect duration of the channel is 24h or until a long rest is completed.</p><p></p><p></p><p><strong>Witch Implements</strong>:<strong> Witch’s Strike and Witch’s Armor</strong></p><p>At 2nd level and thereafter, the witch may materialize or empower a stick or piece of cloth (shawl) with spiritual energy to cause more damage and bestow protection (add your comments).</p><p></p><p><strong>Witch’s Strike</strong></p><p>The base damage for your special attack is 1d8+ Wis mod at 1st level. It increases by 1d8 when you reach 5th level (2d8 + Wis mod), 11th level (3d8 + Wis mod), and 17th level (4d8+Wis mod).</p><p></p><p>or </p><p></p><p><strong>Witch’s Armor</strong></p><p>Starting at 2rd level, while you are wearing your witch’s shawl, your armor class can’t be less than 14. Calculate your armor class normally, including use of a shield and dexterity; if it is less than 14, your armor class is 14. Starting at 10th level, your minimum armor class is 15, and starting at 15th level, your minimum armor class is 16</p><p></p><p></p><p></p><p> </p><p><strong>Witch’s Resistance </strong></p><table style='width: 100%'><tr><td></td><td></td></tr><tr><td><strong>Tradition </strong></td><td>Damage Type</td></tr><tr><td><strong>Death </strong></td><td>necromantic</td></tr><tr><td><strong>Diabolist </strong></td><td>fire</td></tr><tr><td><strong>Fate </strong></td><td>at each long rest, choose one from acid, cold, fire, force, lightning, necromantic, poison, psychic, radiant, or thunder</td></tr><tr><td><strong>Life </strong></td><td>radiant</td></tr><tr><td><strong>Nature </strong></td><td>cold, fire, lightning, and thunder</td></tr><tr><td><strong>Veiled </strong></td><td>psychic</td></tr><tr><td><strong>Winter </strong></td><td>cold*</td></tr></table><p> [TD="colspan: 2"]Starting at 8th level, you can use your Channel divinity to have resistance to one or more specific types of damage, based on your tradition. <br /> <br /> <strong>Witch’s Resistance Type </strong> [/TD] </p><p> <strong></strong></p><p><strong></strong></p><p><strong><strong>Overland Flight</strong></strong></p><p><strong><strong></strong></strong>Starting at 10th level, you... (your pdf entry)<strong>. </strong>At 18[SUP]th[/SUP] level, no implement is needed and flight is natural to the witch as if she got a natural flying speed.<strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Witch’s Protection </strong></p><p>At 18[SUP]th[/SUP] level, you can use your Channel divinity to get advantage on all saving throws against spells and other magical effects.</p><p></p><p>(So at 18th level there is a choice between flight or protection)</p><p>---------------------------------------</p><p></p><p><strong>Divine domain feature</strong>s: as already created by you, with or without my modifications</p><p></p><p>common to all your traditions/divine domains</p><p></p><p>at 2th, familiar</p><p></p><p>at 7th, familiar link and familiar attack</p><p></p><p>specific:</p><p></p><p>At 6th, a second domain feature (your 10th level feature as per tradition)</p><p></p><p>At 17th level (use your 20th level divine domain feature)</p><p></p><p></p><p></p><p><strong>Divine intervention</strong> (Witches gods are spirit). </p><p></p><p>At 10th level, Divine intervention - grants witch sanctuary as per divine domain</p><p></p><p>At 20th Improved divine intervention- all creatures can be affected by sanctuary</p><p></p><p></p><p></p><p></p><p>P<strong>otions brewing and cauldron</strong>, <strong>vessel of potenc</strong>y</p><p>Moved to 5th level to replace destroy undead. Better at 11, and 17th level as destroy undead is (potion categories are common, uncommon, rare, etc)</p><p></p><p></p><p>At 11th level, the witch may brew rare and very rare potions</p><p></p><p><strong>Environmental modification </strong></p><p>At 14th level, the witch presence caused modifications to her environmental.</p><p></p><p>At 17th level, the witch may brew legendary potions</p><p></p><p>note: Less rules tinkering because this is <strong>not a CLASS</strong>. No death curse (my choice), a divine channel choice at 2nd and 18th level. Features came a litle bit faster. To compensate the extra Hit Points, there is limitation to armor as druid.</p><p></p><p>flaw: Still too many features for a cleric, balance issues, flavor ?This subclass is still unfinished compared to your class.<strong>[/sblock]</strong></p></blockquote><p></p>
[QUOTE="peterka99, post: 6485253, member: 6787234"] [B]Witches as cleric domain[/B] I will modify the druid after modification to cleric class (not so many): 1) Witches draw their magic from folk wisdom and traditional lore. It is not a theory, but a gift from pagan supernatural entities, despited as spirits or demons by official religions. 2) Turn undead channel is replaced by implements (stick and shawl) 3) Destroy undead is replace by potion brewing and cauldron 4) A separate spell list (core cleric and core witch spells, outside the new spells, are quite alike to me) 5) Druid's restrictions on arms and armor [B][sblock][/B] [B]Channel Divinity[/B] The effect duration of the channel is 24h or until a long rest is completed. [B]Witch Implements[/B]:[B] Witch’s Strike and Witch’s Armor[/B] At 2nd level and thereafter, the witch may materialize or empower a stick or piece of cloth (shawl) with spiritual energy to cause more damage and bestow protection (add your comments). [B]Witch’s Strike[/B] The base damage for your special attack is 1d8+ Wis mod at 1st level. It increases by 1d8 when you reach 5th level (2d8 + Wis mod), 11th level (3d8 + Wis mod), and 17th level (4d8+Wis mod). or [B]Witch’s Armor[/B] Starting at 2rd level, while you are wearing your witch’s shawl, your armor class can’t be less than 14. Calculate your armor class normally, including use of a shield and dexterity; if it is less than 14, your armor class is 14. Starting at 10th level, your minimum armor class is 15, and starting at 15th level, your minimum armor class is 16 [B]Witch’s Resistance [/B] [TABLE] [TR] [TD="colspan: 2"]Starting at 8th level, you can use your Channel divinity to have resistance to one or more specific types of damage, based on your tradition. [B]Witch’s Resistance Type [/B][/TD] [/TR] [TR] [TD][B]Tradition [/B][/TD] [TD]Damage Type[/TD] [/TR] [TR] [TD][B]Death [/B][/TD] [TD]necromantic[/TD] [/TR] [TR] [TD][B]Diabolist [/B][/TD] [TD]fire[/TD] [/TR] [TR] [TD][B]Fate [/B][/TD] [TD]at each long rest, choose one from acid, cold, fire, force, lightning, necromantic, poison, psychic, radiant, or thunder[/TD] [/TR] [TR] [TD][B]Life [/B][/TD] [TD]radiant[/TD] [/TR] [TR] [TD][B]Nature [/B][/TD] [TD]cold, fire, lightning, and thunder[/TD] [/TR] [TR] [TD][B]Veiled [/B][/TD] [TD]psychic[/TD] [/TR] [TR] [TD][B]Winter [/B][/TD] [TD]cold*[/TD] [/TR] [/TABLE] [B] [B]Overland Flight [/B][/B]Starting at 10th level, you... (your pdf entry)[B]. [/B]At 18[SUP]th[/SUP] level, no implement is needed and flight is natural to the witch as if she got a natural flying speed.[B] Witch’s Protection [/B] At 18[SUP]th[/SUP] level, you can use your Channel divinity to get advantage on all saving throws against spells and other magical effects. (So at 18th level there is a choice between flight or protection) --------------------------------------- [B]Divine domain feature[/B]s: as already created by you, with or without my modifications common to all your traditions/divine domains at 2th, familiar at 7th, familiar link and familiar attack specific: At 6th, a second domain feature (your 10th level feature as per tradition) At 17th level (use your 20th level divine domain feature) [B]Divine intervention[/B] (Witches gods are spirit). At 10th level, Divine intervention - grants witch sanctuary as per divine domain At 20th Improved divine intervention- all creatures can be affected by sanctuary P[B]otions brewing and cauldron[/B], [B]vessel of potenc[/B]y Moved to 5th level to replace destroy undead. Better at 11, and 17th level as destroy undead is (potion categories are common, uncommon, rare, etc) At 11th level, the witch may brew rare and very rare potions [B]Environmental modification [/B] At 14th level, the witch presence caused modifications to her environmental. At 17th level, the witch may brew legendary potions note: Less rules tinkering because this is [B]not a CLASS[/B]. No death curse (my choice), a divine channel choice at 2nd and 18th level. Features came a litle bit faster. To compensate the extra Hit Points, there is limitation to armor as druid. flaw: Still too many features for a cleric, balance issues, flavor ?This subclass is still unfinished compared to your class.[B][/sblock][/B] [/QUOTE]
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