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</noinclude>{{Path|Classes|[[Researcher]]|Witch}}
 
</noinclude>{{Path|Classes|[[Researcher]]|Witch}}
 
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{{:Witch/Image}}
  
 
'''Witch''' is one of several possible [[Researcher#School of Research|Schools of Research]] you can gain at the 2nd level of the [[researcher]] class.
 
'''Witch''' is one of several possible [[Researcher#School of Research|Schools of Research]] you can gain at the 2nd level of the [[researcher]] class.
  
Your school affects which spells you can learn as a researcher.  Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels.
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Your school affects which spells you can learn as a researcher.  Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels.  See [[Researcher#Witch]] for an integrated list that combines technomancer features with those of the base researcher class.
  
A witch is perhaps the most versatile of researchers. Their potions are coveted for healing wounds, and their poisons sought for bringing down kings. Although the magic of a witch is perhaps more subtle than the flashiness of a [[wizzrobe]] or the tactile nature of a [[technomancer]], it is easily the most versatile. Witchcraft includes a wide array of spells&mdash;far beyond simple medicines and poisons, they can cast spells to fling acid, enable flight, create illusions, heal ailments, and even twist dimensions.
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{{:Witch/Intro}}
  
 
== Magic Points ==
 
== Magic Points ==
 
At 2nd level, and every researcher level you gain after this, your [[Researcher#Magic Meter|magic points]] increase by 4.
 
At 2nd level, and every researcher level you gain after this, your [[Researcher#Magic Meter|magic points]] increase by 4.
  
==School Proficiencies==
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{{:Witch/2nd}}
At 2nd level, your witchcraft studies grant you several additional proficiencies.
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{{:Witch/6th}}
 
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{{:Witch/10th}}
You gain proficiency in the [[Medicine]] [[skill]]. If you are already proficient, you may instead gain proficiency in one skill from [[Animal Handling]], [[Arcana]], [[Engineering]], [[History]], [[Nature]], and [[Religion]].
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{{:Witch/18th}}
 
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{{:Witch/20th}}
You gain proficiency with both the [[apothecary's kit]] and [[poisoner’s kit]]. If you are already proficient in one of these tools, you may instead proficiency in any [[artisan's tool]] of your choice.
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{{clear}}
 
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{{:Researcher/Spell List|Witch}}
==Witch's Broom==
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{{:Varied Learning Spells}}
At 2nd level, you can use any broom as the [[spellcasting focus]] for your researcher spells.  At your DM's discretion, you can substitute a similar implement such as a soup ladle or a wooden stick.
 
 
 
While you wield it, your Witch's Broom has the same weapon statistics as a {{item|club}}.
 
 
 
==Ritual Casting==
 
At 6th level, you learn to more efficiently cast certain spells.  You gain the {{Feat|Ritual Mage}} feat, even if you don't met its prerequisite.  If you already have this feat, you can instead gain any other [[feat]] for which you qualify.
 
 
 
==Flying Broom==
 
At 6th level, you learn to fly with the aid of a broom.  You can use your action to gain a [[flying speed]] of 50 feet for as long as you maintain [[concentration]] and are riding your {{inpage|Witch's Broom}}.  If your concentration ends while you are aloft, you [[falling|fall]].
 
 
 
==Varied Learning==
 
At 10th level, you can incorporate other schools of magic into your own. You can learn any one researcher spell as if you were a [[technomancer]] or [[wizzrobe]]. This must be a powered spell must be 7-points or lower.  It does not count against your Spells Known. Whenever you cast a spell gained with this feature, you must expend 1 more magic point than normal.
 
 
 
At 14th level, you gain two such spells which follow the same restrictions.
 
 
 
==Effortless Concentration==
 
At 18th level, you learn to maintain some magic effects without [[concentration]].  Your {{inpage|Flying Broom}} features lasts indefinitely, and no longer requires concentration.  When you cast a researcher spell of 3-points or lower, you may choose for it to last up to 1 minute as if you were concentrating on it.
 
 
 
==Masterful Learning==
 
At 20th level, you become a library of knowledge and a pinnacle of magical research. You can learn any one spell from any class and cast it as if it was a researcher spell.
 
 
 
You also gain the following benefits:
 
* When casting a spell you have learned with your {{inpage|Varied Learning}} feature, you do not need to expend extra magic points to do so.
 
* You have [[advantage]] on all {{int}} [[ability check|check]]s and all {{int}} [[saving throw]]s.
 
* You can always accurately remember any text or scripts you have read since you acquired this feature, even if it was from a [[language]] you didn't understand.
 
 
 
==Witch Spells==
 
{{Subclass Spell List|Witch}}
 
 
 
==Varied Learning Spells==
 
The following spells may be acquired through your {{inpage|Varied Learning}} feature gained at 10th level, and are not normally part of the witch spell list. 
 
 
 
The list is hidden to prevent confusion with the witch spell list.  Click [Expand] to reveal the list.
 
  
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! style="text-align: left;" | Name
 
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|category=Technomancer spells|Wizzrobe spells
 
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|notcategory=Cantrips
 
|notcategory=8-point spells
 
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|format=,¦- \n ¦  [[%PAGE%¦²{#replace:%PAGE%¦(spell)¦}²]],\n,
 
|tablerow=¦¦ %%, %%, %%\n
 
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</div>
 
</div>
 
[[Category:Schools of Research]]
 
[[Category:Schools of Research]]
 
[[Category:Subclasses]]
 
[[Category:Subclasses]]

Latest revision as of 14:32, 10 May 2020

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ClassesResearcher→ Witch

Witch is one of several possible Schools of Research you can gain at the 2nd level of the researcher class.

Your school affects which spells you can learn as a researcher. Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels. See Researcher#Witch for an integrated list that combines technomancer features with those of the base researcher class.

A witch is perhaps the most versatile of researchers. Their potions are coveted for healing wounds, and their curses sought for bringing down kingdoms. Although the magic of a witch is perhaps more subtle than the flashiness of a wizzrobe or the tactile nature of a technomancer, it is easily the most versatile. Witchcraft includes a wide array of spells—far beyond simple medicines, they can cast spells to fling acid, enable flight, create illusions, heal ailments, and even twist dimensions.

Magic Points

At 2nd level, and every researcher level you gain after this, your magic points increase by 4.

Witchcraft Proficiencies

At 2nd level, your witchcraft studies grant you several extra proficiencies.

You gain proficiency in the Medicine skill. If you are already proficient, you may instead gain proficiency in one skill from Animal Handling, Engineering, History, Nature, and Religion.

You also gain proficiency with brewer's supplies. If you are already proficient, you may instead gain proficiency in any artisan's tool of your choice.

Witch's Broom

Starting at 2nd level, you can use any broom as the spellcasting focus for your researcher spells. While you wield it, your Witch's Broom has the same statistics as a club, and you can perform the somatic components of your researcher spells without a free hand.

You can substitute a similar implement such as a soup ladle or a wooden stick, subject to your DM's discretion.

Ritual Casting

At 6th level, you learn to more efficiently cast certain spells. You gain the Ritual Mage feat, even if you don't met its prerequisite. If you already have this feat, you can instead gain any other feat for which you qualify.

Flying Broom

At 6th level, you learn to fly with the aid of a broom. You can use an action to gain a fly speed of 50 feet for as long as you maintain concentration (as if concentrating on a spell) and are riding astride your Witch's Broom. You concentration ends and you fall if while flying you are knocked prone, have your speed reduced to 0, or you are removed from your broom.

You can give your broom to another creature of Medium size or smaller. If they ride it, you can use your action to grant them a fly speed of 50 feet for as long as you maintain concentration and they stay on the broom. Your concentration ends and they fall if while flying they are knocked prone, have their speed reduced to 0, or are removed from your broom.

Adaptive Magic

At 10th level, you can incorporate other schools of magic into your own. You can learn any one spell from any spell list. This must be a powered spell of 5-points or lower (3rd level or lower). It does not count against your Spells Known. Whenever you cast a spell gained with this feature, you must expend 1 more magic point (or one spell slot level higher) than normal, which counts against your Magic Limit

At 14th level, you can learn a second spell from another school of research, which must be a powered spell of 7-points or fewer (5th level or lower).

Mulitasking

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Upon reaching 18th level, you can learn two witch spells of 3-points or fewer, and they don't count against your spells known.

From now on, you can maintain some magic effects without concentration. When you cast a witch spell of 3-points (2nd-level) or lower which normally requires concentration, you need not concentrate on it. When you cast such a spell, you can choose for it to last for its full duration without your concentration, freeing you to concentrate on another effect instead.

A spell doesn't gain this benefit if you cast it with more than 3 magic points (or cast it with a spell slot higher than 2nd), nor if it's a spell which doesn't appear on the Witch Spell List. Spells which benefit from this feature appear in the adjacent table.

Your Flying Broom feature also no longer requires concentration to persist.


Masterful Learning

At 20th level, you become a library of knowledge and a pinnacle of magical research. From now on, when casting a spell you have learned with your Adaptive Magic feature, you do not need to expend extra magic points (or a higher level spell slot) to do so. At this level you also learn any one spell of 11-points (8th level) or lower from any class's spell list and cast it as if it was a researcher spell.

You also have advantage on all Intelligence (Medicine) checks and all Intelligence saving throws from now on.

You can always accurately remember any text or scripts you have read since you acquired this feature, even if it was from a language you didn't understand.

Witch Spell List

The following spells are available to all witches.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Bubble Blast You blow up an acidic bubble, and can either attack with it immediately for d8 damage or save it until your next turn for d12 damage.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Dispirit A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Magnesis You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Poison Spray Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Spook A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Muffle
Petal Glide You are hurled 30 feet into the air, then glide for up to 1 minute.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Silhouette
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Beguile You attempt to charm a creature you can see within range.
Caustic Cauldron You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Hideous Laughter A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Poe's Hand A creature you touch gains an extra arm and hand for up to 1 hour.
Regulate Water You either create, destroy, or drain water.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Witch's Familiar Gain the indefinite aid of one Tiny beast.


3-point

Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Brew You brew medicine that can be used to restore heart points, stamina points, or magic points.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Dead Hands Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Lock You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Ray of Enfeeblement The target deals only half damage with weapon attacks that use Strength for up to 1 minute.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spike Growth A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Web You conjure a mass of webbing that restrains creatures caught in it.


4-point

Control Beast You attempt to control a beast to do your bidding for up to 1 minute.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock-Out Brew The stench of your special brew renders a creature unconscious if it fails a Constitution save.
Magic Touch Your touch restores magic points or stamina points to another creature.
Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Bestow Curse At your touch, you afflict a creature with a debilitating curse.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fear Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Sphere of Death A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Tiny Hut
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Blight Necromantic energy washes over a creature of your choice that you can see within range.
Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Polymorph Transform a creature in range into a beast for up to 1 hour.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Contagion You poison and then disease a creature you touch.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.


8-point

Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


9-point

Mergewall You transform a creature into a painting, merging it into a nearby wall.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Antipathy or Sympathy You cause a certain type of creature to be attracted or repelled to a specific object.
Control Weather You take control of the weather within 5 miles of you for the duration.


12-point

Feeblemind A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely.
Maze You banish a creature that you can see within range into a labyrinthine demirealm.


13-point

Foresight A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
True Polymorph Transform any object or creature into any other object or creature, permanently.
True Resurrection Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.


14-point

Varied Learning Spells

The following spells may be acquired through your Varied Learning feature gained at 10th level, and are not normally part of the witch spell list.

The list is hidden to prevent confusion with the witch spell list. Click [Expand] to reveal it.

Name MP School Summary
%PAGE% 2 abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
%PAGE% 6 evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
%PAGE% 6 conjuration You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
%PAGE% 6 abjuration A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
%PAGE% 3 abjuration A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
%PAGE% 3 transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it.
%PAGE% 1 evocation Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
%PAGE% 2 evocation Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
%PAGE% 7 abjuration A creature you touch gains resistance to ranged attacks for up to 1 hour.
%PAGE% 3 abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
%PAGE% 2 conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
%PAGE% 6 conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
%PAGE% 3 evocation Use your bonus action to summon and attack with a spectral weapon.
%PAGE% 3 abjuration You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.
%PAGE% 6 transmutation You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
%PAGE% 4 transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
%PAGE% 2 illusion Your reaction imposes disadvantage on attack rolls targeting you.