Witch

From Legends of Hyrule
Revision as of 08:46, 26 April 2020 by Guy (talk | contribs)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

ClassesResearcher→ Witch

This page or section is incomplete, and will eventually be expanded with more information.


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.

School Proficiencies

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

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.

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

Witch's Broom

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 club.

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 your action to gain a flying speed of 50 feet for as long as you maintain concentration and are riding your Witch's Broom. If your concentration ends while you are aloft, you 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 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:

Witch Spells

Name MP Lv School Summary
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Animal Messenger 3 2nd enchantment Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Antipathy or Sympathy 11 8th enchantment You cause a certain type of creature to be attracted or repelled to a specific object.
Beast Shape 5 3rd transmutation Transform into a beast of your choice for 1 hour.
Beguile 2 1st enchantment You attempt to charm a creature you can see within range.
Bestow Curse 5 3rd necromancy At your touch, you afflict a creature with a debilitating curse.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Blight 6 4th necromancy Necromantic energy washes over a creature of your choice that you can see within range.
Brew 3 2nd conjuration You brew medicine that can be used to restore heart points, stamina points, or magic points.
Bubble Blast 0 evocation 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.
Calm Emotions 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Caustic Cauldron 2 1st evocation You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it.
Clairvoyance 5 3rd divination You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Contagion 7 5th necromancy You poison and then disease a creature you touch.
Control Beast 4 2nd enchantment You attempt to control a beast to do your bidding for up to 1 minute.
Control Weather 11 8th transmutation You take control of the weather within 5 miles of you for the duration.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision 3 2nd transmutation A creature you touch gains darkvision for 8 hours.
Dead Hands 3 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Detect Poison and Disease 2 1st divination Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Dispirit 0 enchantment A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Fear 5 3rd illusion Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Feeblemind 12 8th enchantment A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely.
Fire Bolt 0 evocation You hurl a mote of fire at a creature or object within range.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Foresight 13 9th divination 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.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Hideous Laughter 2 1st enchantment A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Imprisonment 13 9th abjuration You create a magical restraint to hold a creature that you can see within range, permanently.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock-Out Brew 4 2nd enchantment The stench of your special brew renders a creature unconscious if it fails a Constitution save.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Lesser Restoration 3 2nd abjuration You touch a creature and can end either one disease or one lesser condition afflicting it.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Magic Lock 3 2nd abjuration You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Magic Touch 4 2nd conjuration Your touch restores magic points or stamina points to another creature.
Magnesis 0 transmutation 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.
Maze 12 8th conjuration You banish a creature that you can see within range into a labyrinthine demirealm.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Mergewall 9 6th transmutation You transform a creature into a painting, merging it into a nearby wall.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Muffle 1 1st illusion
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petal Glide 1 1st transmutation You are hurled 30 feet into the air, then glide for up to 1 minute.
Poe's Hand 2 1st transmutation A creature you touch gains an extra arm and hand for up to 1 hour.
Poison Spray 0 Conjuration Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Polymorph 6 4th transmutation Transform a creature in range into a beast for up to 1 hour.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Purify Food and Drink 1 1st transmutation Remove poison and disease from food and drink within a 5-foot-radius sphere.
Ray of Enfeeblement 3 2nd necromancy The target deals only half damage with weapon attacks that use Strength for up to 1 minute.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Regulate Water 2 1st transmutation You either create, destroy, or drain water.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sanctuary 2 1st abjuration You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Sandcast 0 evocation 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.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Silhouette 1 1st illusion
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Sphere of Death 5 3rd necromancy A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spike Growth 3 2nd transmutation A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Spook 0 enchantment A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Stinking Cloud 5 3rd conjuration 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 5 3rd abjuration
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Polymorph 13 9th transmutation Transform any object or creature into any other object or creature, permanently.
True Resurrection 13 9th necromancy 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.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Breathing 5 3rd transmutation Grant up to ten creatures the ability to breathe underwater for 24 hours.
Web 3 2nd conjuration You conjure a mass of webbing that restrains creatures caught in it.
Witch's Familiar 2 1st conjuration Gain the indefinite aid of one Tiny beast.

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.