The Witch
The Witch
The Witch
Witch
A tattooed elf, veiled and cloaked, draws his obsidian dagger
across the sand, calling forth from the lines a ghostly
apparition to help him and his allies find their way. A trio of
halfling hermits gather among candles and incense, chanting
words of power to bait spirits from the shadows. The
bejeweled human, dressed in exotic garb and golden chains
bellows a spell which echoes with the voices of an army of lost
souls, a fiendish glint in his eyes as blood drips from his palm.
Unlike shamans who pray to the spirits of nature, witches
trap the tormented souls of intelligent beings lost betwixt the
realm of the living and the beyond. As a witch, you learn to
summon these souls and bind them to your will, gaining
protection from them as well as the power to debilitate your
enemies. As you attain higher levels, the covenant you choose
to live by grants you further abilities which extend the
usefulness and power of these bonds in different ways.
The Power of Spirit
Witches may or may not have a level of respect for the spirits
they bind, though one could say they should. Some witches tap
into the residual energies of long-departed souls, while others
use extant spiritual beings as conduits for their spellcasting.
Either way and whether or not they wish, witches bind part of
their own soul to those that surround them.
Witch spells mostly deal with manipulation of spiritual
energies (both living and dead) and protections against the
beings with supply those energies. As part of their connection
to the spiritual world, they are also privy to information and
secrets normally not meant for mortal minds. As such,
witches are powerful enchanters, abjurers, and diviners.
Bonds of the Soul
Witches acknowledge that there is a spiritual connection
between all things – forces that inexplicably and randomly
bind beings and happenings together in a kind of mass,
shared fate. They see other witches as brothers and sisters,
and other classes as close cousins. As a consequence, witches
are often fond of forming alliances. One kind of alliance is the
circle that a witch belongs to.
The circle that a witch joins is the manifestation of a
philosophy regarding the nature of spirits. Some, like the
circle of power, believe in a supreme energy that extends
beyond the physical world, weaving together magic and the
collective conscience of all living things. Others, from the
circle of blood for example, believe in a more intimate
connection between the physical world and the other side. In
this philosophy, each soul is tied to something close to it in the
physical world – a body, an object, or location that was
important to it when it was alive.
Spirit Link
You can link yourself to the souls of others, gaining knowledge
of them. Beginning at 2nd level, while in your quickening you
can use your action to know whether a creature you can see
has greater or fewer hit points than yourself and all conditions
it currently suffers from.
Forceful Presence
When you reach 6th level, you can retain control over a spirit
after it produces its release effect so that it remains bound
and ready to be released again.
You may use this ability a number of times equal to your
Charisma modifier, minimum 1. After these uses are
expended, you must complete a long rest to recover them.
Powerful Bonds
At 10th level, your body and soul develop the ability to contain
more powerful spirits. The level of spirits you bind are
considered 1 higher than the spell slot you use to bind them.
Simulacrum
At 14th level, should you be reduced to 0 hit points but not
killed outright, your body becomes possessed by a spirit you
control and you may continue to act for 1 round per level of
the highest level spirit you have in your power. You cannot use
this ability if you do not have any spirits bound. During this
time, your hit points remain at 0 and you continue to make
death saving throws (though a prepared witch may move to
her spirit ward to become stable).
Onlookers notice a strangeness in your movements, eyes,
and voice while you remain possessed. While possessed, you
can use your action on your turn to activate the release power
of one of the spirits you have bound and have it remain bound.
This does not count against the uses of the Forceful Presence
ability.
Should you be healed under the possession (including by
yourself), you awaken from the possession, conscious.
Otherwise, when the duration expires, your body collapses.
Part 1 | The Class
8
Envy
Binding Rites Spirits of Envy take from others what they covet for
Following is a list of different spirits a witch may bind. themselves – life. Whenever you deal damage with an spell or
spirit effect to a hostile creature while Envy is bound, you
Agony regain the spirit’s level in hit points. You may only gain hit
In the presence of a spirit of Agony, foes’ wounds continue to points this way once per turn.4
bleed and fires continue to burn. While Agony is bound, for Release. You may release Envy as a bonus action to grant
every damage die you roll that shows a 1, you may treat the yourself or an ally within 30 feet temporary hit points equal to
roll as the maximum possible number for that die for a 5 times the spirit level. As long as these temporary hit points
number of dice up to the level of the spirit. remain, enemies have disadvantage on attack rolls against
Release. You may release Agony as part of any attack or creatures other than the affected creature.
spell which deals damage. In addition to the damage, you may Fear
roll an extra number of equivalent dice equal to the level of the Spirits of Fear bring nightmares to life. While Fear is bound,
spirit. If the attack or spell uses more than one type of die, you may add your proficiency bonus to Charisma
choose the largest. This extra damage is psychic damage. (Intimidation) checks, or double it if you already do. In
Additionally, all 1s are treated as the maximum value for each addition, attacks against you are at disadvantage. Once a foe
die. has rolled against you with disadvantage and hits, it can no
Desire longer be affective by this passive ability for 24 hours.
Spirits of Desire impress your will onto others and enhance Release. When Fear is released from its bonds as a bonus
existing desires. Friendly and charmed creatures within 30 action, a number of creatures equal to the spirit level within
feet have disadvantage on Wisdom saving throws against your 30 feet make a Wisdom save or be frightened for 1 minute.
spells. Once an affected creature succeeds on a Wisdom Each creature affected is allowed a Wisdom saving throw to
saving throw against one of your spells, that creature is end the effect at the beginning of each turn.
immune to this spirit’s passive effect for 24 hours.
Release. When you release this spirit as a bonus action, a Generosity
number of target creatures within 30 feet up to the spirit level Spirits of Generosity are always willing to make sacrifices for
become charmed if they fail a Wisdom saving throw against those who bind them with good intentions. Your spells that
one of your spells. This effect lasts one minute. The effect heal restore an additional 1d4 hit points per level of the spirit.
ends prematurely if you or your allies damage the creature. If the spell heals more than one creature each creature is
The spirit's level also determines what kind of creature can be instead healed an extra number of hit points equal to the spirit
charmed. At 3rd level and below, only humanoids and animals level.
can be affected. At 4th level and above, all creatures can be Release. You may release Generosity as a bonus action and
affected. gift the spirit to an ally within 30 feet. The spirit protects the
ally, granting them temporary hit points equal to 5 times the
Empathy spirit level. These temporary hit points last 10 minutes.
Spirits of Empathy force your enemies to share your pain. Guilt
While Empathy is bound, whenever you are dealt damage
from a living or undead creature, you may use your reaction to Spirits of Guilt cause your enemies hesitation in acts that
deal the creature psychic damage equal to two times the level would wrong you and your allies. While Guilt is bound, you
of this spirit. may use your reaction to raise the AC of yourself or an ally
Release. You can release Empathy as a reaction when you within 30 feet by the level of the spirit against one attack.
or an ally within 30 feet takes damage from a creature. The Release. When you release Guilt from your power as a
creature is dealt psychic damage equal to half the damage bonus action, a single target within 30 feet has disadvantage
taken plus three times the spirit’s level. on attack rolls against you or an ally for 1 round per spirit
level.
Art Credits
"Initiation Ritual" by Trishkell - deviantart
"Haunted Forest" by Rene Aigner
"The Crow's Dagger" by Elsa Kroese
unknown title by Mingzhu Yang
"Ritual Preparations" by Wilthierna - deviantart
"Undead" by Arash Radkia
unknown wallpaper image
"Ghosts of Ascalon" from Guild Wars 2
"Ghost Quarter" by Pete Mohrbacher