作者 主题: 5E女巫 2个版本  (阅读 4142 次)

副标题: 怎么感觉第一个像术士 第二个像心灵术士

离线 秘鲁玫瑰

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5E女巫 2个版本
« 于: 2017-08-14, 周一 23:51:22 »
 :em013
« 上次编辑: 2017-08-14, 周一 23:55:38 由 秘鲁玫瑰 »

离线 秘鲁玫瑰

  • Adventurer
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  • 帖子数: 41
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Re: 5E女巫
« 回帖 #1 于: 2017-08-14, 周一 23:51:41 »
Witch[edit]

This is the first class I've posted for feedback (and first time I've used a wiki - I hope this is readable). Right now it might lack a little flavor text, but feedback for balance is appreciated. I've tried nonetheless to make the class feel unique, while keeping by the general patterns that the core 5e classes follow. The witch is meant to replace the druid and possibly the warlock in my campaign, mainly because I find the 5e druid to be rather uninteresting and a little bland, but also because the 3.5 edition of my campaign setting had witches as a big part of the story. The class features have a number of sources as inspiration, namely witches from books and movies old and new, and also from similar characters in video games, most noticeably Ritualists from the original Guild Wars franchise.
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. Witches harness the power of lost souls to protect themselves and allies, and debilitate their enemies. As a witch, you learn to summon powerful spirits and bind them to your will, gaining power and protection from them. As you attain higher levels, the circle you join grants you further abilities which extend the usefulness and power of these bonds in different ways.
The Power of Spirit[edit]
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 that 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[edit]
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.
Creating a Witch[edit]
When deciding on the witch class, think about what led your character to tap into the spirit world. Maybe witchcraft is a tradition in the area, or your character comes from an area rife with a ghostly past. Superstition is also a good trigger for a fascination with spirits. What is your relationship with spirits? Is there a measure of mutual respect? Perhaps your character feels more like a servant to the spirit than the other way around, or maybe they possess the entitlement to dominate and extort spiritual beings.
How did your character come to be an adventurer? It could be that he or she was a pariah in their community due to contact with the other side, cast out and forced to fend for him or herself. Perhaps your character is even haunted by a particular spirit, and seeks away to control or be rid of it.
Class Features

As a Witch you gain the following class features.
Hit Points
Hit Dice: 1d6 per Witch level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Witch level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Animal handling, History, Insight, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an athame used as an arcane focus
(a) a priest’s pack or (b) a scholar’s pack
Any simple weapon and two daggers
Table: The Witch
Level   Proficiency
Bonus   Ritual
Bonds   Features   Cantrips
Known   —Spell Slots per Spell Level—
1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st   +2   —   Quickening, Spellcasting   2   2   —   —   —   —   —   —   —   —
2nd   +2   2   Binding Rites, Circle   2   3   —   —   —   —   —   —   —   —
3rd   +2   2   Rite of Warding   2   4   2   —   —   —   —   —   —   —
4th   +2   2   Ability Score Improvement   3   4   3   —   —   —   —   —   —   —
5th   +3   3   —   3   4   3   2   —   —   —   —   —   —
6th   +3   3   Circle feature   3   4   3   3   —   —   —   —   —   —
7th   +3   4   Rite of Exorcism   3   4   3   3   1   —   —   —   —   —
8th   +3   4   Ability Score Improvement   3   4   3   3   2   —   —   —   —   —
9th   +4   5   —   3   4   3   3   3   1   —   —   —   —
10th   +4   5   Circle feature   4   4   3   3   3   2   —   —   —   —
11th   +4   5   Rite of Summoning   4   4   3   3   3   2   1   —   —   —
12th   +4   6   Ability Score Improvement   4   4   3   3   3   2   1   —   —   —
13th   +5   6   —   4   4   3   3   3   2   1   1   —   —
14th   +5   6   Circle feature   4   4   3   3   3   2   1   1   —   —
15th   +5   7   Rite of Possession   4   4   3   3   3   2   1   1   1   —
16th   +5   7   Ability Score Improvement   4   4   3   3   3   2   1   1   1   —
17th   +6   7   —   4   4   3   3   3   2   1   1   1   1
18th   +6   8   —   4   4   3   3   3   3   1   1   1   1
19th   +6   8   Ability Score Improvement   4   4   3   3   3   3   2   1   1   1
20th   +6   8   —   4   4   3   3   3   3   2   2   1   1
Quickening[edit]
At 1st level, you experience the witch’s quickening where your powers begin to blossom. You become spiritually attuned to the presence of beings who have long passed, and may use your magic to interact with them.
You can detect the presence of spirits within one mile of you by expending one witch spell slot. This awareness lasts 1 minute per level of the spell slot you expend. In addition, you may add your proficiency bonus to Investigation and Persuasion when dealing with spirits.
Spellcasting[edit]
Your contact with the spirit world and intuitive knowledge of the magic which allows it to persist grants you the use of spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this class description for the witch spell list.
Cantrips:You know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
Preparing and Casting Spells: The Witch table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these witch spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Charisma modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd level witch, you have four 1st level and two 2nd level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level spell slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent in communion and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability: Charisma is your spellcasting ability for your witch spells, since your magic comes from bargaining with spirits. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting: You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus: You can use an athame as a spellcasting focus for your witch spells.
Binding Rites[edit]
At 2nd level, you can bind spirits to your service through a ritual that takes one hour. You can maintain two such bonds when you gain this feature, and can maintain more bonds at higher levels as shown in the Bonds column of the Witch table. You may also only ever have one spirit of each type bound at the same time. A bond requires a spell slot to be filled for as long as the spirit is bound. A spell slot filled in this way is not recovered after a long rest, and you may only restore the spell slot used to bind a spirit after a long rest once the spirit has been released. Depending on the type of spirit bound, you gain certain benefits while the spirit is in your power and when you release the spirit, as detailed at the end of the class description. Releasing a spirit is a bonus action, although some spirits allow release as a reaction.
Circle[edit]
At 2nd level you choose to join a circle of magic: the Circle of Power, or the Circle of Blood, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Rite of Warding[edit]
At 3rd level, you gain the ability to perform a rite of warding as an action. The ward has a radius of 30 feet, centered on you, and is stationary for its duration. While inside the ward, friendly creatures cannot be charmed, frightened, or possessed by spirits and have resistance to all damage from spiritual sources (including the spiritual effects produced by other witches). Additionally, if a friendly creature would be reduced to 0 hit points inside the ward but not killed outright, the creature becomes stable. The ward lasts 10 minutes per witch level, or until you perform another rite of warding.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Rite of Exorcism[edit]
At 7th level, you gain the ability to perform a rite of exorcism. This ability functions as the banishment spell (page 217 of the Player’s Handbook) against spirits and incorporeal creatures. Unlike the banishment spell, the rite does not require concentration after casting, and the target does not return by default. Alternatively, you can use the rite to attempt to exorcise a living target’s own soul. On a failed Wisdom save, the target is dealt 6d8 necrotic damage and is stunned for one turn. On a successful save, the target only takes half damage. You may use this ability 3 times. Uses recover after a long rest.
Rite of Summoning[edit]
At 11th level, you gain the ability to perform a rite of summoning by spending 10 minutes in communion with spirits. The rite functions as the planar binding spell (page 265 of the Player’s Handbook), except that it summons a spiritual creature and the spirit makes its Charisma save before materializing. On a successful save, no spirit is summoned. The duration of the effect is 10 minutes per witch level. When the rite expires, the summoned spirit returns to where it was before being bound. Once you use this ability, you may not use it again until after a long rest.
Rite of Possession[edit]
At level 15, you gain the rite of possession to any dead or living creature. if the creature is dead you instantly posses the body of the creature or target. If the creature is alive, the creature or target must make a charisma saving throw. if the target is successful, you do not gain possession. however, if the target fails, your spirit takes over the targets body for 15 minutes, sending the targets own spirit into a temporary state of peremptory. Once you release the targets body from this rite, the target then must make a wisdom saving throw to gain control of its own body. If the target fails, the body will flop over and fade into nothing. As for the spirit of said target, the soul of it will then reunite with the targets spirit and disappear into the void of peremptory. If the creature is successful on its saving throw, the creature will take 1d6 necrotic damage plus the level of spell slot used the cast this rite. This rite requires a level 2 spell slot or higher to cast. Once this rite is used once you must wait 24 hours to use again.
Circles[edit]

Circle of Blood[edit]
Sympathetic Magic[edit]
At 2nd level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. Provided you have an article (blood, hair, clothing) from the target, your spells which have a single target may affect the creature in question from up to one mile away per witch level.
Strength of Spirit[edit]
At 6th level, you learn to sap additional fortitude from the spirits you bind. You gain 1 temporary hit point per level of each spell slot filled by your bonds. As long as these spell slots remain filled, these temporary hit points are restored after a long rest.
Blood Binding[edit]
At 10th level, if a living creature dies within 30 feet of you, you may immediately bind its soul. You bind a spirit type of your choice, and this spirit does not count towards your maximum number of bonds for your level. This binding expires after 24 hours or whenever you use this ability again. The creature who provided the soul cannot be resurrected during the time it remains bound. You may use this ability once, after which you must complete a long rest to use it again.
Blood Rites[edit]
At 14th level, you can use blood to perform your rites more often or increase the potency of your spells cast as rituals. You may sacrifice 1 hit point to use one of your rites after you have exhausted all uses of it for the day. You may only sacrifice hit points once for each type of rite. After a long rest, you are able to use this ability for each type of rite again. In addition, by sacrificing 1 hit point per unmodified spell level during casting, your spells cast as rituals are considered one level higher for all purposes (maximum spell level 9th).
Circle of Power[edit]
Spiritual Spell[edit]
At 2nd level, you can call upon the spirits you have bound to help cast your spells. You may dismiss a spirit or a number of spirits to recover a single spell slot of a level no higher than the combined level of the spirits you dismissed. You may only use this spell slot for casting spells.
For example, a 13th level witch has a 1st-level, 2nd-level, 3rd-level, spell slot each filled during the binding of a spirit. She can recover a 6th-level spell slot by dismissing all three, a 5th-level spell slot by dismissing the 2nd and 3rd-level spirits, a 4th-level spell slot by dismissing the 1st and 3rd-level spell slots, and so on.
Resonant Magic[edit]
At 6th level, your spells set the fabric of magic vibrating at ominous frequencies, driving those affected by your magic towards madness. Whenever a creature fails a Wisdom save against one of your spells, that creature takes 1d4 Wisdom damage.
Greater Resonant Magic[edit]
At 10th level, creatures who fail their Intelligence, Wisdom, or Charisma saves against your spells take 1d6 Wisdom damage. In addition, extra-planar and incorporeal creatures who fail one of these saves against your spells are banished.
Powerful Bonds[edit]
At 14th level, your body and soul develop the ability to contain more powerful spirits. The requirement for binding a spirit is one level lower than stated. If you wish, you may instead treat the spirit and its effects as though a spell slot one level higher was used. If you choose the first option, 1st level spirits do not require a spell slot to keep bound. These spirits still count as a bond towards your maximum allowable bonds for your level.
Spirit Bonds[edit]

Spirit of Agony: In the presence of a spirit of agony, foes’ wounds continue to bleed, and fires continue to burn. While a spirit of agony is bound, any creature you damage continues to take damage for 3 turns. Damage dealt this way is equal to twice the level of the spell slot used to bind the spirit per turn and is of the same type as the original source. This damage is dealt at the beginning of your turn. Binding this spirit requires a spell slot 1st level or higher to be filled.
Release: When you release agony from your power, all creatures within 30 feet who have taken damage in the last round are dealt necrotic damage equal to 4 times the level of the spell slot used to bind the spirit.

Spirit of Courage: A spirit of courage gives you the strength to achieve what might not have been possible. Whenever you make a roll with disadvantage, you may choose to negate the disadvantage and make a normal roll instead. You must choose to use this ability before you roll any dice. You may use this ability 3 times. Uses reset after a long rest. Binding this spirit requires a spell slot 3rd level or higher to be filled.
Release: When you release courage from your power, you and your allies within 30 feet gain advantage on the next d20 roll they make.

Spirit of Empathy: Spirits of empathy force your enemies to share your pain. For as long as a spirit of empathy is bound to you, whenever you are dealt damage from a living or undead source, that source takes damage equal to twice the level of the spell slot used to bind this spirit. Binding this spirit requires a spell slot 3rd level or higher to be filled.
Release: When you release empathy from your power, a single target within 30 feet takes damage equal to all damage you sustained in the previous round.

Spirit of Fear: While you have a spirit of fear bound, creatures who fail a saving throw against one of your spells is frightened if you choose. Binding this spirit requires a spell slot 2nd level or higher to be filled.
Release: When you release fear from your power, all creatures whom you choose within 30 feet make a Wisdom save or be frightened for a number of minutes equal to the level of the spell slot used to bind the spirit.

Spirit of Guilt: Spirits of guilt cause your enemies hesitation in acts that would wrong or harm you. While a spirit of guilt is bound to you, all attack rolls and Deception checks against you are made with disadvantage. Binding this spirit requires a spell slot 4th level or higher to be filled.
Release: You may use your reaction to release the spirit of guilt when a living or undead source attacks you or targets you with a harmful effect. After resolving the effect, that source can no longer attack or target you harmfully, as if charmed. The effect ends if you or an ally damages the creature affected.

Spirit of Hate: Spirits of hate inspire a ferocity in you. When this spirit is bound, choose a creature type. While under your power, a spirit of hate grants you advantage on all attack rolls and damage rolls made against creatures of the chosen type. Binding this spirit requires a spell slot 2nd level or higher to be filled.
Release: You may release hate as a bonus action when your attack or spell affects a creature, dealing necrotic damage equal to 1d8 per level of the spell slot used to bind the spirit.

Spirit of Pain: Spirits of pain cause enemies to suffer greater injury from your actions. While a spirit of pain is bound to you, you may add the level of the spell slot used to bind this spirit to all damage dice you roll as part of spells you cast and attacks you make. Binding this spirit requires a spell slot 1st level or higher to be filled.
Release: When you release pain from your power, your next attack or spell deals maximum damage if the attack or spell succeeds.

Spirit of Passion: Spirits of passion give those who bind them the motivation to push themselves further in order to accomplish a task. When a spirit of passion is bound, you gain a number of bonus dice equal to the level of the spell-slot filled for the binding of this spirit. These bonus dice are d6, and you may spend one of these dice to add to any save, ability check, attack roll, or damage roll while the spirit remains bound. When all of the bonus dice have been spent, the spirit of passion is released. You may not bind another spirit of passion for 24 hours. Binding this spirit requires a spell slot 4th level or higher to be filled.
Release: When you release a spirit of passion from your power, you may roll all remaining bonus dice and add the total to your next save, ability check, attack roll, or damage roll you make.

Spirit of Rage: Spirits of rage throw your opponents into a reckless rage, making them vulnerable to attacks. For as long as a spirit of anger is bound, you and your allies have advantage on attack rolls against one enemy per spell slot level used to bind this spirit, which you choose at the start of your turn. Binding this spirit requires a spell slot 1st level or higher to be filled.
Release: When you release rage from your power, all enemies within 30 feet of you have disadvantage on their next attack roll.

Spirit of Sorrow: The failures of your enemies continue to haunt them in the presence of a spirit of sorrow. While a spirit of sorrow is bound to you, enemies within 30 feet of you who fail a save, ability check or attack roll have disadvantage on the next save, ability check or attack roll they make (regardless of the type of roll failed). Binding this spirit requires a spell slot 3rd level or higher to be filled.
Release: When you release sorrow from your power, choose one creature within 30 feet. That creature has disadvantage on its next save, ability check, or attack roll. Should this roll fail, they are dealt 1d8 psychic damage per level of the spell slot used to bind this spirit.

Spell List[edit]

Cantrips Bladeward, Chill Touch, Dancing Lights, Friends, Guidance, Mage Hand, Mending, Minor Illusion, Poison Spray, Resistance, Thaumaturgy, True Strike
1st Level Animal Friendship, Charm Person, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie Fire, Hex, Longstrider, Protection from Evil and Good, Purify Food and Drink, Speak with Animals, Unseen Servant, Witch Bolt
2nd Level Crown of Madness, Darkness, Darkvision, Enhance Ability, Enthrall, Find Traps, Flame Blade, Hold Person, Lesser Restoration, Locate Animals or Plants, Locate Object, Misty Step, Moonbeam, Protection from Poison, Ray of Enfeeblement, Suggestion
3rd Level Counterspell, Dispel Magic, Fear, Fly, Gaseous Form, Hypnotic Pattern, Magic Circle, Major Image, Protection from Energy, Remove Curse, Tongues, Vampiric Touch, Water Walk
4th Level Banishment, Blight, Confusion, Dimension Door, Dominate Beast, Freedom of Movement, Hallucinatory Terrain, Locate Creature, Polymorph, Wall of Fire,
5th Level Antilife Shell, Awaken, Commune, Conjure Elemental, Contact Other Plane , Contagion, Dominate Person, Dream, Geas, Greater Restoration, Hold Monster, Insect Plague, Legend Lore, Mass Cure Wounds, Modify Memory, Planar Binding, Reincarnate, Scrying
6th Level Arcane Gate, Circle of Death, Conjure Fey, Contingency, Eyebite, Find the Path, Flesh to Stone, Heal, Mass Suggestion, Sunbeam, True Seeing
7th Level Etherealness, Finger of Death, Mirage Arcane, Mordenkainen’s Magnificent Mansion, Plane Shift, Regenerate, Sequester, Symbol
8th Level Antipathy/Sympathy, Dominate Monster, Feeblemind, Power Word Stun, Sunburst, Trap the Soul
9th Level Astral Projection, Foresight, Imprisonment, Power Word Kill, Shapechange, True Polymorph, True Resurrection, Weird, Wish
Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Herbalism kit

离线 秘鲁玫瑰

  • Adventurer
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  • 帖子数: 41
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Re: 5E女巫
« 回帖 #2 于: 2017-08-14, 周一 23:54:47 »
Witch[edit]

A kindly old crone who always smells of tea and fresh earth lives down the street. She gives homemade sweets to the children and is quick to come over when childbirth or sickness takes someone abed. She never asks for anything for her services, but the village showers her with gifts, if not out of gratitude then out of fear she may leave.
A young woman sews together a small poppet of a wicked man, lips twisted in a cruel smile. She sets it over the flame and knows that somewhere a villain is boiling in his own skin.
A twistedly beautiful dark queen stirs a great black cauldron, within is a terrifying stew with too small bones bobbing to the surface. She did unforgivable things to brew the awful sludge, but the fumes will give her another 100 years of youth and vigor.
Witches are learned spellcasters like wizards, but unlike wizards they gain their magic not in schools but at the fringes of society, learning from the shunned and adopting folklore and old ways that frighten common folk but offer great power. They bind pieces of their souls to items that become tied to their very lives, acting as lightning rods for the energies of the universe. It is said that the magic witches use is descended from the oldest practices of magic in the multiverse. Their mysticism manipulates fortune and the powers of the elements in ways both wondrous and dark and terrible.
Creating a Witch[edit]

How did your character learn the old magic to become a Witch? What were your goals in learning old magic to become a Witch? Do you dislike traditional schools of magic, ie Wizard?
You can make a Witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Witch, Variant you gain the following class features.
Hit Points
Hit Dice:1d6 per Witch, Variant level
Hit Pointsat 1st Level:6 +Constitutionmodifier
Hit Pointsat Higher Levels:1d6 (or 4) +Constitutionmodifier per Witch, Variant level after 1st
Proficiencies
Armor:None
Weapons:Dagger, Darts, Sickle, Handaxe, Shortbow, Quarterstaff
Tools:Herbalism kit, Poisoner's Kit
Saving Throws:Intelligence, Constitution
Skills:Choose 2: Arcana, Animal Handling, Investigation, Insight, Nature, Perception, or History
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) A dagger or (b) A handaxe
(a) A component pouch or (b) an athame used as an arcane focus
(a) Herbalism Kit or (b) Poisoner's Kit
(a) Scholar's pack or (b) Explorer's pack
Table: The Witch, Variant
Level   Proficiencies
Bonus   Features   Cantrips Known   Max Spell
Level   Spell Points
1   +2   Spellcasting, Witch Talisman, Mystic Shield   3   1   4
2nd   +2   —   3   1   6
3   +2   Witch Covenant   3   2   12
4   +2   Ability Score Improvement   4   2   16
5   +3   Covenant Spells 3   4   3   21
6   +3   —   4   3   24
7   +3   Covenant Spells 4   4   4   29
8   +3   Ability Score Improvement   4   4   34
9   +4   Covenant Spells 5   4   5   38
10th   +4   Covenant Feature 2   5   5   42
11   +4   Witch's Conveyance   5   6   46
12   +4   Ability Score Improvement   5   6   50
13th   +5   Witch's Home   5   7   54
14   +5   —   5   7   58
15   +5   Covenant Feature 3   5   8   62
16   +5   Ability Score Improvement   5   8   66
17   +6   Witch's Mind   5   9   70
18   +6   —   5   9   74
19   +6   Ability Score Improvement   5   9   78
20   +6   Covenant Feature 4   5   9   82
Mystic Shield[edit]
When not wearing any armor or wielding a shield, your AC equals 10 + Intelligence modifier
Spellcasting[edit]
As a witch, attuned to the natural flows of magic through the universe, you have a mystical talisman translating spells that turn the hope for magic into true power. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and look for the Witch, Variant spell list below.
Preparing Spells: A witch can only harness so much magical lore at once before her soul begins to strain under the weight of such power. They focus their magic on a limited number of spells at once, choosing from their repertoire of secrets each day. You can prepare a number of Witch spells equal to your intelligence modifier + your Witch level+ your proficiency bonus, and can change this list of spells any time you take a long rest. You can choose from any spell you know.
Talismanic Spells: A witch does not keep her knowledge neatly stored in a series of textbooks, she absorbs the secrets of magic directly into her own soul and stores their power within the talisman she has entrusted her fate to. Like a wizard, though, a witch must seek out the world’s hidden lore to add to her power, discovering it through the works of other spellcasters or learning the ways of cultures both young and ancient, both grand and humble. At 1st level you start with 6 1st level witch spells imbued in your talisman. Each time you gain a level you may add 2 witch spells of any level you can cast into your talisman. These are your spells known.
Witches learn new spells in a manner similar to wizards, but look for very different things when seeking the knowledge out. Wizards seek out codified and sure ways of reproducing a magical effect through formulae while witches put their trust in the lore of the land and the ancient ways of folk the world over. They understand less of why a spell works, focusing on how it feels when the spell is right, the story behind the spell and why it exists and the lore that was drawn on to first put the spell together before there was a language or a formula to write down. They are magical historians, picking apart spells the way they are now to get to the root of a spell’s primal nature. A wizard’s way is safer, more predictable and easier to plan with, but a witch’s grasp of primal magic make her spellcasting more flexible and free.
Any time you come across a witch spell, you may imbue the spell’s secrets into your talisman using a ritual that takes 2 hours per spell level and costs 50 GP per spell level. The spell could be drawn from a spellbook or tome of any kind or could be taught to you by anyone that knows the spell you wish to cast. If you learn the spell from a spell scroll, the scroll is consumed upon completing the ritual as your talisman devours the magic held within the scroll. Your talisman can also learn a witch spell held within a wand, staff or other spellcasting item by spending enough charges to cast the spell and spending the time and money to learn it.
Once your talisman has been imbued with a spell, it can never lose it. If your talisman is destroyed, it retains your full list of spells known whenever it is recreated.
Spell Point Costs[edit]
Instead of binding your magic to a number of spell slots per long rest, you instead draw power from the world around you to cast from a pool of spell points. You can cast spells by spending a number of spell points according to the level of the spell you wish to cast. You can cast spells at a higher spell level by spending the amount of spell points equal to the level you want to cast the spell as. (ex. You can cast a 2nd level magic missile spell by spending 3 spell points instead of 2.)
A witch regains all of their spell points after a long rest.
1st Level = 2
2nd Level = 4
3rd Level = 6
4th Level = 7
5th Level = 9
6th Level = 11
7th Level = 13
8th Level = 15
9th Level = 20
Spellcasting Ability[edit]
At 1st level, you know three cantrips of your choice from the witch spell list. You learn additional witch cantrips at 4th level and at 10th level.
Intelligence is your spellcasting ability since your power stems from your ability to interpret the patterns of energy of nature and learn the lore and secret histories of the cultures of the world. You use your intelligence whenever an ability refers to your spellcasting modifier. In addition you use your intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell Save DC: 8 + Profiency Bonus + Your Intelligence modifier.
Spell Attack Modifier: Your proficiency bonus + your Intelligence modifier.
Ritual Casting: You can cast a witch spell as a ritual if that spell has the ritual tag. You don’t need to have the spell prepared, only have it known.
The Witch’s Burden: Witches do not need to contend with spell levels, but the higher mysteries of the world carry a heavier cost than most. Regardless of their number of spell points, a witch can only cast spells of 6th and 7th level twice per short rest, and four for a long rest,each and 8th and 9th level once per short rest and twice per long rest.
Spell List[edit]
Cantrips:Chill Touch, Dancing Lights, Friends, Frostbite, Guidance, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Prestidigitation, Produce Flame, Ray of Frost, Shocking Grasp, Thaumaturgy
1:Burning Hands, Charm Person, Color Spray, Comprehend Languages, Cure Wounds, Create/Destroy Water, Detect Magic, Detect Poison and Disease, Disguise Self, Entangle, Faerie Fire, Feather Fall, Fog Cloud, Hideous Laughter, Identify, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Purify Food and Drink, Speak with Animals, Sleep, Hex, Unseen Servant, Witch Bolt
2nd:Alter Self, Animal Messenger, Animal Friendship, Augury, Arcane Lock, Bane, Barkskin, Beast Sense, Bless, Blindness/Deafness, Blur, Calm Emotions, Darkness, Detect Thoughts, Enlarge/Reduce, Enthrall, Gentle Repose, Gust of Wind, Heat Metal, Hold Person, Invisibility, Knock, Lesser Restoration, Levitate, Locate Animals or Plants, Locate Object, Magic Mouth, Magic Weapon, Mirror Image, Misty Step, Moonbeam, Phantasmal Force, Ray of Enfeeblement, Scorching Ray, See Invisibility, Suggestion, Web, Zone of Truth
3:Animate Dead, Bestow Curse, Blink, Call Lightning, Clairvoyance, Conjure Animals, Daylight, Dispel Magic, Fear, Fireball, Glyph of Warding, Lightning Bolt, Magic Circle, Mass Healing Word, Nondetection, Phantom Steed, Plant Growth, Protection from Energy, Remove Curse, Sending, Sleet Storm, Speak with Dead, Speak with Plants, Slow, Stinking Cloud, Tiny Hut, Tongues, Water Walk, Water Breathing, Wind Wall
4:Arcane Eye, Banishment, Black Tentacles, Blight, Compulsion, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Control Weather, Dominate Beast, Dimension Door, Divination, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stoneshape, Stoneskin, Wall of Fire
5:Antilife Shell, Awaken, Animate Objects, Commune with Nature, Cone of Cold, Contagion, Creation, Dominate Person, Dream, Commune with Nature, Conjure Elemental, Contact Other Plane, Dispel Evil and Good, Dream, Geas, Greater Restoration, Hold Monster, Insect Plague, Legend Lore, Mass Cure Wounds, Mislead, Modify Memory, Planar Binding, Raise Dead, Scrying, Seeming, Telekinesis, Teleportation Circle
6:Circle of Death, Conjure Fey, Create Undead, Disintegrate, Eyebite, Find the Path, Flesh to Stone, Forcecage, Guards and Wards, Instant Summons, Irresistable Dance, Magic Jar, Mass Suggestion, Move Earth, Programmed Illusion, Sunbeam, True Seeing, Wall of Thorns, Windwalk
7:Etherealness, Finger of Death, Fire Storm, Mirage Arcane, Plane Shift, Regenerate, Resurrection, Reverse Gravity, Sequester, Symbol, Teleport
8:Animal Shapes, Antimagic Field, Antipathy/Sympathy, Control Weather, Demiplane, Dominate Monster, Earthquake, Feeblemind, Glibness, Maze, Mind Blank, Power Word: Stun, Sunburst
9:Astral Projection, Foresight, Gate, Imprisonment, Power Word: Heal, Power Word: Kill, True Polymorph, Weird, Wish
Witch Talisman[edit]
At 1st level, you choose a witch talisman. Your witch talisman counts as an arcane focus for the purpose of casting witch spells. A talisman is a highly personal item that the witch has imbued with a part of their soul, acting as a channel to the ambient magical energies of the universe.
Talismans, regardless of type, have half the amount of health that you do and an AC of 20. They can only be hit if targeted specifically and cannot be included in areas of effect. If a talisman is destroyed, a Witch loses their spellcasting abilities and any ongoing spells they cast immediately end. Witch's also take 50% of their maximum health in damage when a talisman is destroyed. A talisman is restored to full hit points and automatically created anew if destroyed after the witch takes a long rest.
Your choice of talisman also gives you a special ability associated with it, based on its type as listed below. This choice cannot be changed.
Amulet: Your talisman is a magical amulet with a design unique and iconic to you. While you wear it you gain a +1 bonus to your AC, +1 to all of your saving throws and are proficient in Dexterity saving throws. At level 5 you have a +2 bonus to your AC and saving throws. At level 11 you have a +3 bonus to your AC and saving throws and advantage on all saving throws you are proficient in. (Examples: A lucky coin, a shiny button that replaces a button on anything you wear, a scarab beetle necklace, a silver belt buckle, a four leaf clover that never wilts, a bone pentacle.)
Athame: Your talisman is an ornate or rustic magical weapon. Typically this weapon takes the form of a dagger, short sword or other onehanded blade, but could also be a spear, polearm or bludgeon. You are proficient in the use of your athame and it deals 1d6 bludgeoning, piercing or slashing damage, chosen when you select this class feature. At level 5 you can make two attacks per Attack action with this weapon and the damage die increases to 1d8. At level 11 you also add your proficiency bonus to damage rolls with your athame. Attacks with your athame use your spell attack bonus to hit and add your intelligence bonus to damage. (Examples: A black glass dagger, a silver longsword, a stone handaxe, a bone spear, a gleaming glove that produces a deadly blade, a barbed scourge.)
Headpiece: Your talisman is a hat, pendant, barette, hairband, headband or head piece of some sort with a design unique to yourself, generally with a jewel or bone centerpiece. While you wear it you gain proficiency in any 2 skills, chosen when you select this class feature. You also have advantage on all intelligence ability checks. You also gain a +1 to Ac and another +1 at level 10 At level 11, once per long rest, you may cast any witch spell of 1st through 5th level as a 5th level spell even if you do not have it memorized. (Examples: A pointed, conical hat. A gem that hangs from a chain on the center of the forehead. A butterfly barette. A beautiful sapphire pin.)
Focus: Your talisman is a magic wand, broom, staff, crystal, tome or rod with a design unique to you. While you wield it your spell attack and spell DC both increase by 1. At level 5 these bonuses increase to +2 and you add your intelligence modifier to the damage of all witch cantrips you cast. At level 11 these bonuses increase to +3 and when you cast a witch spell that deals damage you add twice the spell’s level to the damage it deals. (Examples: A carved wand of bone, a twined ivy bracelet, a crystal ball that floats above the hand, a tome of fairy tales and poems, a staff made from a single ancient oak branch, a gnarled broom, a giant pestle.)
Ring: Your talisman is a ring of power with a unique design. It could be chased metal, fine wire with a jewel or bone setting, a thick band, a wedding ring, a cage ring, a claw ring or any other finger adornment. While you wear your ring you can speak, read and understand celestial, infernal, abyssal, sylvan, primordial and draconic. All undead creatures understand your speech and you can understand them in return. You also add double your proficiency bonus on persuasion and deception checks. At level 5 you act as if under a Sanctuary spell of a spell DC equal to your own at all times towards any Undead, Fiend, Celestial, Fey, Elemental or Dragon. The sanctuary effect is broken for an individual creature only if a creature makes a successful wisdom saving throw and only for a period of 24 hours. The effect does not break when you make attacks against creatures of those types. At level 11 you have resistance against any damage dealt by the above creature types and advantage on saving throws against any effect created by the above creature types.
When a witch dies, their talisman is destroyed in a spectacular display of magical power. It cracks, streams of light pouring from it until it shatters and explodes in a cloud of glittering dust, elemental energy, shrapnel and arcane force. One piece of it always remains: the burned husk of a witch’s broom, the blackened crystal from a gorgeous necklace, the broken hilt of a cruel knife.
Witch Covenant[edit]
At level 3, you select a covenant for your witch. This covenant gives you class abilities and bonus spells throughout your entire career.
Witch's Conveyance[edit]
At level 11, you can create a magical item in 7 days that, as long as you are mounted on it, gives you a flying speed of 40 feet. This item could be a broom, a giant mortar, a cauldron, a pony-sized swan made out of ivory, a fey stallion, a giant bat or any other mount or conveyance. The item is made of your own magic and has a piece of your soul invested in it, like your talisman. The conveyance has half the amount of health that you do and an AC of 20. The conveyance works only for you and can carry a single passenger. If you are within 1 mile of your conveyance you can call it to your side at its flying speed. Your conveyance can shrink down to the size of a 6 inch figurine to fit in a pack or belt pouch. Your conveyance has limited animation when away from you, even if it is in the form of a living creature. It can take no actions unless it is within 60 feet of you, in which case it can only move its flying speed or interact with objects. Your conveyance can never make an attack or any other combat action.
Witch's Home[edit]
At level 13, you can create a magical home in 7 days time. It can be no less than 30 feet long and 10 feet tall on each side on the outside, but is no more than 80 feet long and 40 feet tall on each side. It could be a fine wooden house, a tower of stone, a hut standing on chicken legs, a ramshackle mansion of clockwork and magic, a garden enclosed in a fence of black thorns or any other domicile. This class feature otherwise works as the spellMordenkainen's Magnificent Mansionexcept it has an unlimited duration and a physical presence in the real world. The home’s banquet of food regenerates once every 24 hours and never spoils. The home can be moved once per week in a ritual that takes one hour to a location within 200 feet. Each time it is moved the outer dimensions of the house can be altered to fit the new location, but the inner dimensions remain as the spellMordenkainen's Magnificent Mansion.
Witch's Mind[edit]
At level 17, your mind has completely transformed into one of a Witch, your mind and powers are mystical and powerful enough to word off most intrusions of the mind. You have immune to the charm condition, and magic can’t put you to sleep.
Wise Witch[edit]

The Wise Witch has sought out the secrets of creation to benefit herself and others, focusing on those secrets that better and strengthen, that cause healing and banish illness. Their wisdom could be used for any cause in the end, for even the very wise can turn to darkness, but the magic of the wise witch is rooted in the ability to heal and bring succor to those it touches and reveal the secrets of the world to the witch’s unconquerable eye.
Bonus Spells: At each of the following spell levels you gain 2 bonus spells of that level. These spells are considered to always be prepared and do not count against your number of spells prepared.
1st Level:Cure Wounds, Bless
2nd Level:Enhance Ability, Lesser Restoration
3rd Level:Protection from Energy, Magic Circle
4th Level:Divination, Polymorph
5th Level:Creation, Mass Cure Wounds
3rd Level: Let None Suffer IllnessA wise witch’s ways stave off the coming of darkness and decay. When the wise witch or a creature within 60 feet of her fails a saving throw, she may use an immediate action to allow them to reroll that saving throw. This may be done only once per saving throw. A wise witch can do this a number of times equal to her intelligence modifier and regains all uses of this feature after the Witch finishes a long rest.
10th Level: Works of the WiseThe witch has the ability to distill their magic into concoctions, imbuing them into potions, teas, candies, powders or other ingestible substances. After taking a long rest a witch can invest no more than half of their spell points in the creation of potions and oils she may distribute to their allies. This creation takes a total of 1 hour of work, regardless of the number of potions created. She may create any potion type magic item of common to very rare quality, with higher costs based on the rarity of the potion. It takes 2 spell points to create a potion of common quality, 5 spell points to create a potion of uncommon quality, 10 points to create a potion of rare quality and 20 points to create a potion of very rare quality. A Wise Witch adds twice her witch level to the healing done by any potion she creates that heals hit points and doubles the duration of any potion or oil that enhances the user. All potions created by this feature lose their powers and turn into harmless (either tasty or disgusting) substances when the witch next takes a long rest.
15th Level: Ancient Secrets and Lost WaysAt 15th level the wise witch understands the secrets of the world so intimately those that look upon her can feel the wisdom she radiates. The witch can now use Let None Suffer Ill twice as often, multiplying her intelligence bonus by 2 when calculating how many times she may cast it per long rest. When using Concentration to maintain a spell, the Witch has advantage on concentration checks.
20th Level: Wisdom Never DiesAt 18th level the wise witch has been accepted by nature as a part of its cycle, imperishable and full of wonder. The wise witch becomes a Fey type creature. The wise witch assumes the age of a maiden in her late teens to early 20s, a matron in her late 30s to her 40s or a crone in her 70s or 80s. The witch never feels the negative effects of aging and will remain her chosen age unless she wishes to assume another of the two forms, which takes a short rest. The wise witch has advantage on all death saving throws and saving throws to resist petrification, paralysis and instant death, immunity to the poison status effect and immunity to poison damage. When the witch would be reduced to 0 hit points or killed she instead returns to life at half of her maximum hit points, you regain use of this feature after finishing a long rest.
Wicked Witch[edit]

Though not necessarily evil, the Wicked Witch is a witch whose intentions towards using their magic are not benign in any way. Wicked Witches are driven, vengeful, they wield their powers in order to hurt and punish. Whether they hurt and punish villains or use their powers to terrorize and lord over goodly folk is up to the witch. One thing is for certain: A Wicked Witch does whatever she wants.
Bonus Spells: At each of the following spell levels you gain 2 bonus spells of that level. These spells are considered to always be prepared and do not count against your number of spells prepared.
1st Level:Sleep, Witch Bolt
2nd Level:Blindness/Deafness, Phantasmal Force
3rd Level:Lightning Bolt, Bestow Curse
4th Level:Blight, Polymorph
5th Level:Dominate Person, Contagion
2nd Level: The Evil EyeA wicked witch’s foes crumble and fail under the force of her derision and baleful glare. As their reaction a wicked witch can cause any creature within 60 feet of her to take disadvantage on any attack roll, ability check or saving throw it is currently making. The witch may do this a number of times per long rest equal to their intelligence modifier, and regains all uses of this trait after finishing a long rest.
10th Level: Works of the WickedThe witch has the ability to distill their magic into concoctions, imbuing them into potions, teas, candies, powders or other ingestible substances. After taking a long rest a witch can invest no more than half of their spell points in the creation of potions and oils she may distribute to their allies. This creation takes a total of 1 hour of work, regardless of the number of potions created. She may create any potion type magic item of common to very rare quality, with higher costs based on the rarity of the potion. It takes 3 spell points to create a potion of common quality, 5 spell points to create a potion of uncommon quality, 7 points to create a potion of rare quality and 10 points to create a potion of very rare quality. A wicked witch may create poisons of any rarity following these same rules and adds their witch level to the damage they deal. They double the duration of harmful effects caused by any poison they create. All potions created by this feature lose their powers and turn into harmless (either tasty or disgusting) substances when the witch next takes a long rest.
15th Level: Cruel IntentionsThe witch’s insight into the weaknesses and fears of others have revealed much about the world. That it is destructible, crumbling, failing in an infinite number of ways even when it seems to be flourishing. All saving throws made to resist the witch’s spells and poisons are now made at disadvantage.
20th Level: The Draught of Stolen LivesThe witch has created and imbibed the most selfish of potions, the Draught of Stolen Lives. The witch no longer feels the negative effects of aging and will live until they are killed. They now count as a Fiend type creature. The wicked witch has advantage on death saving throws and immunity to poison damage, the poison status effect and necrotic damage. Whenever a creature within 60 feet of them drops to 0 hit points and is killed, they regain a number of hit points equal to the creature’s hit dice. They may also regain a number of spell points equal to their Witch's level, and regain use of this feature after they finish a long rest.

Multiclassing[edit]

Prerequisites.To qualify for multiclassing into this class, you must meet these prerequisites: INT 15, CON 13
Proficiencies.When you multiclass into this class, you gain the following proficiencies: Herbalism Kit, Handaxe

离线 南村辉

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Re: 5E女巫 2个版本
« 回帖 #3 于: 2017-08-15, 周二 19:21:52 »
房规?
即便签名档受限,我也要呐喊——和女朋友跑团2/1!
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未曾出生,亦无所谓死亡。撕裂自己的过去却不为了奔向美好未来。在永恒中连死神的邀约也不赴往,我名南村辉。绝望的赞颂者。

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Re: 5E女巫 2个版本
« 回帖 #4 于: 2017-08-15, 周二 21:05:06 »
https://www.dandwiki.com/wiki/Witch_(5e_Class)
https://www.dandwiki.com/wiki/Witch,_Variant(5e_Class)
最後一個括弧)都沒被放在超連結裡,需手動補上。

這兩個吧,都是自創的,建議註明一下....
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