Soul Eater: Witch (5e Class)
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Witch Class: Soul Eater[edit]
A witch's appearance varies, although they generally look like human women. However, some witches may have an appearance based on animal features distinct from their animal theme. The wavelength of a witch's soul is also distinguishable, although this cannot be seen physically. The first witches first appeared shortly after the emergence of the New World created by Shinra Kusakabe due to migration from the Old World creating random changes within the inhabitants regarding their nature. Among the changes was the former human Inca Kasugatani, being one of, if not, the first of the witches to appear. Once a human from the Old World, Inca would be reborn in the New World in the form of a witch and claim that she would wreak havoc until Shinra agreed to let her bear his descendants due to her status as a hero.
Creating a Witch[edit]
- Quick Build
A witch is often ambitious and unpredictable with the ability to manipulate magic with a natural destructive instinct. Your focus will be wisdom to increase the power of your attacks, secondly, dexterity to make them easier to hit.
Class Features
As a The Witch you gain the following class features.
- Hit Points
Hit Dice: 1d6 per The Witch level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per The Witch level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Any Magical Weapons low-level
Tools: Magic Book of levels 1 to 4
Saving Throws: Dexterity, Wisdom
Skills: Choose two between Acrobatics, Arcana, Insight, Perception, Stealth, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One magic book of tricks
- One Magical Weapon of level or effect considered inferior
- If you are using starting wealth, you have You start with 4d4x10 gp. in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Longevity, Transformation, Witch Spellcasting, Witch Style | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Magic Sense | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Witch Path | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Draw to Madness | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Witch Path feature | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Witch Path feature | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Witch Path feature | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Witch Path feature | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Longevity[edit]
At 1st level, Witches are much more "long-lived" than humans, with many passing the century mark. Because of this, it is often difficult to judge a witch's real age from her appearance, it seems that witches age at a normal rate up to a certain point in age before slowing down. Because of this you cannot be magically aged and effects that would age you do not work.
Transformation[edit]
At 1st level, depending on your theme, you can transform into a creature or animal of your choice to keep the description at the time of combat or pursuits, however, it is not possible to use magic in your transformation (GM and player have to talk about that). In other words, the animal has to be something that doesn't call much attention, after all, many humans still see you as a creature of chaos and disorder. You gain this ability based on your Wisdom modifier. This creature you transform can evolve as you progress (level 6 it gains new traits and spells in its transformation. Level 8 you can manipulate the animal as a specter that assists you every 3 successful acts on a target, dealing xd8, with "x" being your Wisdom modifier. You can invoke it as a single attack, but it expands your entire combat action.)
Witch Spellcasting[edit]
Witches are best known for their ability to manipulate the nearly limitless energy known as magic. This font of magic fuels your spells.
- Cantrips
At 1st level, you know four cantrips of your choice from the Wizard and Necromancy spell list. You learn additional Wizard and Necromancy cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard and Necromancy table.
- Spell Slots
The Sorcerer table shows how many spell slots you have to cast your Wizard or Necromancy spells of 1st level and higher. To cast one of these Wizard or Necromancy spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell-burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Wizard or Necromancy spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Wizard or Necromancy spells you know and replace it with another spell from the Wizard or Necromancy spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Wizard or Necromancy spells since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Wizard or Necromancy spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Wizard or Necromancy spells.
Witch Style[edit]
At 1st level, your birth has determined what witch style you are. You can choose between powerful Witch, Short-Range Witch,
Magic Sense[edit]
At 2nd level, because of your deep connection with mana, you are always under the effects of detect magic [1], and may roll History checks relating to magic with advantage.
Witch Path[edit]
At 3rd level, you must choose a witch path. You can choose between Arrow Vector
Draw to Madness[edit]
At 5th level, your attunement to the madness wavelength has allowed you to read those with less sanity like an open book. You have advantage on insight checks against anyone who's under the confused, charmed, or frightened effects.
Witch Styles[edit]
Powerful Witch[edit]
You chose to become a highly powerful witch with massive amounts of magical power. You gain the ability to choose 1 element of your choice and control it as you wish, its damage is xd8 wisdom+prof and your spells cause a type of damage you choose, instead of just magic. Going down this path isn't the best choice for beginners though, as your Hit Die becomes 1d4 and your AC is = 8+prof+wisdom and you have weakness to physical damage and resistance to magical damage.
Short-range Witch[edit]
You've learned to be as brutal from afar as you are up close, using a combat style of your choice that has ki points based on half your level. So you gain +2 dex, your AC = 8 + Dex + prof and your Hit Die becomes 1d8, you also have proficiency in acrobatics. You become resistant to physical attacks
Vector Drill[edit]
- If you are using Arrow snakes, you gain the Vector Drill skill.
This is a exclusive ability of the Short-range Style, which causes your vectors to form in your hand to turn into a drill that deals xd6 at close range(X= Your Wisdom + Dexterity modifier).
Witch Paths[edit]
Arrow Vector[edit]
Vector Arrow uses arrows like 'snakes' that move quickly towards the target. They can slash and pierce the opponent acting like blades. You can also manipulate these 'arrows' in various ways, just use your creativity. They can move in any intended direction, making them extremely versatile whether used for offense or directly as a deterrent to limit an opponent's movements.
- Snake Arrows
At 3rd level as an action, you can do a kind of dance with your hands and summon arrows (2 at level 3, 3 at level 5, 5 at level 7 and etc...) that move like serpents and focus on one or more multiple targets, dealing xd6 (xd10 at level 11) piercing damage for each arrow, where x is the number of arrows you want to hit the target.
- Vector Plate
At 6th level as a move action, scream a spell allows her to create an arrow on the ground which throws the subject in the direction the arrow is pointed forcing the target to go in that direction upwards if it maneuvers at high speed in the direction specified by the caster increasing speed by 30 feet per vector (1d8=15 feets)(at level 8 you can use vectors through the air). You can place arrows around the map in a 30-foot area, by the number of your proficiency modifier + Wisdom. (Cannot be placed one on top of the other, otherwise the spell will be nullified)
- Snake Arrows, Boost!
Also at 6th level, bestowing an arrow tattoo on a candidate the user chooses or the user himself, this Spell doubles the power of a given attack whenever an attack is exerted in the same direction as the arrow. (Example: you put the arrow that points forward in your hand, that is, all attacks that point forward cause double damage. However, if it is an attack made with an ax that can only attack from the sides, the buff does not takes effect.) This buff lasts for x attacks (where x is your wisdom score) that you can buff until the effect wears off, you may use this feature 2 times per long rest.
- Vector Storm
At 10th level as a reaction, you can surround yourself with several intertwined vector arrows that project upwards from the ground, formed into a rotating physical shield, capable of preventing or limiting the effects of powerful attacks, you can use your DC spell + xd4(x=wisdom mod) against the your opponent's attack causing you to nullify the damage if your spell dc is greater than the attack hit, however this does not apply to area skills and you only receive half regardless of the spell dc.
- Compress Vectors
At 14th level, as a channeling action you can surround a target with "vectors", you can then compresses the target. The maximum on a target seen compressed was the size of a pellet dealing xd14 + your proficiency bonus per turn of the canalization on, with X being your Wisdom modifier +1. However, it cannot contain non-physical entities or shrouded in Madness.
- Analyze Decompose
At 18th level, through the use of numerous Vector Arrows, the user is able to remove sources of highly empowered items or armor. The ability is conducted by firstly summoning the various 'arrows' involved, before subsequently driving them with significant force, into a single point on the intended target.
Magic Spells[edit]
Magic Spells:Common[edit]
- Manipulation Magic
At 5th level you will unlock a new spell, it allows you to manipulate other entities or lesser beings. Using your spell DC to control other beings, based on the creature's level and how mentally accessible it is, all this changes when controlling the creature , you can dialogue with the creature to facilitate this process and increase the target's Wis save and increasing a maximum of +4 in the modifier (example of difference in level and difficulty: if your level is 8 and the creature's level is 5, you will have an advantage of +3 in the manipulation. However the difficulty varies a lot, if it is an ancient dragon of level 3 but of difficulty 8 and its level is 5 the calculation is = 3+8-5=6 of advantage that the creature has about handling)
Magic Spells:Advanced[edit]
- Independent Cube
At 12th level, spell in which allows a Witch with spatial magic to be able to cut off space within a given area from all other worlds. However, due to the power needed to perform this spell, a practitioner can only hold the magic in place for an hour at max. This spell can be used 3 times per long rest.
- Regeneration Magic|Good Witch
You must exceed your magical to destructive nature to acquire this spell, This spell automatically activates after you roll initiative. You will start to naturally heal 5d10 of Hit Points every 3 turns, or you can spend an action to double your amount healed for the turn, or to heal a creature.
- Madness Wavelength|Evil Witch
A witch who develops a wavelength of madness will facilitate her own "strength" variant of madness based, causing insanity in creatures around her (60 feets, xd12, wisdom+ prof=x) per round, this is due to the alteration of the soul field that the witch herself who interferes with the other souls around her. People with low sanity become servants of this hag or commit suicide. (100= high sanity, 75= declining sanity, 50= unstable sanity, 25= destructive and easily manipulated decencies, 0= complete insanity)
- Caotic Soul Control
The user at level 11 and evolving his Evil Witch, is able to split his own soul into small pieces only in special circumstances, this divides its power in the number of times you split it, that is, if you are level 10 and split 2 times, your power and level drop to 5 along with half your stats.
- Demonic Energy|Evil Witch
When further evolving the Evil Witch archetype and level 13 unlocks Demonic energy is a powerful source of energy with some form of malevolent traits. You can create a magnetic field of 120 feets that attracts all kinds of energy and whoever touches it is instantly disintegrated and lasts X rounds (wisdom = x), but this causes level 3 exhaustion in the user due to the high amount of energy that is used. However to beings who are able to resist for a while within that field.
- Darkness Serpent
Prerequisites: Level 14, arrow snake magic, Evil witch evolution. You Summon a gigantic serpent shrouded in demonic energy, which deals (X=12+Wisdom+prof) XD8 necrotic damage + poison, which has its own turn of action and defends you against any magical attacks directed at you that are absorbed by the serpent making it larger (10 feets size per spell absorbed). This summon lasts 3 min and can be used 3 times a day.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Witch class, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Witch class, you gain the following proficiencies:
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