Umbra Witch, Variant (5e Class)
From D&D Wiki
Umbra Witch[edit]
<!-Introduction Leader->[edit]
Creating an Umbra Witch[edit]
- Quick Build
You can make an Umbra Witch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the Sage background. Third, choose a longsword, quarterstaff, herbalism kit and a scholar's pack.
Class Features
As a Umbra Witch you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Umbra Witch level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Umbra Witch level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, martial weapons, firearms (Only if your DM allows firearms)
Tools: Alchemist's supplies or herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Acrobatics, Arcana, Intimidation, Medicine, Nature, Performance, Persuasion and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any martial melee weapon or (b) a longbow or (c) any one-handed firearm (Only if firearms are allowed)
- (a) a dagger or (b) a quarterstaff
- (a) an alchemist's supplies or (b) a herbalism kit
- (a) a scholar's pack or (b) a priest's pack
- If you are using starting wealth, you have 3d4x10 in funds.
Level | Proficiency Bonus |
Infernal Weapons | Features |
---|---|---|---|
1st | +2 | 1d6 | Unarmored Defense, Infernal Weapons |
2nd | +2 | 1d6 | Fighting Style, Witch Time |
3rd | +2 | 1d6 | Infernal Pact |
4th | +2 | 1d6 | Ability Score Improvement, Martial Versatility (Optional) |
5th | +3 | 1d8 | Extra Attack |
6th | +3 | 1d8 | Infernal Weapons Improvement |
7th | +3 | 1d8 | Infernal Pact Feature, Witch Time Improvement |
8th | +3 | 1d8 | Ability Score Improvement, Martial Versatility (Optional) |
9th | +4 | 1d10 | Witch Walk |
10th | +4 | 1d10 | Ability Score Improvement, Martial Versatility (Optional) |
11th | +4 | 1d10 | Infernal Pact Feature |
12th | +4 | 1d10 | Ability Score Improvement, Martial Versatility (Optional) |
13th | +5 | 1d10 | Witch Time Improvement |
14th | +5 | 1d12 | Witches Tongue |
15th | +5 | 1d12 | Infernal Pact Feature |
16th | +5 | 1d12 | Ability Score Improvement, Martial Versatility (Optional) |
17th | +6 | 1d12 | Witch Time Improvement |
18th | +6 | 1d12 | — |
19th | +6 | 1d12 | Ability Score Improvement, Martial Versatility (Optional) |
20th | +6 | 1d12 | Infernal Pact Feature |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor or a shield your AC equals 10 + your Charisma modifier + your Wisdom modifier.
Infernal Weapons[edit]
At 1st level, you know how to transfer your dark magic onto your weapons causing them to transform. To transform a weapon into an Infernal Weapon you need to do a 1 hour ritual which can be done over the course of a short or long rest. You can only have up to 4 Infernal Weapons at a time if you attempt to transform another weapon you must revert one of your weapons back to its original form (which can be done as a free action). When you successfully transform a weapon it now gains the following benefits for you. Additionally at 6th level all Infernal Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage (if the weapon weren't magical already).
- You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- If the weapon is a ranged weapon, you can ignore the loading property (if it has it) and the weapon no longer requires ammunition. Any ammunition created by the weapon vanishes the instant after it hits or misses a target.
- The weapon does an additional 1d6 of fire or necrotic damage (your choice before attacking) this extra damage goes up as you gain levels in this class as shown in the Infernal Weapons column of the Umbra Witch table.
Fighting Style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Witch Time[edit]
At 2nd level, through your mastery of the dark arts, you are capable of slowing down time to narrowly avoid danger. When you’re about to take damage that you can see you can use your reaction to reduce that damage by 1d10 (to a minimum of 1 damage) this increases to 2d10 at 7th level, 3d10 at 13th, 4d10 at 17th.
Infernal Pact[edit]
At 3rd level, your Infernal Pact has fully manifested. Allowing you to use your full power. Your Infernal Pact that you choose gives you additional features at 3rd level and again at 7th, 11th, 15th, 20th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
Martial Versatility (Optional)[edit]
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to umbra witches. This replacement represents a shift of focus in your martial practice.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Witch Walk[edit]
You have learned to use your magic to defy gravity allowing you to walk on surfaces normally you're not meant to. At 9th level, you are now permanently under the effects of the Spider Climb spell.
Witches Tongue[edit]
You have a way with words like no one else does. Beginning at 14th level, you now have advantage on all Charisma based checks and Charisma and Wisdom saving throws. In addition you are now immune to the Charmed condition.
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Umbra Witch class, you must meet these prerequisites: 13 Charisma and 13 Wisdom
Proficiencies. When you multiclass into the Umbra Witch class, you gain the following proficiencies: Simple weapons, martial weapons and herbalism kit
Back to Main Page → 5e Homebrew → Classes