Umbra Witch (5e Class)
From D&D Wiki
Umbra Witch[edit]
"" Umbra Witches - controllers of the dark power. The ways of their discipline were quite varied - breathing, movement, medicine, and tactics were joined in the Middle Ages by training in the operation of heavy weapons, culminating in a curriculum whose total breadth and intensity were hard to ascertain. Those with the power could become Witches despite being of low birth, and those without the power would be forced into secular life, regardless of any blood-ties to a Witch clan." - Antonio Redgrave
Umbra Witch[edit]
The Umbra witches are a clan of European dark art practitioners from ancient times. Their affinity is to Inferno, darkness, and the moon. Making pacts with demons to possess their extraordinary abilities, the Umbra witches are fluent in using the Bullet Arts as a fighting technique and in the use of abilities such as Witch Time.
Through the harnessing of Spirit Energy, Umbra Witches are practitioners of magic revolving around the influence of the moon and the evocation of beings from Inferno. While well-versed in the supernatural and metaphysical arts, they are also keen in the arts of alchemy, chemistry, acrobatics, firearms training, medicine, anatomical health, and various sciences and technological prowess of many sorts, to temper and refine their body and soul in the process of handling the powerful forms of magic that they would come to wield. The Umbra Witches are an all-female clan of witches as per their namesake; their ranks included only those who could harness spirit energy by birth and those who were strong enough to survive their brutal courses of training and study. Children born in the witches' homeland of Crescent Valley were taught the workings of Spirit Energy from a young age, and would thus manifest abilities--if they had them--at an earlier age than children born elsewhere, although what constitutes an "earlier" age is unspecified. Upon becoming a woman, a trainee would take the "Witchly Vows" and become a full-fledged umbra witch, although some candidates of particular skill and achievement were permitted to take their vows much earlier.
To gain their power, all Umbra Witches are required to make a pact with an infernal demoness to sponsor them and allow them to improve their power which allows them to summon the limbs of their sponsor to attack their enemies. The witch's shadow is then replaced by the demon's silhouette to represent this pact. When the witch dies, her soul goes directly to Inferno as part of their contract. Besides their sponsor, umbra witches may also summon other demons from Inferno by using a medium such as their hair and chanting a magic spell. It would seem that these chants, spoken in Enochian, are unique from witch to witch; they might be granted by the sponsoring demon, or they might be an invention of the witch herself.
The umbra witch's special ability, Witch Time, allows them to slow down time for everyone except other umbra witches. Witches usually activate this ability in beneficial moments like after dodging an enemy attack. They can also use something called Witch Walk whenever the moon casts its glow, allowing them to defy gravity and walk on any vertical or horizontal surface. According to Antonio's Notes, it was said that these powers were obtained from their demons instead of the moon itself. Witches are also able to use the Beast Within which allows them to transform into different animals such as felines and birds. Because of their knowledge of the Bullet Arts, Witches possess great weapon knowledge that allows them to master any that they pick up. Their supernatural connections to the underworld also give them incredible strength, acrobatic skills, and lightning-fast reflexes. Umbra witches are also well-versed in herbology and can concoct items that can heal them, increase their strength and magic power, etc.
Creating an Umbra Witch[edit]
The classic appearance of a full-fledged Umbra Witch. |
The witches generally fall under the chaotic alignment. Umbra witches are never lawful. This class is exclusive to female characters only. Witches are either born or chosen, it is determined by their ability to control spirit energy or possess magic. When creating an Umbra witch, you must consider your backstory on how you became a witch and your resolve as an individual. What do you believe in? What do you fight for? Do you use your mastery of the dark arts to maintain balance in the world? Or do you use your powers for personal gain? Do you live by the old word of the witches? Or perhaps you prefer to follow the ways of the new world?
The Umbra was a society with strict laws regarding contact with all non-witches (from their clan), demanding that their magical arts be kept with the utmost secrecy. Therefore, you are bound by clan laws to never disclose the techniques you have learned. Every umbra witch abides by this law and respects clan tradition regardless of their chaotic alignment.
Due to the pact with your Madama, you are required to eliminate holy creatures as part of the contract. Your character must eliminate at least three sacred creatures every three-day interval to remedy Inferno's thirst for divine blood. If you cannot meet this requirement, you are inflicted with your Madama's essence and take twice the damage.
- Quick Build
You can make an umbra witch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Student of Magic background. Third, choose herbalism kit.
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: N/A
Weapons: All normal simple and martial weapons, Infernal weapons
Tools: Herbalism Kit, Alchemist's Tools
Saving Throws: Charisma and Constitution
Skills: Choose four skills from Deception, Intimidation, Persuasion, History, Arcana, Performance, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 4 Infernal Handguns (1d6 per gun does necrotic) or (b) 1 Infernal Weapon (One or Two-handed) and 2 Infernal Handguns (For your legs)
- (a) Herbalism Kit or (b) Alchemist's Tools
- Witch Clock
- (a) 3 Green Herb Lollipop (+2d4+2 hp) or (b) 3 Red Rose Lollipop (+1d6 to attacks for 1 minute) or (c) 3 Purple Magic Lollipop (Extra use of witch time)
** The Witch Clock grants you eternal youth and aids in your ability to use Witch Time. You must always keep it in your possession. This is considered a witch's treasure. With it, you cannot die due to starvation, old age, lack of sleep, or disease'
**The stats of your Infernal weapons are the same as their normal counterparts except that they deal necrotic damage due to them being of Hellish origins. You can use your Infernal weapons normally no matter the environment. You can't be disarmed with your infernal weapons, they'll always find a way back if you throw them
**The Witch Clock allows witches to freely swap their infernal arms as they are stored within the clock.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Witch Time, Inhuman Constitution, Bullet Arts, Madama Pact |
2nd | +2 | Witchly Vows |
3rd | +2 | Beast Within, Infernal Mutation |
4th | +2 | Ability Score Improvement, Madama Essence |
5th | +3 | Stylish & Classy, Witch Walk |
6th | +3 | Magic Affinity, Bullet Arts Improvement |
7th | +3 | Witch Time, Infernal Devices, Evasion |
8th | +3 | Ability Score Improvement, Witchly Vows |
9th | +4 | Wicked Weaves |
10th | +4 | Madama Essence, Infernal Mutation, Fighting Style |
11th | +4 | Magic Affinity |
12th | +4 | Ability Score Improvement, Witch Time |
13th | +5 | Madama's Blessing |
14th | +5 | Wicked Weaves |
15th | +5 | Witchly Vows |
16th | +5 | Ability Score Improvement |
17th | +6 | Infernal Devices |
18th | +6 | Madama Essence |
19th | +6 | Ability Score Improvement, Madama's Wrath |
20th | +6 | Witchly Vows, Witch Time |
Witch Time[edit]
At 1st level, through your mastery of the Dark Arts, you are capable of slowing down time to narrowly avoid danger. As a reaction to taking damage, you may reduce it by d12 + half of Umbra witch level rounded up + your Charisma modifier. If you reduce this damage below 0, the difference is instead inflicted on the source of the damage. When 3 attacks miss you, you regain a use of witch time.
At 7th level the number of dice increases to 2d12, 12th is 3d12, and finally 4d12 at level 20th
You may use this feature several times equal to half your Umbra Witch level rounded up (Minumum of 1), regaining all uses at the end of a short or long rest
At the 7th level, if you reduce the damage to 0, you may make an attack as part of the reaction.
Bullet Arts[edit]
Because of their knowledge of Bullet Arts, Witches possess great weapon knowledge that allows them to master any that they pick up.
- You gain proficiency with any simple or martial weapon that you use. When using infernal weapons you may replace dexterity or strength with Charisma
** Umbra Witches use arcane ammunition. They have unlimited ammunition for firearms or ranged weapons. They can pass anti-magic field due to their Hellish origins.
** Umbra Witches may use their infernal pistol damage dice when using unarmed attacks.
** Umbra Witches will always use their infernal handguns/weapons. They will never replace these weapons for another. As a witch, you can temporarily use a different weapon in an encounter, but this will only last until the battle is over.
** Umbra Witches are skilled with infernal weapons as hell, when you engage with all your infernal weapons (arms, foot included), you can add your ability Charisma modifier to the damage of all your attacks (included bonus action).
** Umbra Witches can equip 1 handed weapons onto their legs which gives them an extra 1d4 necrotic damage for every extra weapon past 2 that they equip. If the weapon is a ranged weapon they may also shoot it as though they were wielding normally. At level 6 the dice becomes 1d6.
** Umbra Witches use necrotic damage like no one, at level 6th you can ignore resistance and immunities to necrotic and radiant damage.
Madama Pact[edit]
At the first level, as part of your perks as an Umbra Witch, you are entitled to a Witchly Vow with a Demoness from Inferno. Through this pact, not only will you gain the power and special perks of your Madama, but you will be able to call upon the Madama to aid you in battle. For this class, you can choose one Madama to surrender your vows to. Once the pact has been made, your shadow will now be replaced by the Madama's silhouette.
- ☪ Madama Butterfly "Mistress of Atrocity"
- - Upon choosing the Butterfly as your sponsor, her power leaks out of Inferno in the form of black swallowtail butterflies. You gain affinity to poison and can inflict 1d4 poison damage to your enemies when you are hit with an attack, you may also blow a puff of poison forcing the opponent to make a con save or become poisoned for a round. Also, you gain an advantage to Wisdom & Intelligence rolls and are resistant to poison.
- ☪ Madama Styx "Queen of River Styx"
- - Upon choosing the Moth as your sponsor, her power leaks out of Inferno in the form of red moths. You gain affinity to fire and can inflict 1d4 fire damage to your enemies when you hit with an attack or blow a small stream of fire that can light flammable objects or heat metal to a point where it can singe the skin. Also, you gain resistance to fire plus resistance to sleep, and charm.
- ☪ Madama Khepri "Goddess of Inferno"
- - Upon choosing the Beetle as your sponsor, her power leaks out of Inferno in the form of green scarab beetles. You gain affinity to cold and can inflict 1d4 cold damage to your enemies when you hit with an attack or blow a puff of snow that can instantly freeze small amounts of water. Also, you gain resistance to cold and can use your Witch Time 1 extra time each day.
**You can use your hair as an arcane focus.
Inhuman Constitution[edit]
At 1st level, the vow made between a Witch and her Sponsor grants the Umbra Witch inhuman survivability that allows her to survive almost anything thrown at her.
While unarmored, your AC is 10 + Dex and Cha mod, and you gain 1 hit point per Umbra Witch level every time you level upWitchly Vows[edit]
At the 2nd level, through special training and the natural affinity to magic combat, umbra witches can unleash a barrage of blows in quick succession. As a witch, you can choose to attack using either your hands, feet, or firearms. you may use your bonus action to shoot.
At 2nd level, you can use this to attack twice. At the 8th, 15th, and 20th level, this increases to 3, 4, and 5 attacks, respectively.
Beast Within[edit]
At 3rd level, Using the secret arts of the Witches, you are able to use a special magic technique that allows you to transform into 3 beasts suited for the environment. you can use a bonus action to transform, The transformation lasts for a minute or until the user dispels it. While transformed, the witch cannot attack in these forms. Dispelling the form is a free action.
- Land: Your movement speed is increased to 60 ft and you gain advantage to Dexterity saving throws, and does not provoke attack of opportunity.
- Air: You gain a flying speed of 40 ft.
- Water: You gain 50 ft swimming speed, can breathe underwater, and can occupy an occupied space.
- CORRESPONDING BEASTS PER MADAMA
- ☪ Madama Butterfly
- ● Land: Panther
- ● Air: Crow
- ● Water: Snake
- ☪ Madama Styx
- ● Land: Lynx
- ● Air: Owl
- ● Water: Centipede
- ☪ Madama Khepri
- ● Land: Tiger
- ● Air: Falcon
- ● Water: Cobra
Infernal Mutation[edit]
At 3rd level, your madama blesses you with more magical power which mutates your magic and makes you more like your madama.
- You gain the ability to create a small glyph from which you can jump off whenever you jump effectively giving you a double jump. When falling wings will also sprout from your back which look identical to the wings of your respective Madama and allow you to glide safely to the ground. While gliding you can move in any direction but up 5 feet for every 1 foot you fall. At level 10 you may summon these wings for up to 5 minutes in which case you will be granted a flying speed of 50 ft
- In an area of 20 ft around your initial location when you release the spell, all creatures must make a DC 8+cha-mod+pro-bonus Con save as long as they are within the radius, if they fail they are now poisoned, have a disadvantage on the next Constitution saving throw, and take 1d8 poison damage every turn. Every turn the radius enlarges by 10 ft until 60 ft.
- At level 10, the effect intensifies, add Charisma modifier to DC.
- At level 18, the effect reaches its pinnacle, everything under 30 ft of you is instantly poisoned, becomes prone, and you add your Charisma modifier to the poison damage.
- In an area of 20 ft around your initial location when you release the spell, all creatures must make a DC 8+cha-mod+pro-bonus Con save as long as they are within the radius, if they fail they are now ignited, have a disadvantage on the next Constitution saving throw, and take 1d6 fire damage every turn. Every turn the radius enlarges by 10 ft until 60 ft.
- At level 10, the effect intensifies, the target takes an extra 4d6 fire damage every turn OR you can now release a charm spell, all-male humanoid creatures that see you must make a DC 8 + Charisma modifier + proficiency bonus + charisma modifier Wisdom saving throw every turn. If they fail, they are charmed and in your control. You can command them to do 1 action and move them 30ft.
- At level 18, the effect reaches its pinnacle, everything under 30 ft of you is instantly ignited and you add your Charisma modifier to the fire damage. Alternatively, all-male humanoid creatures that see you are instantly charmed and have a disadvantage on every Wisdom saving throw each turn. You must choose only 1 between the two. It's either you use fire or use charm. You cannot use both at the same time.
- In an area of 20 ft around your initial location when you release the spell, all creatures must make a DC 8+cha-mod+pro-bonus Con save as long as they are within the radius, if they fail they are now frozen (petrified), have disadvantage on the next Constitution saving throw, and take 1d8 cold damage every turn. The creature is incapacitated, attack rolls have an advantage on it, and they automatically fail all Strength and Dexterity checks and saving throws. Every turn the radius enlarges by 10 ft until 60 ft.
- At level 10, the effect intensifies, add Charisma modifier to DC.
- At level 18, the effect reaches its pinnacle, everything under 30 ft of you is instantly frozen and you add your Charisma modifier to the cold damage.
- Add +4 to your Charisma.
- Your Charisma can now be maxed to 24 instead of 20.
- At 6th level you have an advantage on all saves involving, being charmed, stunned, or sleep.
- At the 11th level you have immunity to being charmed.
- When making a dexterity save to take less damage from AoE(Area of Effect) attacks such as a dragon's fire breath succeeding on the save will instead make it so you take no damage while failing will let you take half damage.
Infernal Devices[edit]
Also at level 7, harnessing the infernal power of your Madama, you can summon a medieval torture device to aid you in battle.
- Critical roll is now 19 to 20. If the witch lands a critical, you can summon a Torture Device of hellish origins. Roll a 1d4 to know which Torture Device is summoned. Targets must succeed a Constitution saving throw of DC 10+ Proficiency modifier + Charisma modifier, take half damage on a successful save, and full damage on a failed save. All infernal devices deal magical damage.
- At level 17, the dice becomes a 1d6.
- THE INFERNAL DEVICES
- 1 Iron Maiden
- Target gets enclosed in a steel coffin layered in nails and takes 4d12 piercing damage + Madama Essence (element) damage.
- 2 Guillotine
- Target is restrained, positioned on a guillotine, and has their head sliced off, takes 8d6 slashing damage, plus small to medium targets must roll a 1d20, if the roll lands on a twenty (20) or a one (1) and the target has lower than half of its life, the target instantly dies.
- 3 Judas' Horse
- The target is restrained and pushed against a wooden horse with spikes on its back, taking 4d12 piercing damage + halved movement speed.
- 4 Spiked Cage
- Target is trapped between the bars of the cage and is whipped inside with a 3-headed whip. After a final strike, the door seals behind the enemy, and a spiked plate descends and crushes the target, taking 4d12 piercing damage + stunned for 2 turns.
- 5 The Rack
- Target is grabbed by the top and bottom and the device twists and pulls at the target's body until it is violently torn in two, taking 5d10 force damage + Madama Essence (element) damage.
- 6 Hydra
- Hydra appears and entangles the target with its numerous tentacle heads, the demon's limbs sticking out of the mass. Target is then slowly squeezed by Hydra's heads until its limbs are torn off of his body, taking 8d10 bludgeoning damage.
Wicked Weave[edit]
Charisma modifier times per long rest, the witch can summon the Madama's limbs to tear apart enemies within her sight as a bonus action, this attack can replace one of your witchy vow's bonus attacks.
- At the 9th level you summon a foot or arm of the Madama and attack a 20 ft radius within 60 ft of you. All creatures must make a Dexterity saving throw of DC 10 + Charisma modifier + Proficiency Bonus or take 5d10 bludgeoning damage. Targets who fail the save are now grappled until your next turn.
- At the 14th level, grappled targets take one more damage die to the Madama Essence effect.
Madama's Blessing[edit]
At the 13th level, Umbra Witch gains affinity with her sponsor.
- You now have resistance to bludgeoning, piercing, and slashing damage.
Madama's Wrath[edit]
At level 19, Umbra Witch calls forth the aid of her Infernal sponsor. She summons the Madama in all her glory to the mortal realm.
- You can now summon your Madama once per long rest. This lasts for one minute. The Madama makes her initiative roll after being summoned. While the Madama remains on the field, you have an advantage on all attack rolls. In addition, the Madama casts fear upon her summoning, and all creatures within 60 ft of her are permanently feared. All creatures must make a DC 10+Charisma mod + Proficiency bonus Wisdom saving throw every turn to break free from this condition, once they succeed they are immune to this effect, and the caster is automatically immune.
- Madama Stats:
- Gargantuan fiend, Lawful Neutral
- AC 25
- Health = 300(20d12+160)
- Speed: 40ft fly, 40ft climb, 80ft walk
- Str=30, Dex=24, Con=27, Wis=24, Int=22, Cha=28
- Proficiency bonus: +7
- Saves: Strength, Constitution, Charisma
- Skills: Athletics, Perception, Insight, Intimidation, Performance, Deception, History
- Damage Immunities: dependant on which Madama is chosen
- Damage Resistances: nonmagical or unsilvered slashing, bludgeoning, and piercing damage, necrotic, radiant.
- Senses: 120ft True Sight, 120ft Darkvision, 22 Passive perception.
- All attacks made by the madama count as magical for the purposes of overcoming resistances
- Languages: Common, Infernal, Celestial, Abyssal
- Magic Resistance: When targeted by magic you gain an advantage on the saving theow to resist its effects.
- Madama's Essence: Each Madama has a domain associated with them which is developed through their deeds and what they control. These abilities can only be used once each day and will persist for 1 minute
- ☪ Madama butterfly: She snaps her fingers and a thick cloud of poison which makes immunity into resistance and goes through resistance to poison due to its infernal nature, will then surround the area in a 100-foot radius with her as the center. While inside this cloud you will suffer from every disease known to man which will cause your body to rapidly deteriorate, forcing you to make a DC 8+cha-mod+pro-bonus Constitution save or take 18d10 poison damage and be poisoned.
- ☪ Madama Styx: She will summon a portion of the river of souls to extend in a winding path for 100 feet. Any who come close will be forcibly pulled in by the damned souls who lie within it's waters. Make a DC 8+cha-mod+pro-bonus Dexterity save or be pulled into the waters. While inside your soul will be pulled out and you will take 12d8 necrotic damage and be paralyzed and incapacitated until somebody pulls your body out with a successful athletics check against the save DC. If left for 5 turns your soul will be removed from your body and you will die.
- ☪ Madama Khepri: She stops time for 2d4+2 turns and for that time she is able to do anything. If you attack a creature they will take no damage until time resumes where they will then take all of the damage at once. You also gain an advantage to your attacks while time is stopped. The timer for the Madama's wrath ability is also stopped for those rounds where time is stopped.
- Uses hands and feet to attack, each deals 2d10(Madama dependant)+2d12(bludgeoning)+10 damage in a 10ft radius within 60 ft.
- Can attack twice.
- Can replace 1 attack Eldritch Blast, add charisma modifier to damage, and increase the range to 300 feet with a 5-foot radius for each beam.
- Madama Essence Breath (Recharge 5-6) The Madama can forgo multi-attack and instead may exhale a stream of their respective damage types (Fire=Styx, Poison=Butterfly, Cold=Khepri) which deals 18d6 damage.
Multiclassing[edit]
Multiclassing is unavailable for this class.
Back to Main Page → 5e Homebrew → Classes
Ability Score Increase[edit]
When you reach the 4th level, and again at the 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.
Madama Essence[edit]
Upon completing your Witchly Vows, at level 4th, you emit your Madama's power from within, for these effects to trigger you must hit at least 2 attacks, afterwards, you may end your string of attacks with one of these moves as a "Finisher".
- ☪ Madama Butterfly "Mistress of Atrocity"
☪ Madama Styx "Queen of River Styx"
☪ Madama Khepri "Goddess of Inferno"
Stylish & Classy[edit]
At the 5th level, besides their otherworldly power, Umbra Witches are notorious for their overwhelming beauty both in and out of battle.
Witch Walk[edit]
At the 5th level, Using the power of the moon, you can defy gravity and walk on any surface. One per long rest during the day (If used at night it can be used indefinitely with no penalty in battle unless it is a new moon), you can use Witch Walk to scale on any vertical or horizontal surface. However, enemies gain an advantage on their first attack to knock you off if you use this ability during battle. If the attack hits, you must make a Constitution saving throw of DC 15 or be knocked off from the surface you're standing on.
Magic Affinity[edit]
The Umbra Witch uses her studies on magic and arcana to save herself from danger:
Evasion[edit]
Due to your great mastery over Witch Time, at level 7th you can see certain attacks as though they were in slow motion, allowing you to dodge more easily.