Witches from the Boiling Isles (5e Class)
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Witch from the boiling isles[edit]
A witch is one of the many species on the Boiling Isles. They constitute a significant portion of the isle's civilization and use different magic under the coven system; however, those who don't join any coven commit a high order criminal offense, potentially resulting in petrification.
Coven System[edit]
The Coven System is a system for categorizing magic into specific disciplines instituted by the first witch. There are nine main covens with hundreds of other covens beneath them. The educational system trains young witches along scholastic tracks that prepare them for membership in their chosen coven.
To the general public, the purpose of the covens' introduction was for the worlds sake and to protect the witches and demons from the "danger" of wild magic. However, these claims were nothing more than intricate lies concocted by the first witch, who was really a human witch hunter, to earn the trust of the Boiling Isles and pave way for his plot of genocide from the very beginning.
Creating a Witch from the boiling isles[edit]
Class Features
As a Witch from the boiling isles you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Witch from the boiling isles level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Witch from the boiling isles level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Dexterity and Intelligence
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A quarterstaff
- Leather armor
- A component pouch
- (a) An scholar's pack or (b) An explorer's pack
- If you are using starting wealth, you have 1d4 x 3 GP in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | — | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | — | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
As a witch learning magic while in the boiling isles, you learn how to conjure circles to create your magic. However, when you choose a Coven (Other than emperors coven or covenless). The cantrips and spells from other covens while you were covenless, will be locked, requiring you to chose new ones from that coven.
- Preparing and Casting Spells
At 1st level, you have 2 spells from the class of your choice. Each time you gain a Witches from the Boiling Isles level, you can add two of your choice to your spell book of a level for which you have a spellslot. On your adventures, you might find other spells that you can add to your spell book as well.
The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 spells in the form of glyphs that are available for you to cast. To do so, choose a spell from your list of spells, than grab a piece of paper and write down the sigil of the spell you want to prepare, to use it you must make sure the sigil is perfectly writen, talk to your DM what type of roll you would make for that as some may say slight of hand, some might say to your Intelligence modifier + your black mage level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of black mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Cantrips
At 1st level, you know two cantrips of your choice from the Witch Spell list. You learn additional cantrips of your choice at higher levels, as shown in the cantrips known column of the Witches from the Boiling Isles table.
- Spellcasting Focus
You can use any type of staff as a spellcasting focus for casting spells.
- Spellcasting Ability
Dex is your spellcasting ability for your Witch spells, since you learn your Spells through pratice with your . You use your Dex whenever a spell refers to your spellcasting ability. 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 + your Dexterity modifier
Spell Attack modifier = your Dexterity modifier
Once you choose your coven (or you become covenless) you will get a form of proficiency bonus to add your spell modifiers.
Coven System[edit]
When a witch joins a coven, their arm is branded with the coven's sigil, and all of their magic is sealed off except the magic of their chosen coven other than the, Emperor's Coven, the only coven whose members are allowed to use all kinds of magic.
At 3rd level, you choose one of the 10 covens being Emperor's Coven, Abomination Coven, Bard Coven, Beast Keeping Coven, Construction Coven, Healing Coven, Illusion Coven, Oracle Coven, Plant Coven, Potions Coven.
Emperor's Coven[edit]
Abomination Coven[edit]
The Abomination Coven focuses on the creation and utilization of golems made of purple ooze known as abominations. Witches in the Abomination Coven can create, summon, and control abominations to do their bidding, and more powerful witches can even use abomination matter to create constructs or even assume an abomination-based form.
Sigil: Abomination face Color: Orchid
When choosing the Abomination Coven, you gain proficiency with the Arcana skill and it adds to your spell casting modifier, as well as the capabilities to speak with slimes or other creatures similar to slimes and gains the Clinging Slime cantrip that does not count to your total cantrips.
Bard Coven[edit]
The Bard Coven focuses on manipulating the world around them using soundwaves. Bards can use sound to create a variety of effects, such as inducing sleepiness, taking control of witches listening to their music, creating small-scale storms, creating concussive or slashing shockwaves, and even changing the chemistry of liquids. However, some bard spells can be countered by wearing ear coverings. Though bards typically use musical instruments, it is also possible to use bard magic through whistling. As musicians, bard witches have been known to make public performances, making it a difficult, but not impossible track for those with stage fright. Prejudice against bards has been noted due to incredulity that bard magic can be strong and useful compared to the other covens.
Sigil: Lyre Color: Red
When choosing the Bard Coven you gain proficiency with the Performance skill Performance and it adds to your spell casting modifier, you also gain proficiency with an instrument of your choice, you also gain the Thunderclap cantrip that does not count to your total cantrips.
Beast Keeping CovenCoven[edit]
The Beast Keeping Coven focuses on the taming and control of the various beasts on the Boiling Isles. Beast keepers are able to command the various creatures on the Isles, summon beasts, and grant themselves bestial traits.
When choosing the Beast Keeping Coven you gain proficiency with Animal Handling skill and it adds to your spell casting modifier, You gain the spell Speak with Animals as cantrip that does not count to your total cantrips.
Construction Coven[edit]
When choosing the Construction Coven you gain proficiency with the Athletics skill and it adds to your spell casting modifier, gains proficiency with carpenters tools and you gains the Mold earth Mold Earth cantrip that does not count to your total cantrips.
Healing Coven[edit]
When choosing the Healing Coven you gain proficiency the Medicine skill and it adds to your spell casting modifier, gains proficiency with the Healers kit and you gain the Spare the Dying cantrip that does not count to your total cantrips.
Illusionist Coven[edit]
When choosing the Illusionist Coven you gain proficiency with Deception and it adds to your spell casting modifier, gains proficiency with the disguise kit + gains the Minor Illusion cantrip that does not count to your total cantrips.
Oracle Coven[edit]
When choosing the Oracle Coven you gain proficiency with Insight and it adds to your spell casting modifier, gains the Revelation trait and gains the True Strike cantrip that does not count to your total cantrips.
Revelation[edit]
Beginning at 3nd level, once per day you can spend 10 minutes reading the fortunes of another creature. You must specify the target beforehand. Roll an Investigation check and keep that number. Anytime the target rolls a d20, you may swap the results of that test with the number you rolled. You gain an additional use at 6th and 18th level.
Plant Coven[edit]
When choosing the Plant Coven you gain proficiency with Nature and it adds to your spell casting modifier, gains proficiency with the Herbalism kit, and you gain Thorn Whip cantrip that does not count to your total cantrips.
Potions Coven[edit]
When choosing the Potions Coven you gain proficiency with Slight of hands and it adds to your spell casting modifier, gains proficiency with the Alchemist supplies, you gan the Acid Splash and can brew potions in half the time and half the cost in materials and money.
Potion Preper[edit]
Once joining the Potions Coven, at the start of any day, once per day, you can prepare a potion ignoring time to make it if it takes 2 hours or less to brew.