Witchknight (5e Class)

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Witchknight[edit]

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"What must be done"

The rain fell in thin, silver lines, veiling the village in mist. Torchlight sputtered in the gloom, casting long shadows across broken fences and bloodied earth. The soldiers posted at the barricade stood tense, eyes scanning the treeline; jittery hands gripping swords still slick from the butchery hours before.

They thought the screams were done. They thought no one would come.

But the sound came. Iron-shod boots, striking the muddy ground with slow, relentless precision. Not the panicked clatter of townsfolk. Not the rushed march of soldiers.

A single, steady rhythm. Like a funeral drum.

From the fog stepped a figure cloaked in shadow, draped in battered, blackened plate. Their armor crawled with faint, glowing rune-sigils etched in forgotten tongues, pulsing like embers beneath tarnished steel. Where they walked, the mist curled unnaturally, the light itself bending away.

The soldiers raised their blades, breaths sharp, fear tightening their grips.

The Witchknight kept walking.

A hand traced the air, weaving symbols that glowed briefly before vanishing like smoke. The first soldier lunged... too slow. The knight’s blade struck, clean, effortless. Blood blossomed across the cobblestones as the man folded to his knees, eyes wide, throat split by a line of crimson.

The others hesitated, stepping back, but space itself warped. The shadows thickened, twisting their vision, turning allies to phantoms and ground to shifting void.

Another fell. And another.

The last soldier turned to run—too late. The Witchknight stood before him now, visor down, their voice quiet but heavy with finality:

“The price will be paid.”

A flash of cursed steel. The village fell silent.

Only the rain remained. And the dead.



An Ancient Oath[edit]

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"There is always a path"

Witchcraft is older than kings, older than empires. Its roots sunk deep into the marrow of the world, whispered through stone circles and carved into the bones of forgotten gods. It is a language of symbols, of blood, of shadow; hidden where the wild earth still breathes and the stars remember their names.

The Witchknight is a warrior bound by those ancient rites, their blade carrying the weight of forgotten covenants. Where others chant from dusty tomes, the Witchknight etches their oaths into steel. Their armor bears sigils long outlawed, their sword tempered not only in fire but in belief: that tradition demands teeth, and that magic without strength is merely a prayer left unanswered.

They are paladins of forgotten powers, sworn not to kings or gods, but to the old ways. The ways that shape the earth, stir the wind, and curse the wicked. With every strike, they enforce the will of the ancient world; with every step, they walk the line between protector and executioner. To be Witchknight is to carry history in your hands, and to make sure the world remembers it. Even if by the edge of a blade.

Creating a Witchknight[edit]

For one to become a Witchknight, they must have done more than study the old rites: they must have taken an oath to wield those forgotten powers with cold, tempered steel. What path led your Witchknight to this calling? Were they raised within a secretive coven, taught to inscribe their armor and blade with sigils as a ward against the world? Did they once serve in battle, only to abandon kings and causes for an older, blood-bound duty? Were they marked by prophecy, chosen by unseen forces to carry ancient justice beyond the safety of the wilds? Consider what forged your oath, and how your Witchknight learned to carry their burden.

Quick Build

You can make a Witchknight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Hermit or Rune Carver background.

Class Features

As a Witchknight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Witchknight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Witchknight level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Medicine, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A martial weapon and a shield or (b) Two martial weapons
  • (a) 3 handaxes or (b) any simple melee weapon
  • (a) Priest's Pack or (b) Explorer's Pack
  • Chain mail and a component pouch
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Witchknight

Level Proficiency
Bonus
Features Witchcraft Slots Rites Known Ancient Veil
1st +2 Fighting Style, Dreadful Omen - - -
2nd +2 Witchcraft, Ancient Veil 1 2 1
3rd +2 Coven 1 3 1
4th +2 Ability Score Improvement, Martial Versatility (Optional) 1 3 1
5th +3 Extra Attack, Rite List 2 4 1
6th +3 Conviction 2 4 1
7th +3 Coven feature 2 5 1
8th +3 Ability Score Improvement, Martial Versatility (Optional) 2 5 2
9th +4 Rite List 3 6 2
10th +4 Cursed Veil 3 6 2
11th +4 Baleful Strike 3 7 2
12th +4 Ability Score Improvement, Martial Versatility (Optional) 3 7 2
13th +5 Rite List 4 8 2
14th +5 Doomed Omen 4 8 2
15th +5 Coven feature 4 9 2
16th +5 Ability Score Improvement, Martial Versatility (Optional) 4 9 3
17th +6 Rite List 5 10 3
18th +6 Veil of the Forgotten 5 10 3
19th +6 Ability Score Improvement, Martial Versatility (Optional) 5 11 3
20th +6 Coven feature 5 11 3


Fighting Style[edit]

At 1st 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.

Blind Fighting. You have blindsight 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.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as Witchknight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Dreadful Omen[edit]

At 1st level, the weight of forgotten oaths follows you: a quiet, suffocating presence that grips the hearts of those nearby. Eyes are drawn to you, their instincts screaming that you are the greater threat, even if they cannot say why. You gain proficiency in intimidation checks.

As a bonus action, you can focus your unsettling aura on a creature within 10 feet. Until the start of your next turn, that creature has disadvantage on attack rolls made against creatures other than you.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Witchcraft[edit]

At 2nd level, through your study of the ancient arcane, you are able to perform ancient rites to generate magical phenomenon.

Witchcraft Slots

The Witchknight table shows how many 1st level spell slots you have to perform Rites. To cast a rite, you must expend a 1st level spell slot. You regain all expended spell slots when you finish a short or long rest.

Rites Known

At 2nd level, you know two rites of your choice from the Rite list.

The Rites Known column of the Witchknight table shows when you learn more witchknight rites of your choice. Some rites have level requirements which must be met in order to learn the rite.

Additionally, when you gain a level in this class, you can choose one of the rites you know and replace it with another rites from the rites list, which also must be of a level you can select. The rites list is at the bottom of the class sheet.

Spellcasting Ability

Intelligence is your spellcasting ability for your witchknight rites, so you use your Intelligence if a rite refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witchknight rite.

Spell/Rite save DC = 8 + your proficiency bonus + your Intelligence modifier

Ancient Veil[edit]

At 2nd level, while you are wearing armor or wielding a shield, you use an action to veil yourself in shadow and forgotten magic for 1 minute. While this veil is active:

  • You are considered to have half-cover against attacks made more than 10 feet away from you (+2 to AC).
  • If a creature starts its turn within 10 feet of you, it takes 1d4 necrotic damage.

The veil ends if you fall unconscious.

You can use this feature a number of times as displayed in the class table, and all uses are restored when you finish a long rest.

Coven[edit]

At 3rd level, you chose to further the specialization of your Witchcraft, honed by your witchknight coven. Choose between the Coven of , Coven of , and the Coven of detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

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.

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 the Witchknight. 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.

Conviction[edit]

At 6th level, your vow and beliefs are strong enough to carry you through difficulties and distractions. Whenever you make Constitution saving throw to maintain concentration on a ritual effect, you can treat a d20 roll of 9 or lower as a 10.

Additionally, you gain proficency in Wisdom saving throws.

Cursed Veil[edit]

At 10th level, your Ancient Veil is enhanced as follows:

  • Creatures within 10 feet of you while your Ancient Veil is active have disadvantage on saving throws against your rites and witchknight abilities.
  • The necrotic damage is increased to 2d4, and ignores resistance to necrotic damage.

Baleful Strike[edit]

At 11th level, your weapons are permanently etched with foul magic. You can add your intelligence modifier to the damage you deal with melee weapon attacks.

Doomed Omen[edit]

At 14th level, your presence radiates foul magic. Your proficiency bonus is doubled when you make an intimidation check.

When you activate your Dreadful Omen feature, the creature must also make a Wisdom saving throw against your Witchcraft DC. On a failure, it becomes frightened of you until your next turn. While frightened this way, it cannot move its gaze from you, and is considered blinded to all other creatures. On a successful save, the normal effect of Dreadful Omen applies.

Veil of the Forgotten[edit]

At 18th level, your veil is enhanced a final time, gaining the following abilities:

  • You become heavily obscured to enemies beyond 10 feet.
  • The necrotic damage is increased to 4d4, and cannot be reduced in any way.

Coven of Shadows[edit]

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"Secrets kept in eternity"

The Coven of Shadows is no sisterhood of song and ceremony; it is a loose alliance, bound not by trust, but by shared necessity. Its members are seldom seen together, for they thrive in separation, working alone beneath veils of illusion, masks of deception, and the cover of darkness. Where other covens chant by moonlight or inscribe runes beneath ancient oaks, the Shadows slip through alleys, infiltrate strongholds, and strike where enemies feel most secure. It is said that no one joins the Coven of Shadows by accident. One is invited, or marked, or pressed into service after stumbling too close to secrets never meant for them. And once drawn into the fold, there is no leaving. The only exit is through the dark.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the witchknight class, you must meet these prerequisites: 13 Strength, 13 Intelligence

Proficiencies. When you multiclass into the witchknight class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons

Rite List[edit]

Witch rites are an ancient form of spellcasting, and do not function as normal spells. They are placed down carefully, and remain dormant for later activation. They have a casting range of Touch.

As an action, you can expend a 1st level spell slot to set down a dormant rite upon a surface you touch. A dormant rite remains upon the surface for up to 10 minutes, after which it harmlessly dissipates. A dormant rite can be activated as a bonus action if it is within activation range. This does not require line of sight.

There are three main types of Rites: Hexes (that are placed on a creature), Enchantments (That are placed on an object) and Fields (that are are placed on unmoving surfaces). The type of rite determines what surface it can be cast upon.

A dormant rite can be destroyed if a creature uses its action to succeed an Arcana check against your Witchcraft DC. An active rite can be dispelled with a Remove Curse spell.

The Rite description details the level requirement to learn the rite (Level Requirement), how far it can be activated from (Activation Range), how long it lasts after it is activated (duration) and whether or not it requires concentration after it is activated.

Hex Rites[edit]

Hexes are made upon living creatures. If the creature is willing or unconscious, you may place a dormant rite. If the creature is unwilling, you must succeed a spellcasting ability check against the creature's AC to place the rite, else the casting fails and the spell slot is lost. These rites also cannot affect constructs.

Hex: Rejuvenation. Level Requirement: 2. Activation Range: 120 feet. Duration: Instantaneous. Concentration: No.

When this rite is activated, the creature affected will have their vitality gradually stabilized. At the start of the creature's next turn, they will regain a number of hit points equal to 2d6 + your Spellcasting ability.

Hex: Witchmark. Level Requirement: 2. Activation Range: 120 feet. Duration: 24 hours. Concentration: No.

While this rite is active, the creature is cursed with a distinct Witch's magic. While affected by the curse, you can sense the direction of the creature, so long as it is within 1000 feet of you. If the creature is in motion, you know the direction of its movement. Additionally, it has disadvantage on attack rolls against you.

Hex: Seal. Level Requirement: 5. Activation Range: 30 feet. Duration: 1 hour. Concentration: Yes.

When you activate this rite, you are able to seal a creature’s magic. While this rite is active, if the affected creatures attempts to cast a spell or activate a magical ability, it must first make a Charisma saving throw against your Witchcraft DC. On a failure, the spell or ability fails and has no effect.

Hex: Transfusion. Level Requirement: 5. Activation Range: 90 feet. Duration: 1 minute. Concentration: No.

While this rite is active, the creature’s own blood boils and protects them. The affected creature takes 2d4 necrotic damage at the end of each of their turns. This damage bypasses temporary hit points. If the creature takes this necrotic damage, they then gain temporary hit points equal to 1d12 plus your witchknight level.

This rite ends early if the creature drops to 0 hit points, or if you end it as a bonus action from up to 90 feet away.

Hex: Agony. Level Requirement: 9. Activation Range: 30 feet. Duration: 10 minutes. Concentration: Yes.

While this rite is active, the creature is assaulted by a high degree of debilitating pain. The creature has disadvantage on all attack rolls and ability checks, as well as strength and dexterity saving throws. Its movement speed is also halved. At the end of each of the affected creature’s turns, the target can make a Constitution saving throw against your Witchcraft DC to end the effect. If the target fails three of these saves, the effect will last the full duration and concentration is no longer required.

Hex: Ancient Charm. Level Requirement: 9. Activation Range: 60 feet. Duration: 2 hours. Concentration: No.

While this rite is active, the affected creature is protected from external influence. If the creature would fail an Intelligence, Wisdom or Charisma saving throw, it can choose to reroll the saving throw. After re-rolling a saving throw in this way, this effect ends.

Hex: Binding. Level Requirement: 13. Activation Range: 30 feet. Duration: 8 hours. Concentration: Yes.

While this rite is activate, you always know the direction of the creature that is bound. While a creature is bound and can either hear or see you, you can use a bonus action to force it to attempt a Wisdom saving throw. On a failure, you can give it a one word command that it must follow on its next turn, like the command spell. On a success, the creature takes 1d6 psychic damage, but does not have to follow your command.

Hex: Truth. Level Requirement: 13. Activation Range: Touch. Duration: 5 minutes. Concentration: No.

While this rite is active, the affected creature gains the ability to witness the ancient secrets that hide beyond the mortal world. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60 feet.

Hex: Witchcraft. Level Requirement: 17. Activation Range: 60 feet. Duration: Until Dispelled. Concentration: No.

When you activate this rite, the creature becomes affected by the spell bestow curse. Use the rules of the spell for determining how the curse manifests. The creature can attempt a Wisdom saving throw after it completes a long rest to end the effect. If the creature fails three of these saves, this hex lasts until it is dispelled by a Remove curse spell.

Enchantment Rites[edit]

Enchantments are placed upon objects. Certain enchantments can only affect certain types of objects. A single object can have no more than 1 active rite upon it.

Enchantment: Veil. Level Requirement: 2. Object: Any, up to medium size. Activation Range: Touch. Duration: 10 minutes. Concentration: No.

While this rite is active, the object will appear like a different object of your choosing, of a similar size. A creature with Truesight can see through this effect.

Enchantment: Flame/Frost. Level Requirement: 2. Object: Weapon. Activation Range: 60 feet. Duration: 10 minutes. Concentration: Yes.

While this rite is active, attacks with the enchanted weapon deal an additional 1d4 fire/cold damage (depending on Flame or Frost).

Enchantment: Vampirism. Level Requirement: 5. Object: Weapon. Activation Range: 30 feet. Duration: 1 minute. Concentration: No.

While this rite is active, attacks with the enchanted weapon deal an additional 1d6 necrotic damage, but the wearer takes 1d4 necrotic damage every time they make an attack with the weapon.

Enchantment: Ward. Level Requirement: 5. Object: Armor. Activation Range: Touch. Duration: 5 minutes. Concentration: Yes.

While this rite is active, the armor shimmers with protective magic. When the creature wearing the armor takes damage, reduce that damage by 1d6 + your Witchknight level. This effect can occur once per round, and resets at the end of your next turn.

Enchantment: Vile. Level Requirement: 9. Object: Weapon. Activation Range: Touch. Duration: 1 minute. Concentration: Yes.

While this rite is active, the weapon tingles with potent dark magic. After a creature is hit by the enchanted weapon and takes damage, it must attempt a Constitution saving throw. On a failure, it becomes affected by the black curse. On a success, the creature takes 1d6 acid damage. After forcing a creature to make this saving throw, the enchantment on the weapon ends.

While afflicted by The Black Curse, a creature's veins turn black and their blood begins to burn. An afflicted creature takes 2d6 acid damage at the start of each of their turns and has disadvantage on Constitution saving throws.

This effect ends if your concentration is broken, or if the creature becomes affected by the Remove Curse spell.

Enchantment: Poison. Level Requirement: 9 Object: Weapon. Activation Range: 30 feet. Duration: 1 minute. Concentration: No.

While this rite is active, the weapon begins to ooze witch’s poison. If an attack with the weapon hits a creature, it must succeed a Constitution saving throw against your Witchcraft DC, taking 3d6 poison damage and becoming poisoned until the end of its next turn on a failure, and half as much damage and not being poisoned on a success. This enchantment ends after an attack is made with the weapon.

Enchantment: Anguish. Level Requirement: 13. Object: Any. Activation Range: 90 feet. Duration: Instantaneous. Concentration: No.

When this rite is activated, the object will release a burst of ancient corrupted magic toward one creature you can see within 15 feet of it. That creature must succeed a Constitution saving throw against your Witchcraft DC, taking 3d10 necrotic damage on a failure, and half as much on a success. If a creature fails its saving throw, it also cannot regain hit points until the end of your next turn.

Enchantment: Flight. Level Requirement: 13. Object: Any, weighing no more than 100 pounds. Activation Range: 30 feet. Duration: 1 hour. Concentration: Yes.

While this rite is active, the object gains a 60 feet fly speed. You can cause it to move up to its movement on each of your turns. The object can carry up to 500 pounds.

Enchantment: Elder. Level Requirement: 17. Object: Any. Activation Range: Touch. Duration: 1 minute. Concentration: Yes.

While this rite is active, the object becomes a conduit of an ancient will. If a creature comes into contact with the object, it must make a Wisdom saving throw against your Witchcraft DC, becoming paralyzed on a failure. At the end of each of its turns, a paralyzed creature can make another Wisdom saving throw. On a success, the effect ends. If a creature succeeds on its saving throw against Enchantment: Elder, it is immune to this ability for 24 hours.

Field Rites[edit]

Field Rites can be placed upon anything static, and are dispelled if they are moved more than 5ft from where they were placed, active or dormant.

Field: Mist. Level Requirement: 2. Activation Range: 30 feet. Duration: 5 minutes. Concentration: Yes.

While this rite is active, thick, unsettling mist fills a 30-foot radius centered on the rite's location. The mist limits visibility: creatures can only clearly see objects or creatures within 5 feet of themselves. Beyond that distance, the area is considered heavily obscured. A wind of moderate or greater strength (at least 10 miles per hour) disperses the mist, immediately ending this rite's effects.

Field: Distortion. Level Requirement: 5. Activation Range: 60 feet. Duration: 1 minute. Concentration: Yes.

While this rite is active, the surrounding natural world seems to shake violently and warp. A 30 foot radius around the rite becomes distorted. Whenever a creature starts its turn within this radius or enters for the first time in a turn, you can force it to make a Wisdom saving throw. On a failure, it takes 2d4 psychic damage and falls prone. On a success, it takes half as much damage and doesn't fall prone.

Field: Darkness. Level Requirement: 5. Activation Range: 90 feet. Duration: 1 minute. Concentration: No.

When you activate this rite, all non-magical lights and magical lights of 2nd level or lower within 30 feet of the rite's location are snuffed out. All creatures of your choice within 30 feet of the rite must succeed on a Charisma saving throw against your Witchcraft DC, becoming magically blinded on a failure. A creature blinded this way can repeat the saving throw at the start of each of their turns to end the effect. This effect also ends if a creature moves more than 30 feet away from the rite's location or its duration expires.

Field: Wrath. Level Requirement: 9. Activation Range: 30 feet. Duration: 1 minute. Concentration: Yes.

When you activate this rite, a 40 feet radius around the rite's location comes to life, with the spirits of nature. This area is considered difficult terrain for your enemies. On each of your turns, you can use your bonus action to cause nature to attack all your enemies within the area. Creatures you choose in the area must succeed a Strength saving throw against your Witchcraft DC or take 3d6 bludgeoning and fall prone, or half as much and not fall prone on a success.

Field: War. Level Requirement: 9. Activation Range: 30 feet. Duration: 1 minute. Concentration: Yes.

When you activate this rite, a 30-foot radius around the rite's location darkens with creeping crimson mist that clings to fallen blood and drifting ash. Hostile creatures inside of this area take an additional 1d6 damage from weapon attacks.

Field: Grotto. Level Requirement: 13. Activation Range: Touch. Duration: Until Dispelled. Concentration: No.

When you activate this rite, the nearby area begins to shift over a period of 24 hours. During this time, if the rite's surface is damaged, the process will be stopped. This shift around the rite will gradually expand outwards to a 100 feet radius, as noticeable dark magic lingers in the air.

Once 24 hours have passed, a 100 feet radius around the rite will have become a Grotto. A Grotto has the following effects:

  • You always know the number of living creatures within the Grotto, and you know whenever a creature enters of leaves the area.
  • Creatures within the Grotto feel uneasy, and have disadvantage on Wisdom saving throws and ability checks. (You can make chosen creatures immune to this effect)
  • You have blindsight out to 60 feet while inside the Grotto.

You can only have one Grotto at a time. You can remove a Grotto by performing a 10 minute ritual at its center, or any creature can remove it by using the spell Remove Curse at its center.

Field: Terror. Level Requirement: 13. Activation Range: 90 feet. Duration: 1 minute. Concentration: No.

When you activate this rite, the world in a 40 feet radius around the rite's location begins to reshape and form disturbing visages and sounds. Every creature you choose within this radius must make a Wisdom saving throw against your Witchcraft DC. On a failure, they become frightened of the entire area. While frightened this way, they must take the dash action on their turn and exit the Field through the shortest possible route. If a creature ends its turn outside the field or the field's duration expires, they are no longer frightened.

Field: Recall. Level Requirement: 17. Activation Range: 1000 feet. Duration: Instantaneous. Concentration: No.

When you activate this rite, you immediate teleport to the location of the rite. If something is blocking the spot you would return to, you are shunted to the nearest available space and take 2d10 force damage.

Field: Golem. Level Requirement: 17. Activation Range: 30 feet. Duration: 1 hour. Concentration: Yes.

When you activate this rite, a 10 feet radius of terrain around the rite's location forms into an earth elemental, surrounding it.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

Field: Golem can move after being activated without being dispelled.

If your concentration is broken, the elemental crumbles into regular terrain.

Afterword (Gunwitch)[edit]

There is another version of this class! (Well not quite) But if you enjoy the rite mechanic and the witch vibe this class presents, or just the layout of this class, you can also check out Gunwitch. Witchcraft and firearms combined- now how about that. It also has 5 different rite options, which you could select for this class, technically. I won't stop you.

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