
You've made a deal with a patron to gain your powers, either you were born with them, or you are part of a coven, or you studied the ancient books and taught yourself how to work the magic that fills the air around us, or someone taught you perhaps a witch hag or a witch/warlock. Witches or warlocks live in the feywild, sacred forest, or somewhere secluded for the reason that many see the dark arts as criminal, disgusting, unstable, ill, etc. They rarely influence or recruit folks with their covens. If so, the reason is by acknowledging the individual with potential in the dark arts.
- Skill Proficiencies: Choose 2 Skill - Arcana, History, Nature, Insight, Medicine, Deception, Intimidation, Persuasion
- Tool Proficiencies: Alchemist's Supplies, Cook's Utensils, Herbalism Kit
- Languages: Choose 2 Language - Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan
- Equipment: Alchemist Supplies, Cook's Utensils or Herbalism Kit, A bag, A small knife, A book of lore (You and DM will discuss what type of information it holds), A small cauldron, A scale of dragon, 6 candles, A box of matches, A finger of birth-strangled babe, 1 trinket from the feywild, 1 set of common clothes, A pouch containing (10 gp)
Feature: Potion Brewer
You are familiar with the alchemical processes. You can identify any potion within 5 feet of you, as if you have tasted it. You must see the liquid for this benefit to work. Additionally you have advantage on Wisdom (Medicine) checks to diagnose an illness or if ever use to concoct potions, if it is magical in nature.
Feature: The Dark Arts Influence
2 options:
-The Book of the Dark Arts. You are familiar with the dark arts. The book allows you to access greater knowledge or aid you in different situations: put your enemies in demise, create chaos, study the information within the book, etc. You gain the Ritual Caster feat.
Prerequisite: Warlock; Pact of the Tomb
-The Gift of the Dark Arts. Your patron gifted you the natural ability of eldritch powers. You gain the Eldritch Adept feat.
Feature: Unholy Baptism
Prerequisite: 16 age or higher
In the age of 16, you made a contract with a patron or you study the dark arts, you develop changes in your body, changes that corrupt. You have access the ability: Mimicry and claws.
-Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (insight) check opposed by your Charisma (Deception) check.
-Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Spell List
Through as much experience as book-study, you have learned various useful bits of practical wisdom that your peers rely on to keep themselves, their families and animals well, and their livelihoods and belongings intact. Depending on where you're from, this knowledge may earn you respect or suspicion, perhaps even both; regardless, there's no denying its utility. You have an innate connection with and are connected to the spirits around you.
You spent years learning the lore of the multiverse. You are familiar with magic and the ways of nature, especially in how they can be applied practically.
Witch Expanded Spell List
Spell Level | Spells |
---|
1 Hex, Ray of Sickness
2 Arcane Lock, Silence
3 Bestow Curse, Fire Ball
4 Dominate Beast, Greater Invisibility
5 Animate Objects, Telekinesis
Suggested Characteristics
You can choose to follow this or not.
Each time you age many folks will believe your a witch-hag and say awful words about your appearance as a result of dabbing with the dark arts. In order to remove the effects either you must be effected by Remove Curse Spell, devour the youth, drink expensive potions (components within the potion may differ from within your imagination or setting in the story, discuss it with your DM), or etc. Every time you practice the dark arts it will have consequences: looking hideous, consume with corruption, becoming evil, quirky, grandma like, etc. Roll in the Age Appearance table. If you have roll the same or have it before, it just spread to a different part of the body. Roll every time a year pass.
1d6 I Age Appearance
1 Black Teeth
2 Blotchy Skin
3 Moldy Nails
4 Moles
5 Musty Hair
6 Warts
d8 | Personality Trait |
---|---|
1 | Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee. |
2 | I have never lost my childlike sense of wonder. |
3 | When I have a new idea, I get wildly excited about it until I come up with another, better idea. |
4 | I live by my own set of weird and wonderful rules. |
5 | I love brewing up a new recipe, even if some might be repulsed by my choice of ingredients. Or the final product. Or both. |
6 | I prefer saying the blunt truth over a pretty lie, and I don't particularly care whose feelings I hurt. |
7 | I have an insatiable thirst for knowledge. |
8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
d8 | Ideal |
---|---|
1 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) |
2 | Obsession. I won't let go of a grudge. (Evil) |
3 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil) |
4 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) |
5 | Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil) |
6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
7 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) |
8 | Freedom. I have a dark calling that puts me above the law. (Chaotic) |
d8 | Bond |
---|---|
1 | I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it. |
2 | I sold my soul for power or knowledge. I hope to do great deeds and win it back. |
3 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. |
4 | I do what I can to protect my beauty. |
5 | Nothing is more important than the other members of my coven, family, or siblings. |
6 | I'm drawn to the Feywild and long to return there, if only for a short while. |
7 | I have a child to protect. I must make the world a safer place for them. |
8 | I've been searching my whole life for the answer to a certain question. |
d8 | Flaw |
---|---|
1 | I have certain rituals that I must follow every day. I can never break them. |
2 | I'm a kleptomaniac who covets shiny, sparkling treasure. |
3 | I'm always changing my mind-well, almost always. |
4 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. |
5 | I like keeping secrets and won't share them with anyone. |
6 | I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule. |
7 | When I'm angry, I lash out in violence. |
8 | I never give away anything for free and always expect something in return. |
You belong to a coven of witches and warlocks that work together to study and preserve secret arts and sacred magic. Your coven may or may not be connected to a specific patron.
You keep the features of the witch background except The Dark Arts influence, it's instead replace with the Shadow touch feat.
Your time spent with your coven has lead you to learn many things that can help you in your future, such as the sacred law to share knowledge of all kind of magic, or any kind of information, just like the Witch-Hags: Dark Sorority. You have advantage on Charisma (Persuasion) checks when dealing with hags, witches and warlocks. Additionally you have advantage on Wisdom (Insight) checks when dealing with hags, witches and warlocks. Furthermore, you have advantage on Intelligence (Arcana) checks to diagnose or dealing with anything magical.
Previous Versions
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12/13/2022 5:53:15 PM
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