Woodland Witch Image

Requirements: female spellcaster of the artificier (alchemist), druid, sorcerer, warlock, or wizard class.

You are a feared and maybe even reviled spellcaster who lives off of nature's bounty in a semi-remote forest, wooded swamp, or mountain location on her own. You were either exiled or run off by your village for your spellcasting abilities; you were raised in the woods by other reviled spellcasters, maybe even by an intelligent spellcasting monster such as a silat hag who, by some grotesque twist of fate, is capable of feeling motherly love for orphaned little girls. Perhaps you joined a coven as soon as you discovered or gained your powers and decided to move closer to your sister's and further away from small-minded folks.

 
Skill Proficiencies: Survival and Medicine - You learned how to live off the land and your knowledge of healing practices brings all the sick and injured peasants to the yard.
Tool Proficiencies: Cook's Utensils and herbalism kit - You know how to cook what you gather or catch and you know a thing or two about plants, you might even have a small garden outside of your dwelling.
Languages: You barely even talk to people. You get nothing. (No extra languages)
Equipment: You have what you need to survive in the wilderness and your clothes are sufficient to keep you warm in moderate weather.

  • Traveler's clothes
  • a purse containing 10 gp
  • Herbalism kit or Cook's utensils
  • a set wires or strings and sticks that serve as a primitive rabbit/bird hunting trap materials
  • fishing tackle
  • hunting knife
  • stylish pointy hat or animal skull headdress
  • ordinary and living black cat, rat, frog, non-venomous small snake, or raven pet (optional)
 
Feature: Infamous witch & witch's turf

Infamous witch:

Most people tend to normally avoid you and please you to make you go away faster, but seek you out to waste your time in desperate situations for miracle medicine, fortune telling, love potions, or other foolish things. You can use your mere presence to scare simple and superstitious folks into running away from you or trying harder at their "friendship" by playing into the witch sterotype.

If you have an hour to spare, you can even create 6+1d6 effigies using sticks or straw held together by strings, wires, or plant fibers. You can add blood, bones, hides, carved symbols, and fabric at your leisure to improve the look and effect. These effigies can be used to mark your dwelling or the edges of your temporary camp, ward off superstitious and fearful people, and signal your belonging to a coven. Spellcasters and people with insight, religion, or arcana proficiency may also be warned of a witch's presence by these effigies, but not necessarily scared by them.

Warning: However, any of this might compell the overzealous, self-righteous types, such as paladins or goodly priests, to rid the world of your supposed or real evil existence. Evil spellcasters may also seek you out to offer alliance, partnership, ask you for advice and information, or even just to beat you up, maybe kill you, and squize your poity hat-wearing, cackling hide for whatever power, magic items, and knowledge it's worth. Interactions between evil spellcasters and witches can be friendly, respectful, amourous, or downright deadly, with everything in between, thus completely up to the DM and roleplay choices. People might also blame you for spectacular misfortune, such as mass disappearances, undead, plague, locusts, drought, flooding, etc.

Witch's turf:

You have a dwelling in the wilderness, less than a day's walk away from civilization, that allows you little comfort on the level of poor living but serves as a roof over your head and a hiding place. It protects you from the elements and predators, but does little to deter sentient monsters and humanoid invaders. During your game, your DM might allow you to spend money on your dwelling and upgrade your living conditions, but due to its inherent nature, it may never rise above a comfortable state.

Your dwelling may be: an abandoned shack, lighthouse, lookout tower, hollowed-out giant tree, or mausoleum with a forgotten graveyard; an ancient ruin; a crumbling homestead or hunting lodge; a cave complex with a rotten wooden door at the entrance; or anything the DM might deem remote enough for a witch and in poor standards.

 
Suggested Characteristics

You are not well liked by others and you may or may not deserve it. It may make you bitter and resentful or sad and longing for connection. Regardless of you stance on nature, you appreciate the the bounty it gives, fear it's wrath and always stand prepared for harsher times by striving to hoard supplies for the winter and worst case scenarios.

 

 

 

d6 Personality Trait
1 I fear aggression from the small-minded just as much as they fear me. I'm terrified of waking up to a lynch mob one day.
2 I like nature; living off the land and thriving is what makes it all worth it.
3 I have a coven who are like sisters to me.
4 I hate people, but I still need them for some necessities I can't produce myself.
5 I like helping and healing people, but they push me away and call me horrible things, which breaks my heart. I crave companionship and community, which I cannot get because of my stigma.
6 I do seek power at the expense of nature or other people, and I do not care what those fools think about it.
d6 Ideal
1 Self-reliance: I am free, self-sufficient and wish to remain this way.
2 Knowledge: My research is worth the discomfort and scorn.
3 Self-sacrifice: They can hate me all they want, but they still need my help, and I'll be here for them.
4 Perseverance: They are not going to get rid of me or run me out of my homeland just because of my powers.
5 Community: I will protect and serve my coven at the cost of my life.
6 Nature: These woods are my home, and I will not let these savages destroy it.
d6 Bond
1 I will make this little shelter of mine into a true home that is safe and pleasant to live in.
2 I have found magical secrets in these remote lands, and I will unlock their power.
3 I owe one of my sisters or my head mistress at the coven, and I have to repay her.
4 I will have revenge on the people who ran me off from my home village.
5 I will earn the trust and love of my community as their wisewoman.
6 My parents disappeared when I was little, and I need to find out what happened to them.
d8 Flaw
1 Fear: I am in constant fear of being attacked by judgmental people or horrific monsters. I struggle to sleep through the night peacefully.
2 Greed: These lands contain rare reagents that otherwise would cost a fortune, and I can have food and shelter in the woods for free. Score! Every time I'm forced to spend money, my penny-pinching little soul hurts.
3 Power hunger: I will take on any risk or cause any damage to gain power.
4 Naivity: People won't hurt me as long as I'm helping them. I won't be bothered by people's distaste for my presence. What reason would anyone have to harm me?
5 Slob: I am one with nature. I don't need baths or hygiene. Animals are fine without washing their appendages, using soap, or taking regular baths, and so am I.
6 Antisocial: I'm dismissive of people, and the only reason I'm willing to solve their stupid problems is because I don't want to be blamed for them.
7 Sybarite: I got addicted to the luxuries of the civilized world. I spend all my money on fancy junk, refuse to sell valuable items that I take liking to, and started to hoard luxury items in my dwelling that might attract thieves and squatters.
8 Boy crazy: I spent my life away from men, and now that I get to meet them more often, I can't get enough of them. (Note: U don't have to be Santa's cathphrase with an "e" at the end, it's an option. The PC could be just a sucker for romance.)
 

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Woodland Witch Image

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