Hi, guys! I'm currently trying to make a new class called the Witch, but there's a LOT that goes into making a class than I realized! I was hoping you could help me out! I have a spell table down, plus the basic equipment and whatnot, but what I don't have is a clean, understandable, fair class table, where the subclasses are, plus the features the subclasses offer. I have some Witch subclasses down, but I need help balancing them out. Currently, what I have is the basic description for the Witch, plus the basic subclass options. Here's a brief of the Witch;
Dressed in blacks and dark blues, carrying a black staff underneath one arm, a young male human straddles his broom and lifts his feet off the ground. The broom underneath him rises and flies into the night sky without a single sound. Another successful robbery from another evil mage.
Flipping the pages of her recipe book, an elderly elf examines the recipe before snapping her fingers. A green winged snake flies onto her outstretched arm, a small vial of dried herbs in its mouth. She took the vial and dumped its contents into the large, smoking, bubbling cauldron in front of her, chanting as the white liquid swiftly turned pink.
The halfling twins watched with amazement as the circle of people with pointy hats swayed, chanting in a rhythm. Then the children’s amazement turned to fear as the fire in the center of the ring flared up and out, forming a portal. The people bowed as a frightening devil stepped through.
Witches are the long-since forgotten magicians of the planes, yet there are signs of their work everywhere. Whether doing good by saving a king from disease, or evil by raising a small army of undead, witches strive for the renown, fame, and appreciation that was snatched from them a long time ago by the wizards.
Magical, Resourceful, and Hidden
When magic was new, the magicians of the world became more and more frequent. Early civilization either welcomed them or rejected them. Magicians wished to study magic and unravel its mysteries. However, two factions began to form; the Wizzes, and the Witches. The Wizzes preferred to pull magic straight from the Weave itself, and the Witches believed that the magic that already existed in the world should be used first. Long story short, a conflict broke out, in which the Wizzes won with their far more powerful spells. The Witches ran and hid while the Wizzes, seen as the true magicians, changed their name to “Wizard.” Since then, witches have been portrayed by wizards as lowly magicians who shouldn’t be trusted with the magic they use and put into their concoctions.
However, while in secrecy, the witches remained since then, dividing into several factions called Covens. These covens represented a particular field of magic in a figurative sense. They read futures in the stars or in the insides of small animals. They brewed simple or powerful potions that could knit wounds, cure disease, or dissolve someone from the inside out. They conversed with the Feywild and the Shadowfell, offering favors for favors. Witches are deal-makers, knowledge-seekers, explorers, and, above all, silent about what they really are.
Secret Seekers
Witches' lives are full of secrets, and when they’ve been discovered, full of fear. Most people, especially wizards, hate witches. If a witch is found in the midst of the public, everyone turns against them. It doesn’t matter whether or not the witch was good or evil; the people always believe that they have been enchanted to like the witch. Thus, the unfortunate witch is dragged to the middle of the town or city and burned alive on a stake. For this reason, witches remain silent about what they are. They always lie about their true passions, and they keep their past secret.
But, because witches are known to be better at lying and deceit than rogues, they also use this talent to gather information and secrets. Most covens gather information about the knowledge wizards gather, but there is always a use for every single word said to them. A witch never knows when seemingly useless information will come in handy. Also, because witches have disguised themselves to be something other than what they really are, they have gained the ability to cast all the spells that are available to them, even though they don’t have quite as much magic in them as most spellcasters.
Creating a Witch
Creating a witch character is complex yet simple. Maybe you decided to be a witch because you specialized in a particular element of magic that the Covens provide. Maybe you have a favorite hobby that wizards look down on, but the witches look up to. Maybe you tried to get into a wizard school, a bard college, a druid’s circle, a cleric’s domain, a warlock’s pact, discover a lick of sorcerous magic inside you, or get an apprenticeship with a monk, paladin, ranger, or any class, yet you were turned down from them all. Sometimes, those who pursue magic are turned down from all other magical classes because they may not have what it takes to be one of them. Witchcraft, though seen as lowly, is welcoming to any rejected misfit.
It is also possible that you have also been exposed to witchcraft by accident. Maybe you happened to stumble on a covenstead in the forest. Maybe you discovered that your own mother or father is a witch, and they offered to teach you what they know. Maybe the town alchemist or medic happened to secretly be a witch. Whatever the case, you discovered a love for what witchcraft has to offer.
Also, the witch subclasses are called covens, and I have 8 covens at the moment; theCloud Coven; of air, flight, and travel; the Hag Coven; of evil, necromancy, and manipulation; the Magic Coven; the miscellaneous collection of the covens; the Moon Coven; of shadows, night, and secrecy; the Mountain Coven; of earth, nature, and natural beauty; the Sea Coven; of water, storms, and wealth; the Sun Coven; of light, truth, and knowledge; and the War Coven; of fire, battle, and strength. Covens are led by Matriarchs. Also, a witch gets into any of these covens when they follow a specific pattern of magic, like the Sea Coven uses mainly water spells, or the Sun Coven uses mainly light-related spells. A coven gets chosen at 3rd level, when the new witch receives a wide-brimmed, tall, pointy hat (color varies by coven), and it can be used as a spellcasting focus. At some point after 3rd level, probably at 7th level, I want to have the Matriarch gift the witch character a flying item; a broom of flying, a carpet of flying, or wings of flying (colors all vary by coven).
However... at this point, I don't know what else to add! Should there be a sort of secret language witches know, like rogues have Thieves Cant? Should a witch get a resistance to the damage they deal, like a witch of the Fire Coven is resistant to fire damage? Should they have more than just two potions of healing as their starting equipment? Witches are not just spellcasters; they are brewers. I plan on giving them an herbalist's kit as a starting piece of equipment, plus a "potion recipe book," where they can record the recipes of potions, plus other notes.
Here's the stats I have so far;
Class Features
As a witch, you gain the following class features.
Hit Points
Hit Dice: 1d8 per witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st
First, I think you should base the progression of this class with the Artificer. It can be a half magic/half other class.
I also think you should make something that is kind of like invocations or infusions. You learn special blessings, curses, boons, etc. and can use them on teammates (eldritch invocations, but almost completely support based. Buffs and Debuffs. This is why the artificer is most accurate to how the class might play out.
For spells, include lots of divination, enchantment, and illusion. The bard and warlock spell lists are most accurate, but intelligence is the spell casting ability. Healing spells are also important
Hi, guys! I'm currently trying to make a new class called the Witch, but there's a LOT that goes into making a class than I realized! I was hoping you could help me out! I have a spell table down, plus the basic equipment and whatnot, but what I don't have is a clean, understandable, fair class table, where the subclasses are, plus the features the subclasses offer. I have some Witch subclasses down, but I need help balancing them out. Currently, what I have is the basic description for the Witch, plus the basic subclass options. Here's a brief of the Witch;
Also, the witch subclasses are called covens, and I have 8 covens at the moment; the Cloud Coven; of air, flight, and travel; the Hag Coven; of evil, necromancy, and manipulation; the Magic Coven; the miscellaneous collection of the covens; the Moon Coven; of shadows, night, and secrecy; the Mountain Coven; of earth, nature, and natural beauty; the Sea Coven; of water, storms, and wealth; the Sun Coven; of light, truth, and knowledge; and the War Coven; of fire, battle, and strength. Covens are led by Matriarchs. Also, a witch gets into any of these covens when they follow a specific pattern of magic, like the Sea Coven uses mainly water spells, or the Sun Coven uses mainly light-related spells. A coven gets chosen at 3rd level, when the new witch receives a wide-brimmed, tall, pointy hat (color varies by coven), and it can be used as a spellcasting focus. At some point after 3rd level, probably at 7th level, I want to have the Matriarch gift the witch character a flying item; a broom of flying, a carpet of flying, or wings of flying (colors all vary by coven).
However... at this point, I don't know what else to add! Should there be a sort of secret language witches know, like rogues have Thieves Cant? Should a witch get a resistance to the damage they deal, like a witch of the Fire Coven is resistant to fire damage? Should they have more than just two potions of healing as their starting equipment? Witches are not just spellcasters; they are brewers. I plan on giving them an herbalist's kit as a starting piece of equipment, plus a "potion recipe book," where they can record the recipes of potions, plus other notes.
Here's the stats I have so far;
So, in short, I really need help sorting out what witches can do! Please, please, PLEASE reply and help! Thanks!
First, I think you should base the progression of this class with the Artificer. It can be a half magic/half other class.
I also think you should make something that is kind of like invocations or infusions. You learn special blessings, curses, boons, etc. and can use them on teammates (eldritch invocations, but almost completely support based. Buffs and Debuffs. This is why the artificer is most accurate to how the class might play out.
For spells, include lots of divination, enchantment, and illusion. The bard and warlock spell lists are most accurate, but intelligence is the spell casting ability. Healing spells are also important
My only good homebrews: Races, Subclasses.
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