Crux of Desire. Your spells and spirits which can charm creatures affect those with immunity to being charmed. When you cast a spell that forces a creature to make a saving throw against or become charmed, you may strip their defenses against your magic as part of that spell. Creatures that are immune to the charm condition instead gain advantage on all saving throws to resist or break free of the effect. A creature who is not immune to being charmed now has disadvantage against being charmed by you.
You can use this ability 3 times and regain expended uses when you finish a long rest.
Additionally, you gain immunity to the charmed condition.
Spellcasting. [Circe] is a 20-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 18, +7 to hit with spell attacks). [Circe] has the following [Witch] spells prepared:
Cantrips (at will): [chill touch], [encode thoughts], [mage hand], [mind sliver], [prestidigitation]
1st level (4 slots): [animal friendship, [beast bond], [Charm Person], [Command]
2nd level (4 slots): [Blindness/Deafness], [Flock of Familiars], [Enhance Ability]
3rd level (3 slots): [Aura of Vitality], [Bestow Curse]
4th level (2 slots): [Confusion]
6th level (1 slot): [Mass Suggestion]
The Witching Hour. As an action you can enter your Witching Hour. For the next hour you gain the following benefits:
- You regain a number of hit points equal the number of spirits have bound at the start of your turn.
- You can use your reaction when you receive damage to reduce that damage by half.
- You can bind a spirit as a bonus action.
- When you release a spirit that heals or deals damage, you maximize the damage or healing dice.
Evil Eye of Control. You turn a vile gaze toward a creature of your choice within range that you can see. An creature caught in your gaze must make a Wisdom saving throw or you can control it like a puppet as a bonus action causing it to either make a single melee weapon attack against a creature within range, or to have disadvantage on an attack rolls until the end of its next turn. The creature may remake this saving throw at the end of its turn.
The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
Charm of Desire. You can target a number of creatures up to the 6 within 30ft become, targets become charmed if they fail a Wisdom saving throw DC 18 against one of your spells. This effect lasts one minute. The effect ends prematurely if you or your allies damage the creature.
Seer of Sorrow. As a bonus action, choose a charmed creature within 30 feet. That creature has disadvantage on its next saving throw, ability check, or attack roll. Should this roll fail, they are dealt an extra 1d6 psychic damage per spell level.
Glimpse of Terror. As a bonus action, a number of creatures equal to your witch level within 30 feet must make a Wisdom save or be frightened for 1 minute. Each creature affected is allowed a Wisdom saving throw to end the effect at the beginning of their turn.
Witching hour. You can use your reaction when you receive damage to reduce that damage by half.
Spiritual Projection. As a reaction you can teleport to your spiritual projections position, dispelling it in the process. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Charm of Desire. As a reaction when a charmed enemy creature makes a Wisdom saving throw, they take a -1 penalty to the save.
Description
Witches may or may not have a level of respect for the spirits they bind, though one could say they should. Some witches tap into the residual energies of long-departed souls, while others use extant spiritual beings as conduits for their spellcasting. Either way and whether or not they wish, witches bind part of their own soul to those that surround them. Witch spells mostly deal with manipulation of spiritual energies (both living and dead) and protections against the beings with supply those energies. As part of their connection to the spiritual world, they are also privy to information and secrets normally not meant for mortal minds. As such, witches are powerful enchanters, abjurers, and diviners.
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Posted Sep 1, 2021Witch Class inspiration from EinarTheRed
Art link: https://www.google.com/url?sa=i&url=https://www.flutesloot.com/5e-guide-to-playing-a-witch/&psig=AOvVaw2z_ZZdNJSNe8gqHUrlC1_x&ust=1630552970309000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCLinu6jp3PICFQAAAAAdAAAAABAD