Medium Humanoid (Goblinoid, Tabaxi), Chaotic Evil
Armor Class 13 (None)
Hit Points 19 (3d6 + 2)
Speed 30 ft., Climb 20 ft.
STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws INT +5, WIS +1
Senses Darkvision You can see in darkness (shades of gray) up to 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Discipline. 3 Levels.

Wrath Of The Guards. Disadvantage to Fatigue Checks until further notice.

Witch Weapons. Clubs, daggers, darts, slings, quarterstaffs, short bows, hand-axes, blowguns, sickles and spears.

Witch Proficiencies. Investigation, Arcana.

Spellcasting. Alia Tunalock is a 2nd-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Alia has following witch spells prepared: 

Cantrips (at will): Minor Illusion, Thaumaturgy, Produce Flame, Infestation.
1st level (4 slots): Absorb Elements, Cure Wounds, Dissonant Whispers, Mage Armor.
2nd level (2 slots): Shadow Blade, Crow Call.

Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Cat’s Claws. You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 -1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.

Saving Face. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5).

Witchy Doo Da. As a Witch, your spells expel themselves in random ways, making you dangerous to yourself and those around you, your spells are, by nature, unpredictable.

Whenever you cast a spell, roll 2d6, the affects of the spell change based on the list below, 1 on the Bits table, 1 on the Bobs table, depending on the quality ingredients you use.

BITS (Low)

1. Ego. The spell now has a range of self. If the spell had a radius or cone it no longer does.

2. Shortened. The range of your spell is halved. Touch spells are unaffected.

3. Impotent. Your spell is cast at a level lower than the spell slot you are spending for it. Therefore, a 3rd level spell would be cast at 2nd level but consume a 3rd level spell slot.

4. Eruption. The spell now has range self (20-foot radius).

5. Whisper. The spell is now completely silent and you may ignore any verbal component. This includes summoned creatures or lingering effects.

However, the spell is now very visible, and is automatically be seen by any creature that can draw line of sight to it.

6. Lingering. The spell now targets the space of its target instead of the target themself. The effect of the spell occurs at Initiative step 20 at the start of each round until it ends.

If you would make an attack roll, make one and note its value. The effect of this spell only occurs if the attack roll would pass an applicable creatures AC. Creatures may attempt saving throws as normal whenever they are affected by the spell.

The spell lingers for a number of rounds equal to the level at which it was cast.

BOBS (Low)

1. Reverse. The harmful or helpful effect of a spell is reversed. If it was going to heal it now damages or if it was going to damage it now heals.

2. Potent (1). The spells damage or healing is increased by the amount in the brackets

3. Trade-off.  The casting of this spell ends concentration on yourself and anyone within 30ft. When you get this result you may elect to not cast the spell, however the spell slot and action are still consumed.

4. Potent (1d4). The spells damage or healing is increased by the amount in the brackets

5. Sacrifice. The damage and healing of a spell is halved. If the spell deals damage it now automatically damages the target. If the spell heals it now also heals an additional target within the range of the spell.

6. Duality. The saving throw for this spell now uses the targets weakest ability score, however you must also save against the spell using you strongest ability score or suffer its effects.

BITS (Medium)

1. Eruption. The spell now has range self (20-foot radius).

2. Whisper. The spell is now completely silent and you may ignore any verbal component. This includes summoned creatures or lingering effects.

However, the spell is now very visible, and is automatically be seen by any creature that can draw line of sight to it.

3. Lingering. The spell now targets the space of its target instead of the target themself. The effect of the spell occurs at Initiative step 20 at the start of each round until it ends.

If you would make an attack roll, make one and note its value. The effect of this spell only occurs if the attack roll would pass an applicable creatures AC. Creatures may attempt saving throws as normal whenever they are affected by the spell.

The spell lingers for a number of rounds equal to the level at which it was cast.

4. Lengthened. The range of your spell is doubled. Spells with range touch now have a range of 30 feet.

5. Powerful. Your spell is cast at a level higher than the spell slot you are spending for it. Therefore, a 3rd level spell would be cast at 4th level but consume a 3rd level spell slot.

6. Roar. The spell is now completely invisible and you may ignore any somatic component. This includes summoned creatures or lingering effects.

However, the spell is now very loud, and is automatically be heard by any creature within a number of feet equal to 25 x the spell level.

BOBS (Medium)

1. Potent (1d4). The spells damage or healing is increased by the amount in the brackets

2. Sacrifice. The damage and healing of a spell is halved. If the spell deals damage it now automatically damages the target. If the spell heals it now also heals an additional target within the range of the spell.

3. Duality. The saving throw for this spell now uses the targets weakest ability score, however you must also save against the spell using you strongest ability score or suffer its effects.

4. Potent (1d6). The spells damage or healing is increased by the amount in the brackets

5. Patience. The spell’s effect is delayed by a number of rounds equal to the level it was cast at, each round the spell increases its potential by an additional die

6. Potent (1d8). The spells damage or healing is increased by the amount in the brackets

BITS (High)

1. Lengthened. The range of your spell is doubled. Spells with range touch now have a range of 30 feet.

2. Powerful. Your spell is cast at a level higher than the spell slot you are spending for it. Therefore, a 3rd level spell would be cast at 4th level but consume a 3rd level spell slot.

3. Roar. The spell is now completely invisible and you may ignore any somatic component. This includes summoned creatures or lingering effects.

However, the spell is now very loud, and is automatically be heard by any creature within a number of feet equal to 25 x the spell level.

4. Vomiting. The range of your spell is now a 60-foot cone. Its effect applies to all creatures in that area.

5. Split. Your spell now targets twice as many targets. Spells with range touch and self may target one ally in addition to yourself.

6. Distant. Your spell has range line of sight.

BOBS (High)

1. Potent (1d6). The spells damage or healing is increased by the amount in the brackets

2. Patience. The spell’s effect is delayed by a number of rounds equal to the level it was cast at, each round the spell increases its potential by an additional die

3. Potent (1d8). The spells damage or healing is increased by the amount in the brackets

4. Guard. Allies that would be affected by your damaging spell instead take no damage. While if a healing spell was cast, all allies within the range of the spell gain advantage on their next saving throw.

5. Exert. This spell no longer requires concentration but immediately gives you one level of exhaustion.

6. Overload. The healing or damage of this spell is maxed and then rolled once more, adding the two results.

 

Actions

Claws. Melee Weapon Attack: -1 to hit, reach 5 ft., 1 target. Hit: (1d4 - 1) slashing damage. 

Shadow Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (2d8) psychic damage. Advantage to hit in Dim Light or Darkness.

 Produce Flame. Ranged Spell Attack: +5 to hit, range 30 ft., 1 target. Hit: (1d8) fire damage.

Spell Descriptions

Minor illusion

Illusion cantrip

Casting Time: 1 Action

Range/Area: 30 ft (5ft cube)

Components: S, M(a bit of fleece)

Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

Thaumaturgy

Transmutation cantrip

Casting Time: 1 Action

Range/Area: 30 ft

Components: V

Duration: 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

- Your voice booms up to three times as loud as normal for 1 minute.

- You cause flames to flicker, brighten, dim, or change color for 1 minute.

- You cause harmless tremors in the ground for 1 minute.

- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

- You instantaneously cause an unlocked door or window to fly open or slam shut.

- You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Produce flame

Conjuration cantrip

Casting Time: 1 Action

Range/Area: Self

Components: V, S

Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Infestation

Conjuration cantrip

Casting Time: 1 Action

Range/Area: 30 ft

Components: V, S, M(a living flea)

Duration: Instantaneous

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Absorb elements

1st-level Abjuration

Casting Time: 1 Reaction

Range/Area: Self

Components: S

Duration: 1 Round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Cure wounds

1st-level Evocation

Casting Time: 1 Action

Range/Area: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dissonant whispers

1st-level Enchantment

Casting Time: 1 Action

Range/Area: 60 ft

Components: V

Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Mage armor

1st-level Abjuration

Casting Time: 1 Action

Range/Area: Touch

Components: V, S, M(a piece of cured leather)

Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Shadow Blade

2nd-level Illusion

Casting Time: 1 Bonus Action

Range/Area: Self

Components: V, S

Duration: 1 Minute (concentration)

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown roperties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8.

Crow Call

2nd-level (???)

Casting Time: 1 Action

Range/Area: 60 ft

Components: V, S

Duration: Instantaneous

??? TBA ???

 

 

Reactions

Absorb Elements. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Components: S
Duration: 1 Round

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Description

EQUIPMENT:
-a pet mouse named ser tiador, dark lord of mice
-a wooden carving of a tooth seeping into flesh, to remember your parents by, you don't know what the symbol means...
-A String of Fleece
-Pile of Sand
-A Rock from the ruins
-A Flea
-3 Cassowary Skins (can be turned to cured leather)
-1 Twig
-1 Iron Symbol of an unknown God
-18 Witch Ingredients

Previous Versions

Name Date Modified Views Adds Version Actions
7/3/2019 8:50:54 AM
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Coming Soon
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