Homebrew Witch Species Details
Magic to the Core
Witches have a remarkable amount of innate magic at their fingertips. Beginning at the age of 13, when their magic first awakens, they will have the ability to summon a familiar to their side and fly through the sky.
Many Witches are also skilled in enchanting objects and brewing powerful potions with sometimes unexpected effects. Their powerful magic has vastly slowed their internal time clock to a near crawl. Beginning at the age of 20, a witch will seemingly cease to age. In reality, a Witch will physically gae one year for every ten they are alive.
Born of Man
While most Witches are the product of either Two witches, or a Witch and that of another race; Witches can rarely be born from a Human couple. It goes without saying that most Witches appear nearly identical to Humans, though some will have non-human traits if one of their parents were from another race. For example; a Witch with an Elven or Half-Elf parent may have pointed ears or a slimmer build, while a Witch with an Orc or Half-Orc parent may have green skin or tusks. They do not, however, gain any of the advantages from that race.
While female Witches are infinitely more common, there are rare occurrences of male Witches in the world. There is no difference between their magic.
A Gothic Culture
Witches have a very similar culture to that of Humans, though they will adopt various traditions from other races depending on their parentage. All Witches, however, tend to enjoy the macabre and the more gothic side of things.
A Witch’s home can often be found with many dark decorations, libraries of horror novels, and hallways or rooms larger than the exterior of the home seems to warrant. They are at home in the night and have been known to have monstrous friends and companions.
Witch Names
The naming conventions of Witches are very similar to that of Humans. Although, a Witch will usually create a Surname or a Title to be said before their first name, that is unique to that Witch. They will only have one or the other, never both. So, a witch will either have a Title and a Personal Name, or a Personal Name and Surname.
Male Names: Addison, Alder, Aldrich, Alucard, Awarnach, Bartholomew, Birch, Calibar, Claiborne, Durward, Everard, Ferdibrand, Fredegar, Hugo, Milo, Nigellus, Robin, Rudigar, Stephen, Will, Wiseman.
Female Names: Agatha, Alice, Amaranth, Angelica, Asphodel, Belladonna, Belle, Broonhilda, Eglantyne, Ermyntrude, Elphaba, Empusa, Esmerelda, Galinda, Glinda, Gothel, Hagatha, Hazel, Hilda, Huguenin, Jadis, Lily, Maris, Mary, Mavis, Menegilda, Mirabella, Morana, Morgana, Myrtle, Phoebe, Primrose, Ruby, Rose, Sabrina, Sal, Sarah, Ursula, Winnie, Winifred.
Surnames: Allgood, Ashwillow, Bat, Bell, Cackle, Cromwell, DeSpell, Feverfew, Griffinhold, Grimhollow, Grimm, Halliwell, Hallow, LeFey, McPhee, Nightingale, Piper, Poppins, Sanderson, Spellman, Weatherwax.
Titles: Aunt, Auntie, Bindweed, Clearwater, Cherrytree, Ditchwater, Doomfinger, Earwig, Goodwitch, Hag, Mother, Moonshine, Mustardseed, Nanny, Nettlebane, Riddlename, Thrundercrash, Wicked.
Witch Traits
Witches have a variety of innate magical abilities. This is the result of their seemingly otherworldly nature.Ability Score Increase
Witches get a +2 to Wisdom
Age:
Witches have a much longer lifespan than that of a Human. They reach proper adulthood at the age of 20, however their magic surfaces at the age 13.
Alignment:
Witches can be of any alignment. Just as Humans, their goals, pasts, and experiences shape them, and these are as varied as there are stars in the sky.
Magical Blood:
You have advantage against being charmed and poisoned. The blood of a Witch can also be used as a potent ingredient in many potions.
Witch’s Flight:
When utilizing an object such as a broomstick, tree branch, staff, or polearm; a witch will be able to fly with a fly speed of 40 feet.
Grand Familiar:
At level 1, a Witch will be able to cast Summon Familiar without expending a spell slot once per in-game week. The familiar will have a greater role in the Witch’s magic. If a Witch’s familiar dies, is on a different plane as the witch, or is confined; the magic of a Witch will diminish.
A witch will only be able to cast Cantrips, and the racial ability Witch’s Flight will have a chance not to activate. (Roll a Wisdom save with a dc of 15 to activate the ability, on a failed save the ability does not activate. On a crit fail, the item the Witch was attempting to use the ability with snaps in half).
A Witches Familiar is also a bit more hardy than that of a normal familiar. Boasting an AC equal to the witches AC, and a health pool that is half the health of the witch plus the familiars Constitution modifier.
Languages:
Witches can speak, read, and write Common, Sylvan, and one language of your choice
Gingerbread Witches
Gingerbread Witches, also sometimes called Kitchen Witches, are experts in infusing magic into food. They tend to be a bit reclusive and a bit more rotund than other Witches. Good Gingerbread Witches can often be described as very sweet.
Some gingerbread witches will even build their homes out of food that has been enchanted to never spoil.
Ability Score Increase:
Your Charisma Score increases by 1.
Tasty Spells:
You know the Prestidigitation cantrip. At level 3 you learn the Purify Food and Drink spell. At Level 5 you learn the Create Food and Water Spell. Purify/Create Food and Water can be used once per long rest.
By the Twitching of my Nose:
You gain proficiency in the Survival and Deception skills.
Weakened Eyes:
Though your nose is finely tuned your eyes suffer. You gain disadvantage on perception and insight checks.
Wonderful Brew:
Cooking is where you shine. As such you gain advantage when cooking, baking, or brewing alcohol.
A Sugary Treat:
Your familiar is a surgery Construct made from Gingerbread, candy, and other confections. It can be in the shape of any small being (Rat, cat, fae, ect.) And will be counted as a small construct.
Green Witches
Green witches are followers of nature, and tend to be rather solitary compared to other Witches. Even more so than Gingerbread Witches. Their hair and eyes are usually varying shades of green. Green Witches are closely tied to nature and plantlife.
Ability Score Increase:
Your Constitution score increases by 1.
Nature’s Wrath:
You know the Thorn Whip Cantrip. At Level 3 you learn the Animal Friendship spell. At level 5 you learn the Plant Growth spell. Your spell modifier is Constitution. Animal Friendship and Plant Growth can be used once per long rest.
Herbal Knowledge:
Your knowledge of the forest and herbs gives you proficiency in the Nature and Medicine skills.
Tongue of Gaia:
You can speak to plants and an animal type of your choice (Canine, feline, insect, bird).
Hallowed Witches
Hallowed Witches are what comes to mind when you think of the word Witch. Long nails, dark clothes, pointed hats, ect. They revel in the spooky, scary, and downright odd. Their magic is unpredictable and they love to use it.
They absolutely love Humans, and love to play tricks on them even more. They are probably the most common Subrace of Witch and can be found nearly anywhere Humans, Half-Elves, or Half-Orcs are.
Hallowed Magic:
You know the Vicious Mockery and Green Flame Blade cantrips. At level 3 you learn the Hex spell. At level 5 you learn the Major Image spell. Wisdom is your spellcasting modifier. Hex and Major Image can be cast once per long rest.
Trick or Treat:
You have Proficiency in the Performance, Persuasion, and Intimidation skills.
Witches Brew:
Once per day, you can concoct a foul smelling potion called Witches Brew out of any ingredients you may have on hand and some of your own blood. A Witches Brew Can be used once and will have a randomized effect. (Roll on the wild magic table for sorcerers for the effect of the Witches Brew. An attacking spell will translate to the Brew being akin to a bomb containing that spell). You cannot have more than one witches Brew on your person at any time.
Magical Know-how:
You gain Proficiency in One tool, weapon, or vehicle of your choice.
Can’t Scare Me:
You have advantage against being feared.
Sea Witches
Sea Witches are most at home by the ocean or even under the waves. They have been known to live among other seafaring races, though they are not always welcomed with open arms. They have a thin webbing between their toes and may even have skin akin to fish scales.
Ability Score Increase:
Your Dexterity score increases by 1
Sea Magic:
You know the Dancing Light cantrip. At level 3 you learn Create or Destroy Water. At level 5 you learn the Lightning Bolt spell. Your spell modifier is Wisdom. Create or Destroy Water and Lightning Bolt can be used once per long rest.
Aquatic Nature:
You have a swim speed of 45, and can breathe underwater.
Oceanic Voice:
You can speak Aquan and have advantage on persuasion checks with aquatic creatures.
White Witch
White Witches are naturally gifted in the magic of healing. They possess a keen sense of justice and are very kind to those around them. Their skin and hair tend to be very pale, no matter the color. Many have witnessed the eyes of a White Witch glowing when their magic is in use.
They will usually find their homes in great cities and sometimes even as a part of a temple or cathedral. It is said that White Witches may very well be tied to the upper planes and Celestials, though this information is still under scrutiny.
Ability Score Increase:
Your Intelligence score increases by 1.
White Magic:
You know the Mending cantrip. At Level 3 you learn the Lesser Restoration spell. At Level 5 you learn Mass Healing Word. Lesser Restoration and Mass Healing Word can be used once per long rest.
Divine Knowledge:
You gain proficiency in the Arcana and Religion Skills.
Shining Voice:
You can speak, read, and write Celestial.
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Posted Oct 1, 2019Thankyou Artiegamer13 this is exactly what I was looking for.
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Posted Oct 3, 2019no problem, I'm thinking of adding a variant to the race, but we'll see.
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Posted Dec 14, 2019Love this!! well thought ouy and planned. Thank you very much.
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Posted Dec 16, 2019No problem!