All content on this is test material and subject to change. Content is Dungeons and Dragons 5e fan content created under the OGL and everything is made by me. These rules are designed for games that have a focus on roleplay and story. New content will be added to the top of the page for ease of access.
The Witch
The magic of a witch is old, older than most civilizations that still stand on Jarviskjir. The first witches forged the first primal magics, when the magics of the arcane, fey and fel were all one. They pre-date wizardary and those that attempt to understand magic through categorization and because witches have always understood magic in a deep and personal level. Witches draw from the powers of the world itself, blurring the already confusing lines of most magical understanding.
What witches have in common with most mages is their dedication to their magic. They spend lifetimes learning more witchcrafts, repeating old rituals time and time again to achieve perfection. The old generation teaches the new, Witches taught by their elders how to commune with the spirits of the world and call upon their power. Most Witches are found in small villages on the corners of civilizations, where their ways are passed down in secret from old, tattered texts. When a witch leaves into the open world they seek to learn more about it. How best can they harness the power of Jarviskjir, than to explore it?
Devotion
Magic does not come naturally to a witch at first. While comparable to a wizard in some ways a witch learns how to control magic via their emotions and their instincts. This study takes years, and the master must know the student well. The raw nature of a witches magic it makes it a personal and powerful thing. But their magic is not all of the mind. are countless numbers of specific rituals and words of power that must be learned and perfected. Each Witch knows different fractions of the old magic, and few are willing to share for free. The primal magic no longer has a place in Jarviskjir as it once did, the powers of a witch are more confusing to most folk. Of course, in Jarviskjir a commoner rarely knows the difference between a witch and a warlock, and most witches pass their powers as potent herbalism.
The first Witches were Hags, beings who realised that they could harness Elder Magic via opening their souls to the spirits of nature. This is the secret to a Witch’s power. As their power grows their soul is slowly changed and ‘opened’ by their magic. This leads to the unfortunate nature that truly powerful Witches have their souls linked to the world and no longer have a place in the afterlife.
The Nature of Elder Magic is one of protection of life in all its forms. Witches are a testament to that wanting to protect life and using the elder magic to do so.
Creating a Witch
A witches place in the world is somewhere between that of a druid and of a wizard. Their Elder Magic ability allows them to situationally get more out of their more traditional spellcasting, and each subclass grants a new interesting way to assist their party.
Their magic comes from the world and so a witch must care about their homelands. A witches magic is centered around their emotions and personal feelings and you must decide how that shapes their magic and how their magic has in turn shaped them. The way of a witch is for those who are driven. A witch can be a manipulative master who controls those around them, or a powerhouse who focuses on destruction. They could be seeking to protect those they care about, or destroy those they hate. Often a witch is the most vocal and friendly member of a party, and yet just as often a witch is a dark and dour individual who stays to the back of their group avoiding eye contact. A witch is not a person to do anything by halves, that is for sure.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Elder Magic | 3 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Occult Schooling | 3 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Friendship is Witchcraft | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Subclass Feature | 4 | 7 | 4 | 2 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | — | 4 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Subclass Feature | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Blood Wards | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Witch Queen | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a Witch, you gain the following class features
You start with the following equipment, in addition to the equipment granted by your background:
The Witch table shows how many spell slots you have to cast spells, expending a spell slot to do so and regaining all expended spell slots once you finish a long rest. A Witch prepares the spells they have available after each long rest, choosing a number of spells to prepare equal to their Wisdom Modifier + their Witch Level. The Spells Known column of the Witch table shows when you learn more Witch spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the Witch spells you know and replace it with another spell from the Witch spell list, which also must be of a level for which you have spell slots. Witches draw their powers from the dark corners of nature magic, places where druids dare not tread and wizards cannot see. Wisdom is your spellcasting ability for your Witch spells.
Spell Save DC = 8 + Proficiency bonus + Wisdom Modifier
Spell Attack Modifier = Proficiency bonus + Wisdom Modifier.
Spellcasting Focus
A Witch must use either a staff (quarterstaff) , wand, rod or orb as their Spellcasting focus.
Ritual Casting
You can cast a Witch spell as a ritual if that spell has the ritual tag and is a spell you have learned, even if that spell is not prepared.
When you take this class at 1st level you gain access to the ancient arcane elder magic. When you cast a Witch Spell of 1st level or higher, you may choose one of the Elder Magic effects to take place choosing from Elder Magic you know. Elder Magic effects take place after you cast the spell and You may only be under one Elder Magic effect at a time. You have a number of Elder Magic casts equal to your Wisdom Modifier + half your Witch Level, restoring your Elder Magic charge on a long or Short Rest.
When you choose this class you gain 2 Elder Magic of your choice, and gain another at levels 4, 8, 12 and 16.
Earthen Assurance, Stone and rock rises around your body, securing your physical body to the ground and giving your mental body structure. You gain advantage on Constitution checks and saves until the end of your next turn.
Bladestorm, With a scream of primal rage, shards of ethereal magic fly in all directions from your form. All creatures within 5 feet of you must make a Dexterity save or take 1d4 piercing damage. This increases to 2d4 at 5th level, 3d4 at 10th level and 4d4 at 15th level.
At 2nd Level you gain the powers taught from one generation to the next by your elder schooling. You may choose between the Bonded, Dollmaker or Spiritualist subclasses.
At 4th, 8th, 12th, 16th and 19th levels you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Once you reach 3rd Level, whenever your Elder Magic ability triggers you may choose to have the effect happen to a friendly creature within 30 feet of you instead of yourself.
When you reach 14th level and you trigger your Elder Magic ability you gain resistance to a damage type of your choice until the start of your next turn.
At 20th level when you trigger your Elder Magic you may trigger two effects at once, one before your spell and one after, and you gain access to all Elder Magics.
Young witches are trained by the old. Most young folk who become witches are trained by an old master who teaches them knowledge passed down for hundreds of generations. Each line of knowledge tracks back to ancient witches that harnessed the primal first magics, and each line of schooling specialises in particular occult activities.
A Bonded Witch is never alone. Early in their magical training they forge a bond with an otherworldly entity, sharing their magic and life force between them like a symbiotic relationship. These magical familiars fly between a Witches allies granting magical boons and powers.
You may cast the Find Familiar Spell for free once per Long Rest. For you this cast time is only 1 minute and requires no component costs. Your Familiar has stronger abilities than most. It may take the form of the regular animals, or be an amalgamation of 2 animals. It also may have a flying speed of 15 feet if it did not already.
Your Familiar may join allied creatures in their spaces. At all times your Familiar has atleast one Spirit Boon active. This Boon either effects the Familiar, or a friendly creature the Familiar is touching. Spirit Boons can be either regular or Double Potency but at Level 2 you can only have 1 potency. You may use a bonus action to change Spirit Boons active on your Familiar. A Spirit Boon can only effect one creature other than your Familiar at any time.
Protective Aura, The creature touching the Familiar gains +1 AC. At Double Potency , this gives +3 AC to the creature.
Fortify Flesh, The creature touching the Familiar starts every turn with 2 temporary hit points. At Double Potency , this gives 6 temporary HP to the creature at the start of every turn.
Uncanny Form, Your Familiar creates an illusionary disguise around their form of your choice, no bigger than a 5 foot cube. At Double Potency this illusion also covers the creature the familiar is touching.
Sight Beyond, The creature touching the Familiar has +2 to Perception and Investigation Checks. At Double Potency the creature has advantage on Perception and Investigation Checks.
Beaming Beacon, Your familiar illuminates, creating 20 feet of bright light and 20 feet of dim light. At Double Potency, any ranged attacks against the familiar or the creature touching the familiar suffer disadvantage.
Whimsy, The creature touching the Familiar gains +5 speed. At Double Potency, this gives +15 speed.
Arrowhead, As a reaction the Familiar can give the creature they are touching advantage on their next attack, this dispels the familiar. At Double Potency this still dispels the familiar, but the attack automatically hits.
At 6th level, your bond with your familiar strengthens. You now have 2 levels of potency that your Familiar can have access at any time. This means you can use a Boon at potency 2, or two boons at Potency 1.
At 10th level your Familiar can now take the form of a Humanoid of small or medium size if you wish. They have 12 for all ability score attributes while in this form. When in this form they can give their Spirit Boon to one creature within Touch range.
There’s a reason why people never trust the village dollmaker. The constructs they craft are mockeries of life that leech the powers off of real creatures. A Dollmaker can use their occult effigies to twist and manipulate their foes like puppets, as long as they can steal a sprig of hair.
At first level you learn how to create effigies of your foes. As a bonus action you can use your magic to weave a voodoo effigy of a creature you can see within 120 feet of you, or if you have lock of that persons hair. The effigy fades to useless dust after one hour and you may only have one effigy at a time. The effects of an effigy cannot travel across planes. All damage done to creatures using an effigy is considered non-lethal but magical. When wielding an effigy you may use your action to perform any of the following actions. You may also use a bonus action to turn your effigy into a different creature. A creature does not know about the effigy until you start attacking them with it. You may make a number of Effigies a day equal to your Wisdom Modifier.
Beginning at 6th level you can create an puppet effigy of each member of your party. It takes 1 hour to create each one of these friendly effigies and you can have 6 at one time. Using these effigies you can whisper to them, the creature the effigy represents hearing the words you whisper. Once per long rest you may cast a spell on a friendly puppet and have that spell effect the allied creature it represents.
At 10th level you may create two effigies at once with one bonus action and carry both on you. You cannot use your actions on both effigies at once.
While may witches learn to forge healing potions its Spiritualists who embrace healative magic best. They can stitch together the wounds of their allies by sacrificing their own lifeforce. While this is dangerous a Spiritualist has hardened their own soul beyond that of most mortals via dedication and occult craft.
When you take this subclass at 2nd level you learn the Spare the Dying cantrip. When you cast Spare the Dying on a creature, or any other healing spell on a dying or unconscious creature, you may spend your own hit dice, rolling them to grant them the extra healing.
At 2nd level as a reaction, when a creature you see within 30 feet takes damage you may use your magic to absorb the damage. Reduce the damage creature takes by half, and then the Witch takes half the damage also. This cannot reduce you below 1 HP, although if you have 1 HP you cannot use this ability. You may use this ability a number of times equal to your Wisdom Modifier before taking a Long Rest.
Beginning at 6th level when you cast a Healing Spell on a target, you now gain a temporary +2 bonus to your AC and to all saves until the start of your next turn. The range of Shared Pain also increases to 60 feet. You also gain access to a unique Elder Magic, Witches Kiss.
At 10th level, when you use Shared Pain, the creature that is the original target of the damage now takes no damage, and you still take half of the original damage. The range of Shared Pain also increases to 120 feet. Additionally, when casting a healing spell on any target you may Soul Burn, spending your own Hit Dice, the result added to the healing you give.
Many of these spells are Jarviskjir Homebrew!
Cantrips
Acid Splash
Break Form
Control Flames
Create Bonfire
Dancing Lights
Frostbite
Infestation
Magic Stone
Mending
Poison Spray
Produce Flame
Shocking Grasp
Thorn Whip
1st Level Spells
Cackle
Betrayal
Bubble
Cure Wounds
Thorn Whip
Sleep
Catnap
Goodberry
Moonlight
Absorb Elements
Healing Word
Animal Friendship
Charm Person
Entangle
Faerie Fire
Fog Cloud
Create or Destroy Water
Speak with Animals
Armor of Agathys
Catapult
Cause Fear
Color Spray
Disguise Self
Guiding Bolt
Hideous Laughter
False Life
Mage Armour
Ray of Sickness
Purify Food and Drink
Unseen Servant
Witch Bolt
Maelstrom Pull
2nd Level Spells
Aid
Alter Self
Animal Messenger
Apiculture Bomb
Augury
Beast Sense
Barkskin
Blindness Deafness
Calm Emotions
Darkvision
Earthbind
Enlarge Reduce
Enthrall
Healing Spirit
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Earthen Grasp
Misty Step
Ray of Enfeeblement
Rope Trick
Skywrite
Silence
Spiderclimb
Suggestion
Web
3rd Level Spells
Bestow Curse
Call Lightnight
Catnap
Clairvoyance
Conjure Animals
Create Food and Water
Daylight
Fear
Fly
Gaseous Form
Haste
Hypnotic Pattern
Life Transferance
Magic Circle
Nondetection
Plant Growth
Remove Curse
Revivify
Protection from Energy
Sending
Slow
Speak with Dead
Spirit Guardians
Speak with Plants
Tiny Servant
Tongues
4th Level Spells
Arcane Eye
Blight
Charm Monster
Compulsion
Confusion
Conjure Woodland Beings
Control Water
Death Ward
Divination
Fabricate
Fire Shield
Giant Insect
Grasping Vine
Locate Creature
Polymorph
Private Sanctum
Watery Sphere
5th Level Spells
Animate Objects
Antilife Shell
Awaken
Cloudkill
Commune with Nature
Control Winds
Creation
Dawn
Dream
Enervation
Hallow
Legend Lore
Mislead
Modify Memory
Tree Stride
Wall of Force
Wrath of Nature
6th Level Spells
Bones of the Earth
Chain Lightning
Create Homunculus
Find the Path
Flesh to Stone
Guards and Wards
Heroes Feast
Magic Jar
Mass Suggestion
Transport via Plants
True seeing
Wall of Ice
Wall of Thorns
Wind walk
7th Level Spells
Etherealness
Force Cage
Plane Shift
Prismatic Spray
Regenerate
Resurrection
Sequester
Simulacrum
8th Level Spells
Animal Shapes
Antimagic Field
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Illusory Dragon
Maze
9th Level Spells
Astral Projection
Foresight
Storm of Vengeance
True Resurrection