Witch

Witch

Attribute Value
Weapon Prof. Simple
Armor Prof. None
Saving Throws Con, Wis
Bonus Skills Thaumaturgy
Level Special Ability
1 1st spell, Vitae
2 2nd spell
3 3rd spell
4
5 4th spell
6
7 5th spell
8
9 6th spell
10
11 7th spell
12
13 8th spell
14
15 9th spell
16
17 10th spell
18
19 11th spell
20

Vitae

Vitae is the life energy that witchs manipulate to fuel their magic. It is drawn from various sources, depending on the type of Thaumaturgy being practiced.

Some of your spells have an enhanced effect that expends Vitae. Some can only be powered by Vitae.

Vitae is a simple binary statistic: you either have it or you don't. Some spells, such as Drain Soul, can give you Vitae, while others, such as Blood Bending, consume Vitae in order to function.

Chroma

Chroma is a complex concept, essential to Witchcraft. All works of magic have a "color", not a literal one, but a metaphorical color that represents the spirit and purpose of the spell. Helpful and benign magic is referred to as "white magic", while harmful and malevolent magic is "black magic". There are other colors in the fullness of the theory, but the most important takeaway is that the Universe always returns the energy of a spell back to the caster in some form, and the nature of that return is determined by the spell's chroma. White magic returns as positive energy, healing and empowering the caster, while black magic returns as negative energy, harming and weakening the caster. The more extreme the chroma of a spell, the more extreme the return energy.

Whenever you cast a spell that harms a living creature, you suffer 1 negative chroma. Whenever you cast a spell that heals or empowers a living creature, you gain 1 positive chroma. Positive chroma does not negate negative chroma, and vice versa; they are tracked separately. You can have as much positive or negative chroma as you want, but the more you have of either, the more extreme the return energy you will suffer when you cast a spell.

A healing spell doesn't actual count as helpful if it doesn't restore HP or remove some malady.

Chroma is a wise, living thing. It cannot be easily fooled. Stabbing an animal and repetitively healing it will not allow you to stack positive Chroma, as the spirit and intent of your spell was not pure. In fact, performing such torture might cause you to gain negative Chroma, as the spirit of your spell was malevolent, even if the literal effects were healing. Non-magical actions don't normally affect Chroma, but in a case like that, magic is involved.

In reality, there is no limit to the amount of Chroma you can attain, but to keep things mechanically manageable, you are limited to 5 + your rank of each.

Positive Chroma

At any time, you can expend 1 point of positive chroma to gain advantage to one roll you or an ally makes.

Positive Chroma Effect
1 Advantage to one roll you or an ally makes.
1 Minimize a damage roll against you or an ally.
3 Automatically succeed on a saving throw, or bequeath that protection to an ally.
5 Remove any one damaging or debilitating effect from you or an ally.
TBD

Negative Chroma

At any time, the GM impose some form of harm on you, expending an amount of Chroma as they choose (to a maximum of your current negative Chroma). The more Chroma they expend, the worse the effect.

Negative Chroma Effect
1 Disadvantage to any one roll.
1 Maximize a damage roll against you.
2 Randomly trip and fall on the ground, losing your next action.
2 Suffer Addled, Feebleminded, or Meek, with a save to end appropriate to the condition.
3 Cause one of your spells to miscast, as determined by the GM.
3 Cause one of your magic items to go missing until the next long rest.
4 TBD

Casting Styles

White Magic

Will of the Goddess

You use Charisma as your spellcasting stat.

An It Harm None

You adhere strictly to the Wiccan Rede, vowing never to use magic to harm a living creature. Undead, outsiders, constructs, and sub-animal creatures like oozes are fair game. You have no protection against Negative Chroma.

Friend of Nature

All indifferent natural creatures are considered friendly to you, and will help you if they can.

When you have Inspiration, you can spend it to conjure wild animal or other living natural creature (if you're in an environment they could possibly reach) to assist you for the encounter. The creature's CR is up to your witch rank.

Gift of the Goddess

You are in good credit with the Goddess. Once per short rest, you may gain Vitae as a swift action, simply by calling on the Goddess for aid. You are expected to repay this with an act of kindness of service.

Supplication

You can invoke the Goddess for aid. Once per long rest, you may supplicate yourself before the Goddess, asking for deliverance in the form of:

The Goddess will grant your boon, but only on the condition that you accept a Geas in return. The Goddess will task you with some mission or work that is within your power to accomplish. Typically, this is not some grand adventure, but could be the smallest of things: bringing bread to a hungry man, helping a lost child find their way home, etc. You must complete the task within a reasonable time frame, or else acquire negative Chroma (amount at GM discretion).

Red Magic

Red Magic is about the blood, the body, the vitality of the self. The ethos of Red Magic is not to rely solely on magic and the mind, but to be strong in body as well, for your own vitality is as powerful as any you may gather from nature, but it is always your choice to use it.

Strong of Body, Strong of Mind

You use Constitution as your spellcasting stat.

The Blood Price

When you cast a harmful spell that would accrue negative Chroma, you can choose to pay a blood price instead. You suffer medium damage based on your Constitution score. By paying this price, you negate the negative Chroma.

Let Blood

If blood is life, then surely you can source Vitae from yourself. At will, as an immediate action, you can gain Vitae by suffering medium internal damage (based on your Contitution score).

Strength of Mind, Strength of Body

Your Strength is increased by the highest of your Int, Wis, or Cha modifiers. For example, if you have Str 10, Int 16, Wis 12, and Cha 14, your Strength would be 12 (10 + 3 from Int). This is a passive ability that applies at all times.

Black Magic

Black Magic is about power at any cost. The ethos of Black Magic is that the world is a harsh and cruel place, and if you want to survive in it, you have to be willing to do whatever it takes, even if that means hurting others. But there's a funny thing about Chroma: the Universe tends to want to satisfy the deepest debts first, so if you can find someone worse off than you, you can sometimes get away with directing the Fates to the worse of two evils.

Dark Wisdom

You use Wisdom as your spellcasting stat.

What Goes Around, Comes Around

Sometimes you get what's coming around. Sometimes you are what's coming around.

The Universe needs a physical way to deliver the consequences of Chroma, and while typically it is up to Fate and Chance to find this mechanism, the Black Witch is the master of understanding and manipulating this process.

When you cast a harmful spell that would accrue negative Chroma, you can attempt a Wisdom check (DC below, given by your total Negative Chroma) to have the Universe count your spell as justice for the target's negative Chroma. If you succeed, you negate the negative Chroma, and if you fail, you accrue it normally; either way, the spell has its normal effect on the target.

The target must have negative Chroma on the scale of what your spell is doing. Since most creatures aren't Witches, this is likely going to be adjudicated by the GM. But it's a good bet that a lich who has sacrificed hundreds of lives to achieve immortality has more negative Chroma than, say, 5.

Negative Chroma DC
1 15
2 17
3 19
4 21
5 23
6 25
7 27
8 29
9 31
10 33

Dirty Deeds

When you need Vitae in a pinch, why not steal it? The Goddess, in her abundance, surely won't miss a tiny bit of hers.

Recharge 33%, swift; you gain Vitae, and also 1 Negative Chroma.

Master of the Fates

You have a deep understanding of the workings of Fate and Chance, and can predict when the Universe will balance the scales of Chroma.

At-will, as an immediate action, you can invoke a negative Chroma effect on yourself, or a positive Chroma effect on an enemy. This has the normal effect, but the advantage is you get to do it on your own terms.

Spells

Antimagic

Powers

Feats

Blood

Powers

Feats

Eyes

Powers

Mirror

Powers

Soul

Powers

Transmutation

Powers

Undeath

Powers

Create Undead

Undead Type Minimum Rank Reagent Cost Role Basic Description
Reanimated 0 None General Same abilities as living creature.
Skeleton 1 100 cp/level Tank Basic, dependable guardian that can't talk back.
Ghoul 1 100 cp/level DPS Clever and ravenous hunter with a taste for living flesh.
Shadow 1 100 cp/level Utility Simple, but effective incorporeal undead.
Mummy 2 250 cp/level Tank Powerful, brutal, and well-preserved.
Wraith 2 250 cp/level Utility An advanced incorporeal with a taste for life energy.
Hemophage 2 250 cp/level DPS A vampire-like creature with a thirst for blood.
Abomination 3 500 cp/level Tank A monstrosity cobbled together from many pieces.
Entropic Reaper 3 500 cp/level DPS A minor incarnation of death itself.
Geist 3 500 cp/level Utility A murderous spirit that possesses corpses.
Bone Golem 4 1,000 cp/level Tank Bone Storm, Wall of Bones, Bone Spikes, siege damage.
Blee 4 1,000 cp/level DPS Blee
Banshee 4 1,000 cp/level Utility Blee
Dracolich 5 2,500 cp/level DPS Undead dragons shall rule the world!
Winterwight 5 2,500 cp/level ? Yikes

Feats

Winter

Powers

Ritual

Feats

Each level, you may select a feat from the list below. There are also feats specific to Witch spells, noted in their descriptions.

Felicity

The Seven Wonders of Witchcraft.

Clarity

Rapture

Sympathy

Revelation

Transference

Verity

Entropy

Blood Magic

Feat Description
Talisman of Vitality Whenever you heal for any reason, you may exceed your max HP, gaining the excess as temporary Hit Points, which expire at the end of the encounter.
Talisman of Blood When you are missing Hit Points, you can add your HP debt to the damage of any attack or spell you inflict, to a maximum of 100% of the attack's original damage. This does not change your current HP.
Frozen Blood When you drop to 0 HP, you have the option to immediately begin concentrating on an effect which prevents you from dying. While active, you do not need to roll death saves, and you can act normally. Any damage you suffer should be tracked, because if you stop concentrating while you are in negative HP, you will begin to die as normal. If you heal above 0 HP, the effect ends.

Winter

Feat Description
Icewalker You can walk on water by freezing it beneath your feet. You can also move across ice and snow without penalty. You may imbue this ability to your mount, or to allies within 5 squares while concentrating.

Transmutation

Feat Description
Defensive Transmutation You gain a reaction to an incoming projectile attack against you or an ally within range. At the cost of 1 Vitae, you can transmute the projectile into a harmless substance (bubbles, dust, etc) just before it hits you.
Ironguard You can use Objectify on yourself as a swift action, turning your flesh into an amorphous, gelatin-like substance that looks and functions the same, but you gain Resist 90% to slashing and piercing damage.

Familiar

Feat Description
Familiar Construct or minor animal becomes a magical servant.

Necromancy

Feat Description
Create Undead Using a corpse and components of non-trivial cost, you can make permanent undead servants.
Death Pact As an immediate action, you can steal HP from an undead that you control.
Walking Dead You gain corporeal undead traits.

Hedgecraft

Tool Description
Deathball Craftable vessel allowing you to store an undead minion in stasis until needed.
Soul Prison You can create special Soul Gems to house the soul shards of Drain Soul. If a creature dies while you possess their soul shard in such a gem, you trap their soul in the gem.

Soul

Tool Description
Reactive Absorb You can use Absorb Magic as a reaction against any spell targeting you.