The Witch


"The Witch is a wizard whose powerful magical abilities are extraplanar in origin
. Though wizards typically learn the basics of spellcasting at magic academies or from learned mentors, Witches learn magical skills from entities and their minions from other planes of existence, or from other Witches."
-
Wizard's Handbook, 2nd Ed.

Overview
The Witch's power is not based on the use of the Weave, which they would consider 'the food of a worshipper'. Instead, they are taught to enter trance-states, and alter their consciousness to attune to other planes of existence on their own. With this method, they can channel powers directly from the elemental planes, peer through time and space, and contact powerful entities who can assist them. They become like a magical antenna, but must be careful to not dampen themselves with constraining equipment, or conductive materials, else the flow of their energy will be interrupted.

A Witch gains their initial training in a secluded enclave or coven, and is sworn to secrecy concerning these techniques. However, their learning process is an ongoing journey that requires them to seek out the spirits and inhabitants of remote regions, and learn from them directly. At levels 4, 6, 8, and 10, you must make a choice as to where you will seek new knowledge; the path you take will provide a spell list that is unique to you.

Class Strategy
The availability of unique spells from other mods makes it possible to focus on different elements than just fire or lightning, and retains the Witch's theme - this is significant because you cannot add any scroll you find to your lists. The spell lists of the base class are focused primarily on Conjuration and Evocation, as the Witch must make constant use of Familiars, Elementals, Undead, and Extra-planar creatures if they are to protect themselves.

This is especially important, as you cannot use actions or cast spells while wearing ANY armor (even if you have the proficiency), so your choice of summons, spells and cantrips, and ability to use them effectively, is the main focus of this class. In 5e, a Wizard is basically a magic Cleric; they can cast arcane spells and do anything any other class does because feats/multiclass. But in this mod, your Witch presents the opportunity to play like a magic-user from 1st or 2nd Edition. Roleplay is strongly recommended.

Abilities
The primary attributes needed to make the best use of these magical skills are perception and willpower, and these are governed by Wisdom. You will use this stat for spell-casting, and it is rather appropriate, considering that the word 'Wizard' is derived from the word 'wisdom'. It is wise to also invest in Constitution, as it will help you to maintain concentration on your spells and summons. The initial suggested default schema is:

Strength: 10, Dexterity: 14, Constitution: 14, Intelligence: 10, Wisdom: 17, Charisma: 10

Class Features:

Magical Training: You cannot channel magical energies or acquire the trance state necessary to cast spells while wearing any type of armor.
Arcane Recovery: Once per day out of combat, you can recover expended Spell Slots.
Witch's Familiar: You can summon a wide variety of natural and unnatural creatures to aid you. They will grow in power, and more types of creatures will become available as you level.
Witchcraft: At levels 4, 6, 8, and 10 you may choose a new path of learning and gain 2 new spells specific to that realm.
Sculpt Spells: This Evocation ability is learned at level 6
Portent: This Divination ability is learned at level 10
Focused Conjuration: This Conjuration ability is learned at level 12

Hit Points: level 1: 6 + Constitution modifier, and 4 + Constitution modifier on each level thereafter.
Proficiencies: Daggers, Sickles, Quarterstaffs, Spears, Shortbows (crossbows are too machine-like for our liking!)
Saving Throw Proficiencies: Wisdom, Constitution

Skills
You may choose to invest in two of the following: Arcana, History, Insight, Medicine, Nature, Perception, Deception, Survival.

Progression table

Witch Spell Lists
When gaining new spell slots, the Witch may choose from these level lists to add to their Grimoire. These spells are well-known among Witches, and some are unique to their class, such as Evil Eye, Scourge, and Wreck.

Cantrips
Decaying Touch, Evil Eye, Electric Arc, Friends, Guidance, Green Flame Blade, Magic Stone, Rock Slam, PoisonSpray, Produce Flame, Ray of Frost, Scourge, Stone Forming, Water Bullet
Level 1
Arctic Breath, Armor of Agathys, Astral Shield, Bane, Cause Fear, Charm Person, Crashing Wave, Create or Destroy Water, Disguise Self, Dissonant Whispers, Earth Tremor, Entomb, Faerie Fire, Fog Cloud, Gale Bolt, Healing Word, Hex, Hideous Laughter, Ray of Sickness, Longstrider, Speak With Animals, Water Blast, Witch Bolt
Level 2
Aganazzar's Scorcher, Aid, Crackle, Darkvision, Enhance Ability, Flaming Sphere, Gust of Wind, Healing Spirit, Knock, Mind Spike, Pass Without Trace, Rime's Binding Ice, Snilloc's Snowball Storm, Tasha's Mind Whip, Warding Wind, Wreck
Level 3
Aether Lance, Animate Dead, Bestow Curse, Blink, Counterspell, Electrocute, Feign Death, Fireball, Fire Cyclone, Gaseous Form, Glyph of Warding, Speak With Dead, Vortex Blast
Level 4
Banishment, Confusion, Conjure Beholderkin, Conjure Minor Elemental, Dimension Door, Jumping Jolt, Polymorph, Summon Elemental
Level 5
AetherStorm, Conjure Elemental, Contagion, Far Step, Mass Cure Wounds, Planar Binding, Summon Draconic Spirit, Telekinesis
Level 6
Arcane Gate, Create Undead, Eyebite, Globe of Invulnerability, Planar Ally, Wall of Thorns, Wind Walk

Advancement in Witchcraft
At certain levels, a Witch must connect with the energies, spirits, and magical beings of a certain region, and study with them to gain new knowledge, and learn new spells. Only one path may be chosen, making every Witch significantly different from one another. (spoiler: you can find the lists in Articles)

Unique Cantrips:

Evil Eye

The target is exposed to the malevolent will of an outer entity, making them vulnerable.
Deals 1d4 Psychic damage, and causes their next saving throw to be reduced by 1d4.

Scourge
Whether beast, monster, man or demon, no creature can resist the force of your will.
Deals 2d4 +Wis modifer Piercing damage, with a chance of causing a gaping wound.
The pull effect works the same way it does in Thorn Whip.

Unique Spells

Astral Shield - lvl 1
Raise a shield that increases your Armour Class by 5. You take no damage from Magic Missile.Lasts for 5 rounds per caster level.
This is similar to the Wizard Shield spell, but is self-cast with considerable duration, just like the DnD 2nd Edition Shield spell.

Witch's Familiar - lvl 1
Summon a familiar, a found or bound spirit that takes the form of your choosing.
(More familiar types are acquired as you gain the ability to cast higher level spells)
Power Level 1: Cat, Crab, Frog, Imp, Rabbit, Rat, Raven, Spider, or Quasit.
Power Level 2: Eagle, Hyena
Power Level 3: Tressym, Flumph
Power Level 4: Ettercap, Ooze
Power Level 5: Hook Horror, Gremishka

Wreck - lvl 2
Forces constructs apart, and causes metal weapons or armour to bend and shake violently, forcing the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks.
Deals 2d8 Force damage, and can be reapplied in subsequent rounds. Can be upcast to lvl 6

Altered Spells

Witch Bolt
: this spell was changed to only require an action instead of both an action and a bonus action, allowing it to be cast and activated on the first round.

Compatibility
-Spell mods (there are now 8 of them) that change the behavior of the Witch Bolt spell will affect this mod's version of that spell, if placed after this mod in the load order. (In this mod, the only change is that the bonus action cost for reactivation was removed).
-Absolutely not compatible with 'Witch class - homebrew', there are a number of conflicts. If you have this in your load order, do not make a bug report, the issue can be avoided by only activating one Witch class at a time.
-This mod was made with Script Extender 4 on BG3 Patch 5. There may be issues if you are running the latest-everything. If Patch 7 is reasonably stable, I will upgrade and post an updated version. Until then, it may be possible to encounter bugs I cannot fix.

Requirements
Baldur's Gate 3 Mod Fixer
BG3 Script Extender
ImprovedUI ReleaseReady
Vlad's Grimoire - Spell VFX Library
5e Spells
Homebrew Spells
UnlockLevelCurve - Level 13-20 I PATCH 6 (If you play past lvl 12)

Suggested Mods
Vintage Rules by me :D

Credits
DiZ91891 - for the 5e and Homebrew spells used in this mod
yourselfcola - their mod Find Familiar 2 was the basis for Witch's Familiar

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Witch Class

Witch Class

Full Version

The Witch is a roleplay class based on the magic-users of 1st and 2nd Edition, and the fiction and folklore they were based upon.

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