od&d Witch
Primary inspired by this article on thief knacks from Rise Up Comus.
I'm also a huge fan of this little spellbook by Substitute Adventurer on Itch.io.
I've always liked witches. Lately I've been rocking with Berserk's take on them specifically. I love the way they seem to understand what's actually going on with the world, at least more then others do. This witch is a little more chaotic though. The powers that be are fickle.
This is maybe a little high complexity for od&d, but I've still chosen to go with it, since od&d is usually my preferred system.
The Witch
Prime Requisite: Faith (wisdom). You follow the Mother, she of the earth and the sky. You follow a loose pantheon of other gods too, when it suits you.
Hit Dice and Combat Ability: As a Cleric.
Equipment Restrictions: You may not wear armour or wield weapons forged with iron. Weapons purchased during character creation are made of bronze. Cool weapons for witches: sickles, daggers, spear, staff, labrys.
Name Level: At 7th level, you attain the title of Crone, and can attract a coven of other witches.
The Dark Side of the Moon
Witch Level | 1 | 2 |
3 | 4 | 5 | 5 | 7 |
---|---|---|---|---|---|---|---|
Witchery | 19+ | 18+ | 17+ | 16+ | 15+ | 14+ | 13+ |
Each sunfall, you may prepare a number of Rites equal to your level (max 7) from the Witch Rites list. When you use a Rite, roll a d20. If the result is less then your Witchery score, the Rite goes dark, and you can't use it again until the next moonrise.
Witch Rites
At 1st level, you may prepare any of these Rites:
Rite of Beasts. You can speak with animals. Corvids, cats, and rats find you delightful, and will volunteer useful information. Other animals will require persuading in order to aid you. Pigs distrust you. Dogs will attack you if you try to talk to them. Lasts 1 turn.
Rite of Detection. Cats may peer through the veil. So can you. You become aware of ongoing enchantments, and can detect the presence of magical and extraplannar beings, such as faeries, demons, or spirits. Lasts 1 turn.
Rite of Warding. You or an ally you touch is warded against the alien, magical, and supernatural. -2 to incoming attacks from magical creatures, and +2 to saves to resist them. Lasts 6 turns.
Rite of Vanishing. Unless in sunlight, you turn invisible. Lasts until you attack or cast a Rite, or until 1 turn passes.
Starting at 3rd level, you may also prepare any of these Rites:
Rite of Eyes. Your pupils change in shape, allowing you to see much better in the dark. Lasts 3 turns.
- Dark Side. Once this spell goes dark, you can see creatures and objects which are invisible.
Rite of Healing. You heal an ally for 1d6+1, by bestowing a drop of your warm, nectarous blood. Cannot be used to heal yourself.
Rite of the Knife. Summon a blade of shadow, or augment one onto a weapon in your hand. The blade of shadow ignores all defense bonuses from armour, attacking foes as if they were unarmoured.
Starting at 5th level, you may also prepare any of these Rites:
Rite of Disenchanting. A continuous spell effect ends, or a minor curse is removed.
Rite of Lightning. A target must save, suffering a number of dice of damage equal to your level, or half on a successful save. Immediately check Witchery, striking another target if you pass. Repeat until the spell goes dark. Each time you pass this check, the target selected must be a new one. If you run out of enemies, you might have to strike your allies.
Starting at 7th level, you may also prepare this Rite:
Rite of Transforming. A human or humanlike creature must save, being permanently transformed into a wretched creature of your choice on a failure.
- Dark Side. Once this spell goes dark, you turn into a cat, crow, or other mostly harmless animal until the next moonrise.
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