semaj selrahc

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Captivating Witching Touch Magic and sorcery have long fascinated humankind, captivating our imagination and stirring our curiosity. Among the various mystical beings and practices, witches have always held a special place. With their enchanting and bewitching touch, they have mesmerized generations and left an indelible mark on our folklore and culture. Witches, typically portrayed as women with extraordinary powers, are often associated with the supernatural and the occult. They possess the ability to manipulate the elements, cast spells, brew potions, and communicate with spirits. These extraordinary abilities, coupled with their mysterious nature, have made witches a subject of fascination and intrigue.


Magic

Wood Witch lifesong Prerequisite 7th level A creature the wood witch touches regains a number of hit points equal to 1d6 their spellcasting ability modifier. Each creature in this area must make a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one.

Dnd 5e wotch class

These extraordinary abilities, coupled with their mysterious nature, have made witches a subject of fascination and intrigue. Throughout history, witches have been both feared and revered. In ancient times, they were seen as wise women who possessed knowledge of medicinal herbs and healing practices.

Arcana Evolved Witch Class for 5e (1 Viewer)

Here's my conversion of the (from my PoV) awesome Witch Class from Monte Cook's Arcana Evolved for D&D 3.5. I haven't included most of the descriptions, because that's all in Arcana Evolved, but here are all the rules. I borrowed heavily from the 5e Warlock Class, because they are fairly similar, but Witches are quite distinct. Let me know what you think?

Basic Features

Hit Dice: 1d8 per witch level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, and Religion

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers
  • Iron Witch: +1 Armor Class for weapons made partly or entirely of iron or steel.
  • Mind Witch: The witch has psychic resistance.
  • Sea Witch: The witch can breathe water for up to 1 hour once a day.
  • Wind Witch: The witch is immune to poison gases and takes no damage from them.
  • Winter Witch: The witch has cold resistance.
  • Wood Witch: +1 Armor Class for weapons made partly or entirely of wood.

In addition, all witches start play with a single manifestation of their power, and gain additional manifestations at they increase in level. The player chooses which manifestation to receive when, but can only select manifestations of their type. There are six types of manifestations, and characters can only choose a single manifestation once:

The manifestations are described below. All can be used at will, just like cantrips, and unless otherwise specified, they all require 1 action to use.

  • Iron Witch (iron blade): The sword is a magic weapon with a bonus equal to half the Witch’s proficiency bonus (round down), giving a +1 bonus at 1st level, a +2 bonus at 9th level, and a +3 bonus at 17th level.
  • Mind Witch (mind blade): The sword does psychic damage and ignores all worn non-magical armor, but not magical protections. You also add your ability modifier for Wisdom instead of Strength to the damage of this attack. The sword’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Sea Witch (water sword)Prerequisite 7th level: This weapon rusts non-magical metal like a rust monster (Monster Manual, p. 262). This effect does nothing to any material other than metal or to adamantine, mithral, or any magical weapons or armor.
  • Wind Witch (wind blade): The winds comprising this blade turn away incoming attacks. While the witch wields the blade, her AC can't be less than 16, regardless of what kind of armor she is wearing.
  • Winter Witch (ice blade): When you hit with an Attack using this blade, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have Resistance to fire damage. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Wood Witch (living blade): The blade doubles its damage against non-living opponents. This damage triples at 7th level, and quadruples at 13th level.
  • Iron Witch (fire lance): The iron witch summons a lance made of flaming iron. The character is proficient with the weapon, which operates in all ways like a lance, except that it causes no disadvantage for close attacks and it inflicts 1d6 fire damage. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). In addition, this manifestation also produces as much light as a light spell.
  • Mind Witch (mind fire): The mind witch launches a blast of pure metal energy from her forehead at a target within 60 feet. Mindfire inflicts 2d6 points of damage. This damage can be negated with a Wisdom saving throw. The manifestation creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Each beam requires a separate saving throw.
  • Sea Witch (liquid fire): The sea witch can spray acid. Every creature in a 20-foot cone must succeed on a Dexterity saving throw or take 1d6 acid damage. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Wind Witch (fire shield): The wind witch summons a shield of swirling, churning flame, the same size as he is. The witch is proficient with the shield, which has no weight, inflicts no penalties and increases the witch’s Armor Class by 2. Creatures that launch a melee attack at the witch suffer 1d6 point of fire damage per round from the shield’s heat. The shield disappears when out of the witch’s grasp. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Winter Witch (ice fire): The winter witch launches a blast of pure cold energy from her hand at a target within 60 feet. On a hit, ice fire inflicts 1d10 points of damage. This manifestation’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Wood Witch (green fire): The wood witch launches a blast of pure positive energy from his hand at a single target within 60 feet. When casting, the witch must decide whether the blast will affect living or unliving targets. It cannot affect both. On a hit, greenfire inflicts 1d10 points of damage. This manifestation’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Iron Witch (armor song): The iron witch can sing a song that weaves a sheath of magical, weightless armor around himself. This armor can have any appearance the witch desires, but in all cases his base AC becomes 14 + his Dexterity modifier. This effect lasts until dispelled, although it does not remain while the witch is asleep or unconscious.
  • Mind Witch (thought chord)Prerequisite 4th level: You gain the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This range increases to 600 ft if you have previously made mental contact with the target, but it is also blocked by the same barriers as the Message spell.
  • Sea Witch (sea song): While on a boat or ship, the sea witch can sing a brief song that disperses bad weather around the ship and grants the physical structure of the ship resistance to all spells designed to damage it. Each use of this song lasts for 24 hours.
  • Wind Witch (far voice)Prerequisite 4th level: This manifestation is identical to the Message cantrip, except that it has a range of 50 miles, but the witch must have previously communicated with the target.
  • Winter Witch (ice song)Prerequisite 4th level: The winter witch sings a song that freezes a single humanoid target of no greater than medium size in place. Except for the size limitation, this manifestation is identical to the Hold Person spell.
  • Wood Witch (lifesong)Prerequisite 7th level: A creature the wood witch touches regains a number of hit points equal to 1d6 + their spellcasting ability modifier. This spell has no effect on undead or constructs. Unlike the other songs, this one requires 1 minute to sing.
  • Iron Witch (pierce spirit)Prerequisite 4th level: The iron witch can create and hurl a spear-like barb of “spiritual iron” at a living target as a standard action with a range of 120 feet. If successful, the target must make a Wisdom saving throw or suffer spiritual damage that causes the target a disadvantage on Wisdom checks and Wisdom saving throws. Subsequent attacks on the same target reduce their Wisdom by 1 point +1 point per five witch levels. Targets fully recover from all effects of this attack after a long rest.
  • Mind Witch (hide spirit)Prerequisite 4th level: The mind witch is immune to all divination spells directed specifically at her. In addition, the mind witch gains advantage on all Dexterity (Stealth) checks.
  • Sea Witch (fluid spirit)Prerequisite 7th level: The sea witch has advantage on all saving throws against spells and other magical effects.
  • Wind Witch (air spirit)Prerequisite 4th level: The witch can cast the Unseen Servant spell at will. However, this servant possesses 5 hit points and has a Strength of 6.
  • Winter Witch (chill spirit)Prerequisite 4th level: The winter witch can cause a single target within 60 to become frightened of you if the target fails a Wisdom saving throw. This spell lasts as long as the witch concentrates, to a maximum of 1 minute.
  • Wood Witch (heal spirit)Prerequisite 4th level: With a touch, the wood witch can restore 1 point of temporary ability score drain + 1 point per five witch levels.
  • Iron Witch (hail of metal)Prerequisite 4th level: The iron witch summons a swirling cloud of jagged metal that can appear anywhere within 60 feet of him, with a diameter of 20 feet. Each creature in this area must make a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one. The shards of metal vanish at the end of your next turn, but until then the ground they are on becomes difficult terrain. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Mind Witch (mind cloud)Prerequisite 4th level: The mind witch summons a swirling cloud of psionic energy that can appear anywhere within 60 feet of him, with a 30-foot diameter. All within the area must make a Wisdom saving throw or be incapacitated for 1 round. The cloud lingers for 1 round, and this duration increases by 1 round when you reach 5th level (2 rounds total), 11th level (3 rounds total), and 17th level (4 rounds total).
  • Sea Witch (swirling mist): The sea witch creates a cloud of dense mist that duplicates the Fog Cloud spell, except that it only has a range of 60 feet, and it only lasts for 10 minutes,
  • Wind Witch (gust)Prerequisite 4th level: The wind witch produces an effect identical to the Gust of Wind spell, except that it only lasts 1 round.
  • Winter Witch (hailstorm)Prerequisite 4th level: The winter witch summons a pounding hailstorm that can appear anywhere within 60 feet of him, with a diameter of 20 feet. Each creature in this area must make a Dexterity saving throw, taking 1d6 bludgeoning damage and 1d6 cold damage on a failed save, or half as much damage on a successful one. The shards of ice vanish at the end of the turn after the hailstorm ends, but until then the ground they are on becomes difficult terrain. The hailstorm lasts for 1 round, this duration increases by 1 round at 5th level, by a total of 2 rounds at 11th level, and by a total of 3 rounds at 17th level, where the spell lasts for 4 rounds.
  • Wood Witch (storm of thorns)Prerequisite 4th level: The wood witch fires a cloud of wooden thorns from their body in all directions to a radius of 10 feet. Each creature in this area must make a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one. The thorns vanish at the end of your next turn, but until then the ground they are on becomes difficult terrain. The damage caused by this spell increases by + 1d6 per two witch levels.
  • Iron Witch (word of repair)Prerequisite 4th level: The iron witch can repair objects, like they were using the Mending cantrip, except that badly broken objects, like a shattered sword can be completely repaired as long as they weigh no more than 30 lbs. The iron witch can also repair damaged objects of any size, mending a hole in a wall or a boat, as long as the majority of the object is intact.
  • Mind Witch (word of command)Prerequisite 7th level: This manifestation is identical to the Command spell, except that its range is only 30 ft, and it does not permit you to command additional targets at higher level
  • Sea Witch (water word)Prerequisite 4th level: The sea witch can produce an effect identical to the Shape Water spell, except that it affects a cube of water 50 feet on a side. In addition to the uses listed under the shape water spell, the sea witch can also increase or decrease the DC of swimming or boating checks on this water by + or – 10.
  • Wind Witch (windspeech): The wind witch conjures a whispering breeze that translates the words one creature is saying to all within 30 feet. If desired, the subject can make a Wisdom saving throw to negate the effect.
  • Winter Witch (freezing word)Prerequisite 4th level: With a single word, the winter witch freezes two inanimate objects together with a thick coating of ice. One of the objects must be no larger than Medium size. Breaking the bond requires a Strength check (DC 30). Depending on the material of the objects involved, the objects themselves may break first. The icy coating lasts 10 minutes per level. The witch can use this ability to seal doors, stick weapons in sheaths, and so on. If an object to be affected is in a creature’s possession, the creature can make a Constitution saving throw to resist. The witch can also coat a surface, 10 feet square, with slick ice requiring anyone standing on it or walking across it to make an Acrobatics (Dexterity) or slip and fall, and the affected region becomes difficult terrain. The icy coating lasts 10 minutes per level.
  • Wood Witch (nature’s warding word): With a word, the wood witch gains woody bark-like armor that increases her Armor Class by +2. This effect lasts until dispelled, although it does not remain while the witch is asleep or unconscious. Using nature’s warding word is a standard action and this armor can be combined with light armor.

Cantrips
You know three Cantrips of your choice from the witch spell list. You learn additional witch Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the witch table.

Spell Slots
The witch table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your witch spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a long rest.

For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Silent Image, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level Spells of your choice from the witch spell list. You learn a new witch spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new witch spell, which can be 1st, 2nd, or 3rd level.

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.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation. During a short rest, you can recover half you spell slots (round down). You can't use this feature again until you finish a long rest.

Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag. In addition, if you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Witchery Spellcasting
Depending on your type, you can choose from an expanded list of spells when you learn a witch spell. The following spells are added to the witch spelllist for each type of witch. These spells are listed by spell level.

  • 1st Identify, Searing Smith
  • 2nd Heat Metal, Magic Weapon
  • 3rd Elemental Weapon, Meld Into Stone
  • 4th Fabricate, Stone Shape
  • 5th Animate Objects, Wall of Stone
  • 1st Charm Person, Speak with Animals
  • 2nd Detect Thoughts, Phantasmal Force
  • 3rd Clairvoyance, Sending
  • 4th Otiluke’s Resilient Sphere, Phantasmal Killer
  • 5th Rary’s Telepathic Bond, Telekinesis
  • 1st Create or Destroy Water, Thunderwave
  • 2nd Fog Cloud, Protection From Poison
  • 3rd Water Breathing, Water Walk
  • 4th Control Water, Watery Sphere
  • 5th Destructive Wave, Maelstrom
  • 1st Fog Cloud, Zephyr Strike
  • 2nd Gust of Wind, Warding Wind
  • 3rd Fly, Wind Wall
  • 4th Freedom of Movement, Storm Sphere
  • 5th Cloudkill, Control Winds
  • 1st Grease (with ice instead of grease), Ice Knife
  • 2nd Snilloc’s Snowball Swarm, Spike Growth
  • 3rd Protection From Energy, Sleet Storm
  • 4th Freedom of Movement, Ice Storm
  • 5th Cone of Cold, Wall of Stone (but made of ice)
  • 1st Goodberry, Cure Wounds
  • 2nd Lesser Restoration, Pass Without Trace
  • 3rd Plant Growth, Revivify
  • 4th Grasping Vine, Locate Creature
  • 5th Awaken, Raise Dead

Familiarity With Magic
The 6th-level and higher the witch gains a bonus to all saving throws against spells and spell-like abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

  • Iron Witch: Iron witches gain a permanent +1 bonus to Armor Class as their flesh grows hard as iron.
  • Mind Witch: Mind witches gain advantage against all enchantment spells and mind-affecting effects as they erect a continual mental shield.
  • Sea Witch: Sea witches can breathe water at will and gain a swimming speed equal to their normal movement.
  • Wind Witch: Wind witches can use the spell Fly (self only), with a duration of up to one hour once before taking a long rest.
  • Winter Witch: Winter witches gain advantage to all Charisma checks with creatures (including humans and humanoids) living in arctic and subarctic environments.
  • Wood Witch: Wood witches gain a permanent +1 bonus to Armor Class from a barklike hardening of their skin.

Channel Witchery
At 20th level, you can draw on your inner reserve of mystical power, allowing you to spend 1 minute meditating to regain all your expended spell slots. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Spell List
Use the Warlock spell list, with the following changes and additions. Basically, I removed the more evil/creepy Warlock spells and added in a few more useful spells, while still not giving them any of the big powerhouse spells.

  • Arms of Hadar
  • Hellish Rebuke
  • Chromatic Orb
  • Disguise Self
  • Find Familiar
  • Silent Image
  • Alter Self
  • Invisibility
  • Knock
  • Levitate
  • Hunger of Hadar
  • Vampiric Touch
  • Blink
  • Daylight
  • Dispel Magic
  • Haste
  • Protection From Energy
  • Slow
  • Arcane Eye
  • Confusion
  • Dominate Beast
  • Greater Invisibility
  • Commune With Nature
  • Creation
  • Dream
  • Legend Lore
  • Teleportation Circle
  • Guards and Wards
  • Move Earth
  • Programmed Illusion
  • Sunbeam
  • Prismatic Spray
  • Reverse Gravity
  • Symbol
  • Mind Blank
Druid: With transformative abilities and a varied list of spells, the Circle of the Moon is an excellent candidate for your Hag-build witch. Turn into a cat, owl, bat or any other spooky animal with ease. See our Beast Shape spreadsheet for an easy reference of animal stats.
Semaj selrahc

However, with the rise of Christianity, witchcraft was demonized, and witches were accused of practicing black magic and consorting with the devil. This led to the infamous witch trials, where countless innocent women were persecuted and executed. In literature and popular culture, witches have been depicted in various ways. From the wicked stepmother in fairy tales to the powerful sorceresses in fantasy novels, they have continued to captivate audiences with their otherworldly abilities and compelling stories. The character of the witch often embodies themes of power, agency, and independence, challenging societal norms and expectations. Witchcraft has also become a significant part of modern-day spirituality and the New Age movement. Many individuals are drawn to the idea of harnessing their inner power and connecting with nature through rituals and spells. These practices offer a sense of empowerment and a way to navigate the complexities of life. The captivating and bewitching touch of witches continues to influence our culture and shape our collective consciousness. Their allure lies not only in their extraordinary powers but also in their ability to reflect our own desires, fears, and aspirations. Through their portrayal in literature, film, and art, witches serve as an enduring symbol of the power of the human imagination and our eternal quest for the unknown and the magical..

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