Dnd 3.5 Dmg Witch
Should the secondary maintained damage from Witch Bolt actually scale up with the level of the spell slot used? Was this an omission? The DMG' definition of overpowered. Compare that to magic missile which does an average of 3.5 per slot. I agree that the 'lingering effect' isn't good later on, but most level 1 spells scale.
From D&D Wiki
- A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type.
- Dungeon Master’s Guide. This Is Playtest Material The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.
Witch[edit]
Female deities tend to confer power to certain chosen ones (often females) in addition to their clerics. While clerics spread the word of the deity, witches take action on it. Goddesses choose individuals who already possess special powers of their own, and encourage them to use them for their cause; this often means entire generations chosen to be witches. Unlike clerics, witches may be of any alignment as long as they follow their deity’s dogma. Witches receive their spells and powers not only from their deity, they also bend the elements and energies of the universe (such as the four elements and the alignments), witches worship two overdeities in addition to their Goddess, these are Gaea (or the cosmic mother), and the Horned God (or the cosmic father), they represent to the witch life and death and its constant cycle; as overdeities, these Gods do not grant spells or other powers to the witch, nor are concerned about other mortal affairs.
Although witches tend to be female, gender is not a real factor, and male witches, while rare, do exist. Contrary to popular belief, warlock is not the masculine form of witch. Witches, whether male or female, are referred to as witches. Warlocks are described in Complete Arcane.
Requirements:[edit]
To become a witch, a character must fulfill the following criteria.
Spells or Powers: Ability to cast second level arcane spells.
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks.
Special: The witch must worship a female deity.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day/Spells Known |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Book of shadows, witchcraft | — |
2nd | +1 | +0 | +0 | +3 | Divine spells | +1 level of existing spellcasting class |
3rd | +1 | +1 | +1 | +3 | Extra domain | +1 level of existing spellcasting class |
4th | +2 | +1 | +1 | +4 | Bonus feat | — |
5th | +2 | +1 | +1 | +4 | Magic circle | +1 level of existing spellcasting class |
6th | +3 | +2 | +2 | +5 | Extra domain | — |
7th | +3 | +2 | +2 | +5 | Hexagram | +1 level of existing spellcasting class |
8th | +4 | +2 | +2 | +6 | Bonus feat | +1 level of existing spellcasting class |
9th | +4 | +3 | +3 | +6 | Improved divination | — |
10th | +5 | +3 | +3 | +7 | Octogram | +1 level of existing spellcasting class |
Class Skills (2 + Int modifier per level) Feel free to correct me on that if you wish.As for energy management, I used Corrosive Dart every single cycle with no problems whatsoever. Given that I only have the old 4 piece set bonus and a mix of green 228 and blue 230, that seems halfway decent for just better than 4.x gear. Best dmg operative swotr build. As something to note, they clump up multiple times in a row near 75%, 50%, 25% and death, and is not evenly spread thoughout.Also, 4Mil health in 10min & 20sec is roughly 6,451 DPS. 620 seconds overall/18 second cycles is just under 34 and a half cycles.Meaning that I had to use that filler slot just about half of the time. |
Class Features:[edit]
All of the following are class features of the witch prestige class.
Weapon and Armor Proficiency: A witch gains no new weapon, armor or shield proficiencies.
Spells per Day/Spells Known: At every even witch level gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a witch, she must decide to which class she adds each level of witch for the purpose of determining spells per day.
Book of Shadows: Beginning at first level a witch can prepare one or more spells as a wizard does. She keeps a sort of spellbook called often The Book of Shadows, which contains, in addition to her spells, the rituals and ceremonies a witch must perform to keep her powers, the witch may only prepare spells from her Book of Shadows. The witch writes spells in her Book of Shadows just as a wizard does. A witch begins with a Book of Shadows containing all 0-level spells from the sorcerer/wizard list and 3+ the witch’s Intelligence modifier 1st level spells, at further levels she gains 2 additional spells of any level she can cast as a wizard does. Spells the witch prepares and casts from her Book of Shadows are arcane spells, and use the witch’s Intelligence modifier for their save DC. Spells already learned by the mage may be coppied into this book for free.
Witchcraft: A witch’s effective caster level is equal to her witch level plus any caster level she might already have. However, a witch's caster level can never exceed her Hit Dice.
Divine Spells: From 2nd level on, a witch may write spells from the cleric and druid list on her Book of Shadows. When gaining a level the witch may choose spells from these list to learn in place of the wizard list ones. She may also add spells to her book through the way wizards copy scrolls into thier books. She must however prepare and cast these spells as arcane spells.
Extra Domain: At 3rd and 6th level, a witch chooses one of the domains assossiated with her deity. The witch gains the granted power and spell access of the chosen domain. For an explanation of how nonclerics receive domains spells, refer to the Complete Divine.
Bonus Feats: At 4th and 8th level, a witch gains a bonus feat. This feat must be a Metamagic feat.
Magic Circle: At 5th level, a witch writes in her Book of Shadows, in addition to the normal spells gained, any one magic circle spell. Moreover, she can cast spontaneously any magic circle spell that she has written in her Book of Shadows in place of any prepared spell of equal or higher level.
Hexagram: At 7th level, the witch can cast special versions of the magic circle spells, which affects the fire, water, earth, and air creature subtypes instead of alignments, she may also cast magic circle spells focused against positive or negative energy. This spells work like their aligned counterparts except that if cast outward, creatures within the area gain the effects of a resist energy spell of the appropriate energy type. If focused against negative energy, creatures inside the circle gain the benefits of death ward spell; while if focused against positive energy, the creatures are subject to positive energy protection (see the Manual of the Planes).
Improved Divination: At 9th level, a witch gains a +1 bonus to the DC of all saving throws against divination spells she casts. This bonus stacks with the feats Spell Focus and Greater Spell Focus.
Octogram: At 10th level, a witch gains a +4 bonus to caster level and Charisma checks when binding or keeping creatures at bay. Also, any magic circle spell cast outward by the witch confers the effects of holy aura (for magic circle against evil), unholy aura (for magic circle against good), shield of law (for magic circle against chaos), or cloak of chaos (for magic circle against law) to any creature within the circle.
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
Dread Witch
(Heroes of Horror variant, p. 98)
The dread witch is a spellcaster who manipulates fear as readily and effectively as other casters manipulate magic itself.
Requirements
Skills:Knowledge (arcana) 3 ranks
Dnd 5e Witch
Saving Throws: Base Will save +4
Spellcasting: Ability to cast cause fear and scare
Special: Must have suffered at least one fear effect against which she failed her save
Hit die
d4
Skill points
2 + Int
Class Features
Spellcasting: At every dread witch level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dread witch, you must decide to which class to add each level for the purpose of determining spells per day.
Master of Terror (Ex): Your fear-based spells become more potent. The save DC of any spell you cast with the fear descriptor increases by 1. This bonus stacks with Spell Focus. Furthermore, add the spells bane and doom to your arcane spellcaster list as 2nd-level spells.
In addition, you become adept at making people uneasy with the right word, expression, or gesture. You gain a bonus to all Intimidate skill checks equal to +2 per class level.
Unnatural Will (Ex): You gain Unnatural Will (see page 124) as a bonus feat, even if you do not meet the prerequisites.
Absorb Fear (Su): Starting at 2nd level, you can turn your own fear, whether natural or mystical in origin, into extra power for your spells. (See Dread on page 59 for more on nonmagical fear.) Any time you are exposed to a condition that could make you shaken, all your spells function at +1 caster level; if the condition could make you frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or for a number of rounds equal to your Charisma modifier, whichever is less. (Of course, if you fail your saving throw against the condition, you might not be in a position to use the bonuses, but you do have them.) These bonuses are treated in all ways as though you had failed the save. In other words, if you are subject to a spell that causes panic on a failed save but only frightens those who make the save, you gain the bonus from being panicked even if you make the save.
You can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. You must make this choice the instant you are subject to the fear effect, and once you have made your choice you must cast the spell within a number of rounds equal to your Charisma modifier. You can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked.
Dnd 3.5 Dmg Witch Free
If you are subject to a second fear effect while still enjoying the effects of the first—either the granted benefits or holding the extra spell—you must decide whether to keep the original effect or replace it with the new one; you cannot benefit from more than one fear effect at a time.
Fearful Empowerment (Su): Starting at 3rd level, once per day you can add the fear descriptor to any spell you cast that has some sort of visual manifestation. For example, you could apply it to a fireball, to a summon monster spell, or to any visual illusion, but not to charm person, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. Your save DC bonuses from master of terror apply to this spell.
At 5th level, you can invoke this power twice per day.
Delay Fear (Su): Starting at 4th level, you can choose to delay the onset of any fear effect you impose on someone else, such as by casting a cause fear spell. You can delay the onset up to a number of minutes equal to your Charisma modifier. You must determine the onset time when casting the spell, and you cannot later change your mind.
Similarly, you can delay fear effects affecting you. If you fail your save against a fear effect, you can delay its onset for a number of rounds equal to your Charisma modifier. You still gain the advantages granted by the absorb fear class feature, even though you are delaying the negative effects. You can invoke this version of delay fear twice per day.
Greater Master of Terror (Ex): Beginning at 4th level, the increased difficulty of all save DCs against all spells you cast with the fear descriptor increases from +1 to +2. In addition, your fear spells are now so potent that they can even affect individuals normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell's effect. Only a target whose HD exceed your caster level by 4 or more is immune to your mastery of terror. For instance, if you are a sorcerer 7/dread witch 4 (overall caster level 10), a paladin of 14th level or higher is immune to your fear spells.
Horrific Aura (Su): At 5th level, you radiate an aura of terror. Creatures with 6 or fewer HD must succeed in a Will save (DC equal to 10 + your class level + your Cha modifier) or remain shaken as long as they are within 10 feet of you. A creature who successfully saves is immune to your horrific aura for 24 hours. Creatures of greater than 6 HD are unaffected.
Dnd 3.5 Dmg Witch Build
Once per day per point of Charisma modifier, you can channel this aura into a potent touch attack. Creatures struck by this horrific touch attack who fail their Will save (see above) are panicked for 1d4+1 rounds; creatures who succeed on their save are shaken for 1 round. This touch attack, unlike the standard aura, functions against creatures of any HD and can even affect individuals normally immune to fear.
Reflective Fear (Su): At 5th level, any fear effect against which you successfully save is immediately targeted back at the source. You still gain the benefits of absorb fear. If the source of the fear effect fails its save, everyone else who might have been subject to the fear effect (such as your companions) immediately gains a second saving throw to shake off the effects, as they observe the object of their fear itself grow terrified.
Advancement
Level | BAB | Fort | Ref | Will | Special | Spellcasting |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Master of terror, Unnatural Will | — |
2nd | +1 | +0 | +0 | +3 | Absorb fear | +1 level of existing spellcasting class |
3rd | +1 | +1 | +1 | +3 | Fearful empowerment 1/day | +1 level of existing spellcasting class |
4th | +2 | +1 | +1 | +4 | Delay fear, greater master of terror | +1 level of existing spellcasting class |
5th | +2 | +1 | +1 | +4 | Fearful empowerment 2/day, horrific aura, reflective fear | +1 level of existing spellcasting class |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Bluff | CHA | ||
Concentration | CON | ||
Craft | INT | ||
Intimidate | CHA | ||
Knowledge (arcana) | INT | ||
Knowledge (the planes) | INT | ||
Profession | WIS | ||
Spellcraft | INT |