The Dragonlance Nexus

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Witch

D&D 3e (3.0/3.5) Rules

by Nael


As the witch in Dragonlance historically referred to any female practitioner of magical or herbalist lore, the witch class presented here represents the changes that have occurred since the fall of chaos and the Age of Mortals.

Game Rule Information

Witches have the following game statistics.

Alignment: Any neutral (NG, LN, N, CN, NE)
Hit Dice: d4

Class Skills

The witch's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: A Witch has access to all simple weapons, and is proficient in the use of leather armor. Wearing leather armor does however incur the chance for arcane spell failure.

Spells: A Witch casts arcane and divine spells which are drawn from a specialized list of spells that encompasses spells from the sorcerer/wizard spell list as well as the druid spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a witch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Witch's spell is 10 + the spell level + the witch's Wisdom modifier.

Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is listed on Table 1-1: The Witch. In addition, she receives bonus spells per day if she has a high Intelligence score. High Intel allows the Witch access.

Unlike a wizard or a cleric, a Witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she'll cast. See Table 1-2 to see how many spells known by the witch at any one time. (Note bonus spells known for high Intelligence are not reflected.)

Witches are ambient casters, much like primal sorcerers and mystics, as such they do not need to pray for nor study arcane tomes to learn new spells, each spell is personalized to the witch.

Domain: At first level the witch may select one Domain from the following domains: Air, Animal, Chaos, Destruction, Death, Earth, Evil, Fire, Good, Healing, Law, Luck, Magic, Plant, Protection, Trickery, and Water.

Summon Familiar: A Witch can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 Stl. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Witch chooses the kind of familiar she gets. As the Witch advances in level, her familiar also increases in power. If the familiar dies or is dismissed by the witch, the witch must attempt a DC 15 Fortitude saving throw. Failure means she loses 200 experience points per witch level; success reduces the loss to one-half that amount. However, a Witch's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Magical Crafting: At levels 3, 5, and 7 the Witch gains a magical crafting ability. At 3rd level the witch may craft potions, at 5th level, wands, and at 7th level, amulets. Crafting potions and wands function as the Brew Potion and Craft Wand feats in the Player's Handbook. Craft Amulets is a new ability and functions in this way:

Enchanting an amulet takes one day for each 1,000 stl in its price. To enchant an amulet, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. You can also mend a broken amulet if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some amulets incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

Any amulet from the Dungeon Master's Guide or the Dragonlance sourcebooks can be crafted, as well as general amulets associated with the witch's selected domain. Crafting a domain amulet grants the wearer use of the Granted power 1 as if the wearer had access to the domain ability. If the power granted from the amulet enhances a power that is not accessible to your class, you gain no benefit from the amulet i.e. if you cannot cast heal spells, you would gain no benefit from the bonus to healing of the healing domain. Witches can create domain amulets for which they do not have access, but doing so cost x2 as much XP to create, but not to attune.

These amulets must be attuned, which means that the person to wear the amulet must sacrifice 500 XP to achieve attunement. Domain amulets cost 500 XP to create as well as 1000 stl.

Hexing: At level 4 and every 4 levels thereafter, the Witch may attempt to Hex a target as a full-round action. Hexing an individual can have these desired effects which must be announced as part of the Hexing action:

  • One stat may be reduced by 2d4 points for 1d4 rounds, the stat to be affected is selected randomly by rolling a 1d6. The save DC is determined as (10 + Wis modifier + 1/2 the witch's level). For instance a 20th level witch with a 19 Wisdom would have a Hexing DC of 24, this could be modified by some feats such as Spell focus (Hexing).
  • Next saving throw DC is increased by 1d6 + 1/2 the witch's level.
  • All attacks and damage rolls are at -3 for 1d6 + 1/2 the witch's level in rounds.
  • Hexing an item such as a magical item wielded by an individual grants the barer of the item the effects of a bane spell for 1/2 the witch's level in rounds. Dropping the item removes the effects of the hex until the item is picked up again or until the effect expires.

Potion Mastery: At level 10 the Witch has mastered the art of making specific potions, select 5 potions from the listing, these potions can be made at 1/2 the base crafting cost in both materials and XP, also the effects for these potions lasts 2 times as long. Potions of healing heal 1 additional Hit Die, poisons deal 1 additional Hit Die of damage.

Wand Mastery: At level 13 the witch has mastered the art of casting stored spells. She may opt to add a metamagic feat that she already knows to any spell cast from a wand that she has crafted. Doing so increases the number of charges that are expended. Multiple metamagic feats can be applied at an increased cost in charges; any wand that expends its last charge in this matter is destroyed and cannot be recharged.

Adding a metamagic feat to a spell fired from a wand costs 2 charges for every spell slot level that otherwise would be needed to cast the augmented spell. For instance, using a charge from a wand of magic missiles normally expends 1 charge per use. If the witch wants to augment this with the Empower spell metamagic feat the cost in charges would be 5 charges (1 normal + 4 charges - Empower Spell has a two-level cost, so at 2 charges per spell level the total is 4).

Adding an additional metamagic feat such as Maximize Spell, would add 6 charges to the cost per use, for a total of 11 charges per use.

Also typically you may only use wands that have spells accessible through your own spell list, once a witch has Wand Mastery this is not so. She may use wands with spell effects other than that found in her spell list but at a cost of 2 charges per use. This also carries over when applying metamagic feats to the wand's effects as well.

Optional Notes

Witches can gain spells either from a deity or powerful outsider, most witches found on Krynn are worshipers of the goddess of healing, Habbakuk (in the case of good-aligned witches), Chislev, Zivilyn or Sirrion (in the case of Neutral witches) or powerful evil outsiders the gods Morgion or Hiddukel (for evil aligned Witches).

Feats commonly associated with witches include Extra Domain, Extra Spell, Greater Spell Focus (Hexing/Cursing/Blessing), Improved Familiar, Spell Focus (Hexing/Cursing/Blessing), any crafting feat or metamagic feat.

Table 1-1: The Witch
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0   1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Domain 3 1+1 - - - -
2nd +1 +0 +0 +3 Summon familiar 3 1+1 - - - -
3rd +1 +1 +1 +3 Brew Potion 4 2+1 0+1 - - -
4th +2 +1 +1 +4 Hexing 1pd 4 2+1 1+1 - - -
5th +2 +1 +1 +4 Craft Wand 4 3+1 1+1 0+1 - -
6th +3 +2 +2 +5 4 3+1 2+1 1+1 - -
7th +3 +2 +2 +5 Craft Amulet 5 4+1 2+1 1+1 - -
8th +4 +2 +2 +6 Hexing 2pd 5 4+1 3+1 1+1 0+1 -
9th +4 +3 +3 +6 5 4+1 3+1 2+1 1+1 -
10th +5 +3 +3 +7 Potion mastery 5 5+1 4+1 2+1 1+1 0+1
11th +5 +3 +3 +7 5 5+1 4+1 2+1 1+1 1+1
12th +6/+1 +4 +4 +8 Hexing 3pd 6 5+1 5+1 3+1 2+1 1+1
13th +6/+1 +4 +4 +8 Wand mastery 6 6+1 5+1 3+1 2+1 1+1
14th +7/+2 +4 +4 +9 6 6+1 6+1 3+1 2+1 2+1
15th +7/+2 +5 +5 +9 6 6+1 6+1 4+1 2+1 2+1
16th +8/+3 +5 +5 +10 Hexing 4pd 6 6+1 6+1 4+1 3+1 2+1
17th +8/+3 +5 +5 +10 7 6+1 6+1 4+1 3+1 3+1
18th +9/+4 +6 +6 +11 7 6+1 6+1 5+1 4+1 3+1
19th +9/+4 +6 +6 +11 7 6+1 6+1 5+1 4+1 3+1
20th +10/+5 +6 +6 +12 Hexing 5pd 7 6+1 6+1 5+1 5+1 4+1
Table 1-2: Witch Spells Known
Level 0   1st 2nd 3rd 4th 5th
1 3 1 - - - -
2 3 1 - - - -
3 3 2 1* - - -
4 4 2 1 - - -
5 4 3 1 1* - -
6 4 3 2 1 - -
7 5 4 2 1 - -
8 5 4 3 2 1* -
9 5 5 3 2 1 -
10 6 5 4 3 1 1*
11 6 6 4 3 2 1
12 7 6 5 4 2 1
13 7 7 5 4 3 2
14 7 7 6 5 3 2
15 7 7 6 5 4 2
16 7 7 7 6 4 3
17 7 7 7 6 5 3
18 7 7 7 7 5 4
19 7 7 7 7 6 4
20 7 7 7 7 6 5

*Bonus spell known only if one would be granted for a high Intelligence.

Witch Spell List

0-LEVEL WITCH SPELLS (CANTRIPS)
Cure Minor Wounds: Cures 1 point of damage
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.

1ST-LEVEL WITCH SPELLS
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Entangle: Plants entangle everyone in 40-ft.-radius.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Feather Fall: Objects or creatures fall slowly.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify M: Determines properties of magic item.
Lesser Confusion: One creature is confused for 1 round.
Magic Aura: Alters object's magic aura.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Obscure Object: Masks object against scrying.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.

2ND-LEVEL WITCH SPELLS
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Augury M F: Learns whether an action will be good or bad.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Silence: Negates sound in 20-ft. radius.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.
Whispering Wind: Sends a short message 1 mile/level.

3RD-LEVEL WITCH SPELLS
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Contagion: Infects subject with chosen disease.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fear: Subjects within cone flee for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Geas, Lesser: Commands subject of 7 HD or less.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere:Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Phantom Steed: Magic horse appears for 1 hour/level.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scrying F: Spies on subject from a distance.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Speak with Animals: You can communicate with animals.
Summon Monster III: Calls extraplanar creature to fight for you.
Tiny Hut: Creates shelter for ten creatures.

4TH-LEVEL WITCH SPELLS
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dismissal: Forces a creature to return to native plane.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject's memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter: Creates sturdy cottage.
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Monster IV: Calls extraplanar creature to fight for you.

5TH-LEVEL WITCH SPELLS
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Contact Other Plane: Lets you ask question of extraplanar entity.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
Fabricate: Transforms raw materials into finished items.
False Vision M: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Hallow M: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Permanency X:Makes certain spells permanent.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Slay Living: Touch attack kills subject.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Unhallow M: Designates location as unholy.

A note on Cure spells, Witches can cast Inflict versions as well if they know the healing version.

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