eftexar
2013-05-21, 07:14 PM
Witch (3.5)
Playing a Witch
Abilities: Wisdom and charisma are the most important as they affect your invocations and class features. Constitution and dexterity help with survivability, while intelligence boosts skill points. Strength is probably your only dump stat.
Organization: Though witches are usually loners, occasionally covens of witches will form to meet some goal. Still these covens often fall apart due to either the chaotic or selfish nature of the witches involved.
Alignment: Witches may be of any alignment, though both the lawful and good alignments are fairly uncommon. Witches tend towards chaos and evil more often.
Religion: Witches don't often worship deities, instead worshiping nature, spirits, or demons.
Background: Witches come from all walks of life and anyone can find themselves delving into witchcraft. Some are born with the gift (or curse) and others learn it through years of practice. All of them, however, can tie the revelation of their power to some event or some trinket that awakened their power.
Races: Humans are by far the most common witches, though nobody really knows why. Elven witches aren't unheard of and are the most likely to lean towards good, while Orc's make some of the most vile witches you will ever see.
Other Classes: Not even good aligned witches get along with paladins and clerics, for they have been the subject of one too many stakes. They tend to get along with rogues, barbarians, and rangers though.
Role: -
Class Features
Hit Die: d8
Starting Gold: As Druid
Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points: 6 + Int mod (x 4 at first level)
{table=head]{colsp=6}The Witch|{colsp=2}
Invocations
Level|BAB|
Fort|
Refx|
Will|Special|Known|Max Rank
1st|+0|+2|+0|+2|Channeling, Intuit Magic, Wild Affinity|
3|
Least
2nd|+1|+3|+0|+3|Woodland Stride|
4|
3rd|+1|+3|+1|+3|Brews, Purity of Body|
4|
4th|+2|+4|+1|+4| |
5|
5th|+2|+4|+1|+4|Shift|
5|
6th|+3|+5|+2|+5| |
6|
Lesser
7th|+3|+5|+2|+5|Green Magic (1st)|
6|
8th|+4|+6|+2|+6|Tongues, Twist Fate|
7|
9th|+4|+6|+3|+6|Trackless Step|
7|
10th|+5|+7|+3|+7| |
8|
11th|+5|+7|+3|+7|Green Magic (2nd), Twist Fate|
9|
Greater
12th|+6/+1|+8|+4|+8|Imbue Arms and Armor|
9|
13th|+6/+1|+8|+4|+8|A Thousand Faces|
10|
14th|+7/+2|+9|+4|+9|Twist Fate|
10|
15th|+7/+2|+9|+5|+9|Green Magic (3rd)|
11|
16th|+8/+3|+10|+5|+10| |
12|
Dark
17th|+8/+3|+10|+5|+10|Twist Fate|
12|
18th|+9/+4|+11|+6|+11|Twin Invocation 3/day|
13|
19th|+9/+4|+11|+6|+11|Commune, Green Magic (4th)|
13|
20th|+10/+5|+12|+6|+12|Twist Fate|
14|
[/table]
Proficiencies: The Witch is proficient with the dagger and quarterstaff, but she is not proficient with any armor or shields.
The Gray Path
The Witch has learned that the world is balanced in opposites and has learned to balance her own tendencies as well. She ignores the alignment requirements, of PrCs and feats, on the good/evil axis.
Class Abilities
Invocations
The Witch does not learn or cast spells, but instead learns to call upon the power of black magic to invoke invocations. Even though she doesn't actually cast spells her Witch level still counts towards her total caster level.
She learns invocations, of any rank she has access to, at each of the indicated levels from the Warlock's list. Unlike the Warlock she may not learn any invocations that modify Eldritch Blast.
An invocation is a spell-like ability, but requires concentration, though she can invoke defensively, and is subject to arcane spell failure. The saving throw for any invocation equals 10 + 1/2 her caster level + her charisma modifier.
At her 4th level of Witch, and every 2 levels after, she may replace any invocations she knows with another invocation of any rank she can invoke. She needn't trade it for another invocation of the same level.
The Complete Mage and the Complete Arcane possess many, but not all, of the invocations she has access to. She qualifies, and advances, in PrCs like the Warlock does, but with divine, instead of arcane, progressions.
Channeling (Su)
The Witch knows how to channel both negative and positive energy. She may turn or rebuke undead, chosen each time she uses this ability, as if she were a Cleric of her Witch level (of the respective alignment).
She can use these abilities a combined number of times, equal to 3 + 1/2 her Witch level + her wisdom modifier, per day. An ability or feat that increases uses of either kind applies to this pool.
Intuit Magic (Su)
As a swift action the Witch may sense the presence or absence of magic, as well as the number of magical auras and the power of each aura, within 30ft.Though she can't concentrate, to extend it's effects, this otherwise works as Detect Magic.
Wild Affinity (Ex)
Normal animals, other than companions, begin with an attitude starting one better than normal towards the Witch. Animals even trust her in situations they normally wouldn't (such as a mother guarding her young).
The Witch can also perform an opposed charisma check to influence the actions of an animal within 30ft, with an indifferent or better attitude, as long as they can see each another.
Depending on how well her check succeeds she can convince an animal to perform, or affect the animal with, one of the following.
{table=head]Success|Possible Actions
+0|Calm as if affected with Calm Emotions (no save)
+5|Not attack her and a few allies, change attitude to friendly
+10*|Request for a simple task and/or possibly requiring travel up to 1 mile
+15*|More complex task and/or requiring travel up to 10 miles
[/table]
* The DC increases by +10 if the animal is put into danger's way for it's actions.
Lv2 > Woodland Stride (Ex)
As the Druid ability of the same name.
Lv3 > Brews
The Witch can Brew Potions, as the feat, as if she had access to the Druid spell list, as a Druid of her Witch level, solely for that purpose. Her brews are made from natural components and simple magic so they have no XP cost.
Brews have a distinctive herbal smell that is difficult to hide. After drinking a brew the creature must succeed on a fortitude save, DC 10 + 1/2 it's caster level + wisdom modifier, or be nauseated for 1 round and sickened 1d4 rounds after.
Lv3 > Purity of Body (Ex)
The Witch is immune to poison and disease, even those magic in nature, and gains the Endurance feat, if she doesn't already have it, for free.
Lv5 > Shift (Su)
The Witch gains the Alternate Shape ability, see the Monster Manual, except that she may only take the form(s) of an animal of small, or smaller, size with no more than 2 HD.
Lv7, 11, 15, 19 > Green Magic
The Witch adds a single druid spell, no higher than the level indicated, to her list of invocations. She may not choose a summoning, healing, or resurrection spell to add to her invocations. It works as any of her other invocations.
ACF : White Magic
The Witch may choose to focus on white magic instead. She instead adds a single cleric spell, no higher than the level indicated, to her list of invocations. She may not choose a summoning, healing, or resurrection spell to add to her invocations. It works as any of her other invocations.
Lv8, 11, 14, 17, 20 > Twist Fate
At each of the indicated levels the Witch gains a new Luck feat, of her choice, that she qualifies for.
Able to consciously twist her own destiny the Witch gains additional luck rerolls equal to her wisdom bonus (if any). This is in addition to that each of the feats she takes grants to her.
ACF : Anathema
Instead of gaining Luck feats as she levels the Witch may gain a new Hex feat at each of the indicated levels. She must qualify for these as normal and, unlike Twist Fate, gains no extra uses of these feats.
Lv8 > Tongues (Ex)
Having learned the root of all language the Witch can speak, and understand, any language, even secret languages. This ability does not, however, necessarily allow her to read and write any language.
Lv9 > Trackless Step (Ex)
The Witch leaves no trail, and so can't be tracked, unless she wishes to. A Ranger, of equal or higher HD, can still track her, albeit at a -10 penalty.
Lv12 > Imbue Arms and Armor
Even though she doesn't cast spells the Witch can Craft Magic Arms and Armor, as the feat, ignoring the prerequisites for any specific spells. She must still meet all other requirements, including caster level.
Lv13 > A Thousand Faces (Ex)
As the Druid ability of the same name.
ACF : Effervescence
Instead of gaining the A Thousand Faces ability she gains Timeless Body. See the Druid for more information.
Lv18 > Twin Invocation (Su)
A limited number of times per day, as indicated, she may invoke an invocation, as a free action, immediately after she has successfully invoked a previous invocation.
Lv19 > Commune (Su)
Once per week the Witch may commune with spirits of the world. This works as with the Commune with Nature spell, but it takes only 1 minute to cast, and her caster level is treated as if it were only 1, for the use of this ability.
New Feats
A new type of feat, called a Hex feat is, presented below and marked with [Hex] beside it. All of them require the Hex feat before they can be taken.
Hex feats may only be used a combined number of times each day equal to the number of hex feats you have + 1. Hex feats are spell-like abilities, unless noted otherwise, and you can only activate a single Hex feat per round.
Feats labeled as [Voodoo] are another type of feat presented here. With the exception of the primary 'Voodoo Doll' feat, which may be used indefinitely, each voodoo feat may be used a number of times each day equal to the number of voodoo feats you possess + 1.
Greater Shift
Prerequisites: Shift, A Thousand Faces
When the Witch changes form, with the Shift ability, she is now capable of taking the form of medium, or smaller, animals up to 5 HD.
Vermin Shift
Prerequisites: Shift, A Thousand Faces
When the Witch changes form, with the Shift ability, she is now capable of taking the form of small and medium vermin up to 3 HD.
Hex
Prerequisites: Access to lesser invocations, ability to turn or rebuke undead
As a standard action, no more than once per 1d4 + 1 rounds, you can target an opponent within line of sight as if with the Bestow Curse spell (DC set by invocations).
You can't affect more targets at once than 3 + your wisdom modifier, though you can release any cursed target as a free action. This also ends any ongoing Hex feats that required they be affected by Hex.
Scry [Hex]
You may see any afflicted target of your hex ability as if though with the Scrying spell. Your target is not allowed a will save, but spell resistance applies as normal for this part of the effect.
Regardless your target is always aware someone is scrying them, though this doesn't alert them to who.
Nightmare [Hex]
Requirements: At least 1 other hex feat.
This feat may be applied to your Hex ability. Your target, if they are affected by Hex, has nightmares the next time they rest.
They must succeed on a will save that night or not gain any benefits of rest for that sleep and the next 24 hours, taking a -2 penalty to saves against fear effects for that time as well.
Smite True Believer [Hex]
Activating this ability is swift action and its benefits last for 1 minute. If the target of your attack(s) is cleric, paladin, or other character who has access to divine spells gained through faith or god, you may add a bonus to attack and damage rolls against them for the duration.
This bonus is equal to the number of hex feats you possess, to a maximum of your charisma modifier, and does not apply to magical attacks or the use of items.
Omen [Hex]
You may end the effects of Hex to force your target to automatically fail a single die roll, effectively rolling a 1 if failure isn't an option. This is an immediate action.
Interrupt [Hex]
Requirements: At least 1 other hex feat.
You may force a target afflicted by Hex, as an immediate action, who is concentrating on an action to make a concentration check to maintain that effect. Your target takes a penalty to this check equal to half the number of hex feats you possess.
Dire Hex [Hex]
Requirements: At least 3 other hex feats.
By ending your Hex prematurely you may impose double its penalties for 1 round after. Abstract effects such as halving movement, instead negate movement. DM arbitration may be needed for this effect.
Reviled by Nature [Hex]
Requirements: At least 2 other hex feats.
You may end the effects of your normal Hex, against an afflicted target, to instead initiate this way, as a swift action.
The target takes a -4 penalty to all charisma based checks with fey, elves, and animals. Furthermore normal animals, other than a companion(s) or cohort(s) loyal to them, will attack them if they or the animal approach within 30ft.
Guided Touch
Requirements: Witchcraft class ability
When making an attack roll (ranged or melee) with an invocation or splash/grenade-like weapon, you gain a +2 bonus to your attack roll.
Special: If you have at least 10 levels of Witch this bonus increases to +4.
Spell Harrier
Requirements: Interrupt feat and at least 2 other, different, hex feats.
Instead of a one time activation the target must make a concentration check any time the attempt one of the previously listed actions, within a 1 minute time span.
Extra Hex Target
Requirements: Hex feat
When using Hex you may have one additional target beyond normal.
Healing Touch
Requirements: Witch level 4+
Whenever you heal (as the skill) you may choose to heal your target of hit point damage. You may heal a maximum number of hit points each day equal to twice your witch level in this way.
You add your wisdom bonus (if any), to a maximum of the amount already being healed, to the amount you heal.
Greater Healing Touch
Requirements: Witch level 4+
Whenever you heal (as the skill) a target you may, in addition the effects of healing touch, heal your target of a single condition that the panacea spell is capable of healing. You must heal at least 10 hit points for this effect to take place.
Nature's Beauty
Requirements: Witch level 4+
You may add your charisma modifier as a deflection bonus to your AC and as a bonus to a single save of your choice. This bonus is capped to half your witch level, rounded up.
Furthermore you gain a +4 bonus to all charisma related skill checks against members of any race who would be attracted to you (usually members of the opposite sex and same or similar race).
Voodoo Doll
Requires: Witch level 6+
With 2 hours of work you may craft a voodoo doll. As a move action you may apply some blood, maybe from a weapon, or other bodily material from another creature. Once this has happened your doll is attuned to that creature.
A doll may not be attuned to more than one creature, nor may you attune more than one doll at a time. It takes only a swift action to un-attune a doll, but this destroys it in the process.
You may attack, cast an invocation, or use an item through an attuned voodoo doll that you have created, affecting the attuned target as if you had instead targeted them.
A target attacked through the doll, including through derivative feats, is considered flat-footed.
Battle Doll
Requires: Voodoo Doll feat
You learn to quickly make voodoo dolls in the midst of combat, out of odd and end materials that you find. Making a doll now only takes a standard action.
Forced Movement [Voodoo]
Requires: Voodoo Doll feat
You may, as a standard action, jerk the voodoo doll you are holding. Your attuned target must make a reflex save (DC 10 + 1/2 your HD + your wisdom modifier).
Upon a failed save the target is thrown up to 30ft in a direction of your choosing. A target who collides with an object that can't be destroyed by this collision stops moving, taking damage for collision as if they had fallen and dealing half this damage to anything or anyone they collide with.
Pins and Needles [Voodoo]
Requires: Voodoo Doll feat
You stab a need into your voodoo doll as a swift action to use this ability. Your target must make a will save (DC 10 + 1/2 your HD + your wisdom modifier - the number of pins and needles effect) or be afflicted by one of the following effects of your choice (assuming they have the body part in question):
Leg
Target loses use of any leg of your choice. Target is treated as always being in difficult terrain, though freedom of movement and similar effects do nothing to alleviate this. A target with no legs left can't do anything more than crawl. May be used multiple times, targeting a different limb each time.
Arm
Target loses the use of any arm of your choice. May be used multiple times, targeting a different limb each time.
Head
Target can't perform any action that requires concentration without succeeding on a concentration check.
Torso
Target is unable to make attacks of opportunity.
Neck
Target is unable to breath. The target gains a +4 circumstance bonus to the save against this effect.
Any of these effects remain in place until the afflicted is targeted by a panacea spell or a spell that can remove curses. These effects also end after the target next rests for at least 4 hours. Any of these effects end if the doll is destroyed.
Puppeteer [Voodoo]
Requires: Forced Movement feat
As a swift action you may take control of your target, as if with the suggestion spell. A will save (DC 10 + 1/2 your HD + your wisdom modifier) is allowed to negate.
The duration for this effect is indefinite, as long as the doll remains intact, and you may command your target to perform any action, even if it would be suicidal or contrary in nature, without provoking a save or resistance. Your target is, however, allowed a new save at the end of each round, except for the first, to escape.
Obliterate [Voodoo]
Requires: Pins and Needles, Puppeteer
You may, as a full round action, completely obliterate the voodoo doll you are holding. Your attuned target must immediately make a fortitude save (DC 10 + 1/2 your HD + your wisdom modifier) or die. Targets immune to death effects instead take 10d6 + the your HD in untyped damage. Targets killed by this ability explode in a shower of gore.
Master of Dark Power
Requires: At least 2 hex feats and at least 1 voodoo feat
You may combine your uses of hex and voodoo feats, sharing them between both types of feats.
Special: You may take this feat additional times, gaining 2 extra uses of your voodoo and hex feats per time taken.
Design Notes
First of all forgive the patch for alignment. It was necessary to even allow this class to work. The Witch is a major fantasy archetype and, surprisingly, isn't represented within D&D. While the Warlock could feasibly function as one it doesn't possess certain class concepts the Witch does.
Besides filling in a major archetype this is also a bit of an experiment, in that I wanted to see what I could do by combining pre-existing systems. Above I've attempted to fuse every 'archetype' of Witch into a singular class. White, Black, and Green magic. As usual I'm attempting for tier 3 here, but the odd chassis and combination of abilities makes me unsure of where it stands.
As some of you might now I've already done a Witch (http://www.giantitp.com/forums/showpost.php?p=13316927) before, but I'm attempting something a little different here. My previous Witch was a little more Druid style, while my intent here is to focus on the Witches you see as main characters in novels and urban settings.
Also, while I really like how it turned out, my previous witch was a bit complicated in that it had more than one magic progression. So I'd like to keep things a bit simpler here.
Playing a Witch
Abilities: Wisdom and charisma are the most important as they affect your invocations and class features. Constitution and dexterity help with survivability, while intelligence boosts skill points. Strength is probably your only dump stat.
Organization: Though witches are usually loners, occasionally covens of witches will form to meet some goal. Still these covens often fall apart due to either the chaotic or selfish nature of the witches involved.
Alignment: Witches may be of any alignment, though both the lawful and good alignments are fairly uncommon. Witches tend towards chaos and evil more often.
Religion: Witches don't often worship deities, instead worshiping nature, spirits, or demons.
Background: Witches come from all walks of life and anyone can find themselves delving into witchcraft. Some are born with the gift (or curse) and others learn it through years of practice. All of them, however, can tie the revelation of their power to some event or some trinket that awakened their power.
Races: Humans are by far the most common witches, though nobody really knows why. Elven witches aren't unheard of and are the most likely to lean towards good, while Orc's make some of the most vile witches you will ever see.
Other Classes: Not even good aligned witches get along with paladins and clerics, for they have been the subject of one too many stakes. They tend to get along with rogues, barbarians, and rangers though.
Role: -
Class Features
Hit Die: d8
Starting Gold: As Druid
Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points: 6 + Int mod (x 4 at first level)
{table=head]{colsp=6}The Witch|{colsp=2}
Invocations
Level|BAB|
Fort|
Refx|
Will|Special|Known|Max Rank
1st|+0|+2|+0|+2|Channeling, Intuit Magic, Wild Affinity|
3|
Least
2nd|+1|+3|+0|+3|Woodland Stride|
4|
3rd|+1|+3|+1|+3|Brews, Purity of Body|
4|
4th|+2|+4|+1|+4| |
5|
5th|+2|+4|+1|+4|Shift|
5|
6th|+3|+5|+2|+5| |
6|
Lesser
7th|+3|+5|+2|+5|Green Magic (1st)|
6|
8th|+4|+6|+2|+6|Tongues, Twist Fate|
7|
9th|+4|+6|+3|+6|Trackless Step|
7|
10th|+5|+7|+3|+7| |
8|
11th|+5|+7|+3|+7|Green Magic (2nd), Twist Fate|
9|
Greater
12th|+6/+1|+8|+4|+8|Imbue Arms and Armor|
9|
13th|+6/+1|+8|+4|+8|A Thousand Faces|
10|
14th|+7/+2|+9|+4|+9|Twist Fate|
10|
15th|+7/+2|+9|+5|+9|Green Magic (3rd)|
11|
16th|+8/+3|+10|+5|+10| |
12|
Dark
17th|+8/+3|+10|+5|+10|Twist Fate|
12|
18th|+9/+4|+11|+6|+11|Twin Invocation 3/day|
13|
19th|+9/+4|+11|+6|+11|Commune, Green Magic (4th)|
13|
20th|+10/+5|+12|+6|+12|Twist Fate|
14|
[/table]
Proficiencies: The Witch is proficient with the dagger and quarterstaff, but she is not proficient with any armor or shields.
The Gray Path
The Witch has learned that the world is balanced in opposites and has learned to balance her own tendencies as well. She ignores the alignment requirements, of PrCs and feats, on the good/evil axis.
Class Abilities
Invocations
The Witch does not learn or cast spells, but instead learns to call upon the power of black magic to invoke invocations. Even though she doesn't actually cast spells her Witch level still counts towards her total caster level.
She learns invocations, of any rank she has access to, at each of the indicated levels from the Warlock's list. Unlike the Warlock she may not learn any invocations that modify Eldritch Blast.
An invocation is a spell-like ability, but requires concentration, though she can invoke defensively, and is subject to arcane spell failure. The saving throw for any invocation equals 10 + 1/2 her caster level + her charisma modifier.
At her 4th level of Witch, and every 2 levels after, she may replace any invocations she knows with another invocation of any rank she can invoke. She needn't trade it for another invocation of the same level.
The Complete Mage and the Complete Arcane possess many, but not all, of the invocations she has access to. She qualifies, and advances, in PrCs like the Warlock does, but with divine, instead of arcane, progressions.
Channeling (Su)
The Witch knows how to channel both negative and positive energy. She may turn or rebuke undead, chosen each time she uses this ability, as if she were a Cleric of her Witch level (of the respective alignment).
She can use these abilities a combined number of times, equal to 3 + 1/2 her Witch level + her wisdom modifier, per day. An ability or feat that increases uses of either kind applies to this pool.
Intuit Magic (Su)
As a swift action the Witch may sense the presence or absence of magic, as well as the number of magical auras and the power of each aura, within 30ft.Though she can't concentrate, to extend it's effects, this otherwise works as Detect Magic.
Wild Affinity (Ex)
Normal animals, other than companions, begin with an attitude starting one better than normal towards the Witch. Animals even trust her in situations they normally wouldn't (such as a mother guarding her young).
The Witch can also perform an opposed charisma check to influence the actions of an animal within 30ft, with an indifferent or better attitude, as long as they can see each another.
Depending on how well her check succeeds she can convince an animal to perform, or affect the animal with, one of the following.
{table=head]Success|Possible Actions
+0|Calm as if affected with Calm Emotions (no save)
+5|Not attack her and a few allies, change attitude to friendly
+10*|Request for a simple task and/or possibly requiring travel up to 1 mile
+15*|More complex task and/or requiring travel up to 10 miles
[/table]
* The DC increases by +10 if the animal is put into danger's way for it's actions.
Lv2 > Woodland Stride (Ex)
As the Druid ability of the same name.
Lv3 > Brews
The Witch can Brew Potions, as the feat, as if she had access to the Druid spell list, as a Druid of her Witch level, solely for that purpose. Her brews are made from natural components and simple magic so they have no XP cost.
Brews have a distinctive herbal smell that is difficult to hide. After drinking a brew the creature must succeed on a fortitude save, DC 10 + 1/2 it's caster level + wisdom modifier, or be nauseated for 1 round and sickened 1d4 rounds after.
Lv3 > Purity of Body (Ex)
The Witch is immune to poison and disease, even those magic in nature, and gains the Endurance feat, if she doesn't already have it, for free.
Lv5 > Shift (Su)
The Witch gains the Alternate Shape ability, see the Monster Manual, except that she may only take the form(s) of an animal of small, or smaller, size with no more than 2 HD.
Lv7, 11, 15, 19 > Green Magic
The Witch adds a single druid spell, no higher than the level indicated, to her list of invocations. She may not choose a summoning, healing, or resurrection spell to add to her invocations. It works as any of her other invocations.
ACF : White Magic
The Witch may choose to focus on white magic instead. She instead adds a single cleric spell, no higher than the level indicated, to her list of invocations. She may not choose a summoning, healing, or resurrection spell to add to her invocations. It works as any of her other invocations.
Lv8, 11, 14, 17, 20 > Twist Fate
At each of the indicated levels the Witch gains a new Luck feat, of her choice, that she qualifies for.
Able to consciously twist her own destiny the Witch gains additional luck rerolls equal to her wisdom bonus (if any). This is in addition to that each of the feats she takes grants to her.
ACF : Anathema
Instead of gaining Luck feats as she levels the Witch may gain a new Hex feat at each of the indicated levels. She must qualify for these as normal and, unlike Twist Fate, gains no extra uses of these feats.
Lv8 > Tongues (Ex)
Having learned the root of all language the Witch can speak, and understand, any language, even secret languages. This ability does not, however, necessarily allow her to read and write any language.
Lv9 > Trackless Step (Ex)
The Witch leaves no trail, and so can't be tracked, unless she wishes to. A Ranger, of equal or higher HD, can still track her, albeit at a -10 penalty.
Lv12 > Imbue Arms and Armor
Even though she doesn't cast spells the Witch can Craft Magic Arms and Armor, as the feat, ignoring the prerequisites for any specific spells. She must still meet all other requirements, including caster level.
Lv13 > A Thousand Faces (Ex)
As the Druid ability of the same name.
ACF : Effervescence
Instead of gaining the A Thousand Faces ability she gains Timeless Body. See the Druid for more information.
Lv18 > Twin Invocation (Su)
A limited number of times per day, as indicated, she may invoke an invocation, as a free action, immediately after she has successfully invoked a previous invocation.
Lv19 > Commune (Su)
Once per week the Witch may commune with spirits of the world. This works as with the Commune with Nature spell, but it takes only 1 minute to cast, and her caster level is treated as if it were only 1, for the use of this ability.
New Feats
A new type of feat, called a Hex feat is, presented below and marked with [Hex] beside it. All of them require the Hex feat before they can be taken.
Hex feats may only be used a combined number of times each day equal to the number of hex feats you have + 1. Hex feats are spell-like abilities, unless noted otherwise, and you can only activate a single Hex feat per round.
Feats labeled as [Voodoo] are another type of feat presented here. With the exception of the primary 'Voodoo Doll' feat, which may be used indefinitely, each voodoo feat may be used a number of times each day equal to the number of voodoo feats you possess + 1.
Greater Shift
Prerequisites: Shift, A Thousand Faces
When the Witch changes form, with the Shift ability, she is now capable of taking the form of medium, or smaller, animals up to 5 HD.
Vermin Shift
Prerequisites: Shift, A Thousand Faces
When the Witch changes form, with the Shift ability, she is now capable of taking the form of small and medium vermin up to 3 HD.
Hex
Prerequisites: Access to lesser invocations, ability to turn or rebuke undead
As a standard action, no more than once per 1d4 + 1 rounds, you can target an opponent within line of sight as if with the Bestow Curse spell (DC set by invocations).
You can't affect more targets at once than 3 + your wisdom modifier, though you can release any cursed target as a free action. This also ends any ongoing Hex feats that required they be affected by Hex.
Scry [Hex]
You may see any afflicted target of your hex ability as if though with the Scrying spell. Your target is not allowed a will save, but spell resistance applies as normal for this part of the effect.
Regardless your target is always aware someone is scrying them, though this doesn't alert them to who.
Nightmare [Hex]
Requirements: At least 1 other hex feat.
This feat may be applied to your Hex ability. Your target, if they are affected by Hex, has nightmares the next time they rest.
They must succeed on a will save that night or not gain any benefits of rest for that sleep and the next 24 hours, taking a -2 penalty to saves against fear effects for that time as well.
Smite True Believer [Hex]
Activating this ability is swift action and its benefits last for 1 minute. If the target of your attack(s) is cleric, paladin, or other character who has access to divine spells gained through faith or god, you may add a bonus to attack and damage rolls against them for the duration.
This bonus is equal to the number of hex feats you possess, to a maximum of your charisma modifier, and does not apply to magical attacks or the use of items.
Omen [Hex]
You may end the effects of Hex to force your target to automatically fail a single die roll, effectively rolling a 1 if failure isn't an option. This is an immediate action.
Interrupt [Hex]
Requirements: At least 1 other hex feat.
You may force a target afflicted by Hex, as an immediate action, who is concentrating on an action to make a concentration check to maintain that effect. Your target takes a penalty to this check equal to half the number of hex feats you possess.
Dire Hex [Hex]
Requirements: At least 3 other hex feats.
By ending your Hex prematurely you may impose double its penalties for 1 round after. Abstract effects such as halving movement, instead negate movement. DM arbitration may be needed for this effect.
Reviled by Nature [Hex]
Requirements: At least 2 other hex feats.
You may end the effects of your normal Hex, against an afflicted target, to instead initiate this way, as a swift action.
The target takes a -4 penalty to all charisma based checks with fey, elves, and animals. Furthermore normal animals, other than a companion(s) or cohort(s) loyal to them, will attack them if they or the animal approach within 30ft.
Guided Touch
Requirements: Witchcraft class ability
When making an attack roll (ranged or melee) with an invocation or splash/grenade-like weapon, you gain a +2 bonus to your attack roll.
Special: If you have at least 10 levels of Witch this bonus increases to +4.
Spell Harrier
Requirements: Interrupt feat and at least 2 other, different, hex feats.
Instead of a one time activation the target must make a concentration check any time the attempt one of the previously listed actions, within a 1 minute time span.
Extra Hex Target
Requirements: Hex feat
When using Hex you may have one additional target beyond normal.
Healing Touch
Requirements: Witch level 4+
Whenever you heal (as the skill) you may choose to heal your target of hit point damage. You may heal a maximum number of hit points each day equal to twice your witch level in this way.
You add your wisdom bonus (if any), to a maximum of the amount already being healed, to the amount you heal.
Greater Healing Touch
Requirements: Witch level 4+
Whenever you heal (as the skill) a target you may, in addition the effects of healing touch, heal your target of a single condition that the panacea spell is capable of healing. You must heal at least 10 hit points for this effect to take place.
Nature's Beauty
Requirements: Witch level 4+
You may add your charisma modifier as a deflection bonus to your AC and as a bonus to a single save of your choice. This bonus is capped to half your witch level, rounded up.
Furthermore you gain a +4 bonus to all charisma related skill checks against members of any race who would be attracted to you (usually members of the opposite sex and same or similar race).
Voodoo Doll
Requires: Witch level 6+
With 2 hours of work you may craft a voodoo doll. As a move action you may apply some blood, maybe from a weapon, or other bodily material from another creature. Once this has happened your doll is attuned to that creature.
A doll may not be attuned to more than one creature, nor may you attune more than one doll at a time. It takes only a swift action to un-attune a doll, but this destroys it in the process.
You may attack, cast an invocation, or use an item through an attuned voodoo doll that you have created, affecting the attuned target as if you had instead targeted them.
A target attacked through the doll, including through derivative feats, is considered flat-footed.
Battle Doll
Requires: Voodoo Doll feat
You learn to quickly make voodoo dolls in the midst of combat, out of odd and end materials that you find. Making a doll now only takes a standard action.
Forced Movement [Voodoo]
Requires: Voodoo Doll feat
You may, as a standard action, jerk the voodoo doll you are holding. Your attuned target must make a reflex save (DC 10 + 1/2 your HD + your wisdom modifier).
Upon a failed save the target is thrown up to 30ft in a direction of your choosing. A target who collides with an object that can't be destroyed by this collision stops moving, taking damage for collision as if they had fallen and dealing half this damage to anything or anyone they collide with.
Pins and Needles [Voodoo]
Requires: Voodoo Doll feat
You stab a need into your voodoo doll as a swift action to use this ability. Your target must make a will save (DC 10 + 1/2 your HD + your wisdom modifier - the number of pins and needles effect) or be afflicted by one of the following effects of your choice (assuming they have the body part in question):
Leg
Target loses use of any leg of your choice. Target is treated as always being in difficult terrain, though freedom of movement and similar effects do nothing to alleviate this. A target with no legs left can't do anything more than crawl. May be used multiple times, targeting a different limb each time.
Arm
Target loses the use of any arm of your choice. May be used multiple times, targeting a different limb each time.
Head
Target can't perform any action that requires concentration without succeeding on a concentration check.
Torso
Target is unable to make attacks of opportunity.
Neck
Target is unable to breath. The target gains a +4 circumstance bonus to the save against this effect.
Any of these effects remain in place until the afflicted is targeted by a panacea spell or a spell that can remove curses. These effects also end after the target next rests for at least 4 hours. Any of these effects end if the doll is destroyed.
Puppeteer [Voodoo]
Requires: Forced Movement feat
As a swift action you may take control of your target, as if with the suggestion spell. A will save (DC 10 + 1/2 your HD + your wisdom modifier) is allowed to negate.
The duration for this effect is indefinite, as long as the doll remains intact, and you may command your target to perform any action, even if it would be suicidal or contrary in nature, without provoking a save or resistance. Your target is, however, allowed a new save at the end of each round, except for the first, to escape.
Obliterate [Voodoo]
Requires: Pins and Needles, Puppeteer
You may, as a full round action, completely obliterate the voodoo doll you are holding. Your attuned target must immediately make a fortitude save (DC 10 + 1/2 your HD + your wisdom modifier) or die. Targets immune to death effects instead take 10d6 + the your HD in untyped damage. Targets killed by this ability explode in a shower of gore.
Master of Dark Power
Requires: At least 2 hex feats and at least 1 voodoo feat
You may combine your uses of hex and voodoo feats, sharing them between both types of feats.
Special: You may take this feat additional times, gaining 2 extra uses of your voodoo and hex feats per time taken.
Design Notes
First of all forgive the patch for alignment. It was necessary to even allow this class to work. The Witch is a major fantasy archetype and, surprisingly, isn't represented within D&D. While the Warlock could feasibly function as one it doesn't possess certain class concepts the Witch does.
Besides filling in a major archetype this is also a bit of an experiment, in that I wanted to see what I could do by combining pre-existing systems. Above I've attempted to fuse every 'archetype' of Witch into a singular class. White, Black, and Green magic. As usual I'm attempting for tier 3 here, but the odd chassis and combination of abilities makes me unsure of where it stands.
As some of you might now I've already done a Witch (http://www.giantitp.com/forums/showpost.php?p=13316927) before, but I'm attempting something a little different here. My previous Witch was a little more Druid style, while my intent here is to focus on the Witches you see as main characters in novels and urban settings.
Also, while I really like how it turned out, my previous witch was a bit complicated in that it had more than one magic progression. So I'd like to keep things a bit simpler here.