Difference between revisions of "User:Leziad/Awakened Witch"

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''Prerequisites:'' Grand Hex
 
''Prerequisites:'' Grand Hex
  
The witch may use this powerful hex to place a potent and everlasting a touched target. If the hex is delivered through a gentle gesture or kiss, accepted willingly, then they take a –2 penalty on their [[Will]] save to resist. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. If the target fails they fall under the effect behaving as the [[SRD:Charm Monster|''charm monster'']] spell, except for the following:
+
The witch may use this powerful hex to place a potent and everlasting charm on a touched target. If the hex is delivered through a gentle gesture or kiss, accepted willingly, then they take a –2 penalty on their [[Will]] save to resist. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. If the target fails they fall under the effect behaving as the [[SRD:Charm Monster|''charm monster'']] spell, except for the following:
 
*  The hex is quite difficult to remove, requiring a [[SRD:Remove Curse|''remove curse'']] or [[SRD:Break Enchantment|''break enchantment'']] spell with a successful opposed caster level check to break.  
 
*  The hex is quite difficult to remove, requiring a [[SRD:Remove Curse|''remove curse'']] or [[SRD:Break Enchantment|''break enchantment'']] spell with a successful opposed caster level check to break.  
 
* The effect of this hex does not automatically break if your allies threaten, but if you threaten the target or refuse to defend them they are allowed another [[Will]] save to end the effect.t
 
* The effect of this hex does not automatically break if your allies threaten, but if you threaten the target or refuse to defend them they are allowed another [[Will]] save to end the effect.t
* The target also develops an extremely strong love and loyalty toward the witch, either in a platonic or romantic sense. They will seek to please the witch and gain their favor, often going above and beyond. As a result target is always helpful toward the witch, and takes a a –4 bonus on their opposed [[Charisma]] checks made to resist obeying an order. The restriction against obviously harmful or suicidal order remains.
+
* The target also develops an extremely strong love and loyalty toward the witch, either in a platonic or romantic sense. They will seek to please the witch and gain their favor, often going above and beyond. As a result the target is always helpful toward the witch, and takes a –4 bonus on their opposed [[Charisma]] checks made to resist obeying an order. The restriction against obviously harmful or suicidal order remains.
 
* The target is also unable to willingly lie to the witch.  
 
* The target is also unable to willingly lie to the witch.  
  

Revision as of 18:22, 20 June 2024

Awakened Witch

The witch is largely a powerful class thanks to its access to powerful hexes. However the hex list leave somewhat to be desired, with only a few hexes ever being worth it. The awakened witch makes little changes to the witch itself, instead focusing on changing some hexes.

Changes

  • Patron: In addition to having access to the normal list of patrons, a witch has access to the witching patron (see below).
  • Patron Spells: A witch no longer gain access to her patron spells at a set level, instead she always counts as knowing any patron spells of any levels she can cast. She may convert prepared spell into her a patron spell of an equal level or lower spontaneously. If a witch becomes a spontaneous caster, she merely adds her patron spells to her list of spell known whenever she gain access to a new spell level.
  • Cackle: The cackle hex becomes a class feature gained at 3rd level.

Witching Patron: Instead of relying on otherworldly beings, some witches gain their power through the teaching passed down by ancient witches. These witches do not gain a patron from a list of patron. Instead she chooses a single 1st level spell on the witch list to be her 1st level patron spell, repeating the process whenever she gain access to a new spell level. This prevents the witch from accessing spells outside of her spell list with her patron, but grants her more flexibility with her patron spells.

New & Revised Hexes

Bewitching Charm (Su)

Prerequisites: Grand Hex

The witch may use this powerful hex to place a potent and everlasting charm on a touched target. If the hex is delivered through a gentle gesture or kiss, accepted willingly, then they take a –2 penalty on their Will save to resist. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. If the target fails they fall under the effect behaving as the charm monster spell, except for the following:

  • The hex is quite difficult to remove, requiring a remove curse or break enchantment spell with a successful opposed caster level check to break.
  • The effect of this hex does not automatically break if your allies threaten, but if you threaten the target or refuse to defend them they are allowed another Will save to end the effect.t
  • The target also develops an extremely strong love and loyalty toward the witch, either in a platonic or romantic sense. They will seek to please the witch and gain their favor, often going above and beyond. As a result the target is always helpful toward the witch, and takes a –4 bonus on their opposed Charisma checks made to resist obeying an order. The restriction against obviously harmful or suicidal order remains.
  • The target is also unable to willingly lie to the witch.

The loyalty and love manifested by this hex lingers even if it is removed, the target remains helpful toward the witch even after the spell is removed. Although the target is now able to change their mind, especially if the deception is pointed out to them.

Deep Hypnotism (Su)

This is a revision of the combat hypnosis hex.

The witch can lull her enemies into a trance, even in the chaos of combat. This hex functions as hypnotism, except it can affect only one creature at a time without a HD limit, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 5th level, a creature made fascinated by this hex only break of its fascination if directly harmed.

Disguise (Su)

This is a revision of the disguise hex.

A witch with this hex gain disguise as a class skills. Additionally she can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments. Unlike the spell, this disguises touch and sound, and it doesn’t allow a saving throw to disbelieve). If the witch consume a minor portion of the body of a creature (such as blood or an hair) while using this hex, she gain a +8 on Bluff check to impersonate that creature for as long as the hex is maintained.

At 5th level, while under the effect of this hex, the witch is under a constant nondetection effect.

Green Thumb (Su)

As a standard action, a witch may affect a single plants she can touch with either plant growth spell or the diminish plant. At 5th level she adds both plant growth and diminish plant to her list of patron spells.

New Feat: Schooled Witch

Schooled Witch [General] You have a better understanding of arcane magic than many of your peers.Prerequisites: Spell Focus, witching patron class featureBenefit: When choosing spells for your witching patron, you may select spells from the sorcerer/wizard list whose school match a school you chosen with Spell Focus, in addition to the witch list.