Wednesday, May 27, 2020

GLOG: The Witch

This Witch class is for my Carolingia setting/GLOG hack, but it should be usable in any other 4-template hack.

What is a Witch? 

A witch is a person who empathizes so strongly with the world that they can change it with a thought. Witches are lore keepers and herbalists, midwives and protectors. They are regarded with some level of suspicion, given their supernatural powers and often occult or secret inclinations, but are nonetheless essential members of society, performing many services for their communities. A witch can be any gender.

Starting Equipment: Witchy clothing, a small cauldron, a dagger, a mortar and pestle, a wooden spoon, a leather bag of tea leaves, yerba mate, or ground coffee (your preference), and either three javelins or a sling and 20 bullets.

Skills: Medicine and 1d3: 1. Animal Handling, 2. Whittling, 3. Baking

Medicine includes a wide knowledge of herbalism (yes, including recreational drugs) as well as mundane medicine like midwifery, splinting broken limbs, or stitching wounds.

Damage: 1d6

A: Spellcasting, Witches' Brew, Familiar, +1 MD
B: +1 MD, +1 Spell
C: +1 MD, +1 Spell
D: +1 MD, +1 Spell


Spellcasting: You can pick 2 lists of spells, and learn 1 spell from each list (picked or rolled depending on your DM). You do not have to prepare spells; instead you can cast any spell you know at any time so long as you have MD available. Each spell list has an associated cantrip - you only know the cantrip of one of your spell lists. You gain a new spell from your spell lists for every further template of Witch you take.

Witches' Brew: You can make any of the items, magical or mundane, in the Witches' Brew list, given the required time and ingredients.

Familiar: You have a familiar, an animal not larger than a cat or smaller than a tree frog that is magically bound to you. Your familiar cannot speak, but it can understand you, and you can understand it. It will obey you at all times. You and your familiar cannot be more than 50 feet apart, and if you are forced apart you both take 1d4 damage per round until you are within a comfortable range or either of you is reduced to 0 hitpoints. If your familiar dies, you can create a new one given an appropriate animal and 24 hours to perform the ritual.


Spell Lists 

 
Spell descriptions are here.

Curse:

Cantrip: If you give someone the Evil Eye (involves muttering under your breath, glaring, and pointing), they must Save vs Magic or suffer minor bad luck for the next 24 hours (no mechanical effect, this is up to the DM). If they notice, they will suspect you've cursed them, and will likely connect the bad luck to this.
1. Bane
2. Bestow Curse
3. Blindness/Deafness
4. Hex
5. Hideous Laughter
6. Polymorph

Mishaps:
1. Take 1d6 damage
2. Take +1 damage from all sources for the next hour
3. Laugh uncontrollably for 1d6 rounds
4. You suffer the effect of your own Evil Eye for 24 hours (minor bad luck)
5. Blinded for 1d4 hours
6. Turn into a toad for 1d4 hours

Dooms:
1. You grow impossibly ugly for 24 hours and lose the ability to cast non-curse spells for the same duration.
2. You shrivel into a small hideous thing for 24 hours and lost the ability to cast non-curse spells permanently.
3. You permanently turn into a toad. You cannot ever take a form that isn't a toad. You lose all of your abilities save for your curses.

Dark:

Cantrip: You can wither any plant at a touch. This deals 1d8 damage to animate plants such as treants or shambling mounds.
1. Animate Dead
2. Blight
3. Inflict Wounds
4. Speak With Dead
5. Summon
6. Word of Death

Mishaps:
1. Take 1d6 damage
2. Take +1 damage from all sources for the next hour
3. All water within 50 feet becomes noxious and poisonous
4. The ghosts of all the souls you've troubled arise around you. Become incapacitated for 1d4 rounds
5. Impenetrable darkness surrounds you for 20 feet in every direction for 1d4 hours
6. You summon a random supernatural being as per the summon spell. It's not happy.

Dooms:
1. A minor god appears to you and strikes you mute for the next 24 hours. They threaten much worse if you don't turn away from this path.
2. The souls of your ancestors abduct you for 24 hours, unhappy with your misdeeds. You return on 0 hitpoints.
3. The gods finally take action and kill you instantaneously with a heart attack.



Deception:

Cantrip: You can create small three dimensional images at your fingertips. If you're attempting to make them look like real objects, observers have a 2-in-6 chance to see through the illusion.
1. Charm Person
2. Command
3. Detect Thoughts
4. Illusion
5. Phantasmal Force
6. Silent Image
 
Mishaps:
1. Take 1d6 damage
2. Take +1 damage from all sources for the next hour
3. Everybody within 30 feet can read your thoughts for 1d4 rounds
4. You're surrounded by illusions. You're insensetate for 1d4 rounds
5. All sentient creatures are invisible to you for 24 hours
6. Your spell rebounds. If it was an illusion, you and only you believe it's real. If it was a charm, you are affected by the target as you intended to affect them.

Dooms:
1. Your mind swaps bodies with the nearest person for 24 hours.
2. Your mind vanishes into the void for 24 hours and is replaced by a feeble illusion of a mind which is only able to obey direct commands and maintain basic life functions.
3. Your mind vanishes permanently. Something will probably come around and inhabit your body at some point soon, and it's unlikely to be a pleasant thing.

Divination:

Cantrip: You can cast bones, read tarot cards, or perform some other minor divination ritual about a course of action you plan to take soon. The DM will tell you their opinion of the plan with one word: good, bad, or unsure. There's a 1-in-6 chance the DM will instead answer randomly, and this chance increases by one each time you use this cantrip this day, resetting at the end of the day.
1. Clairvoyance
2. Commune
3. Detect Magic
4. Find The Path
5. Locate Object
6. Scrying

Mishaps:
1. Take 1d6 damage
2. Take +1 damage from all sources for the next hour
3. All reflective surfaces within 50 feet display your face
4. You're besieged with a barrage of bad omens and dark predictions. Save vs Fear or panic for 1d6 rounds
5. Your instrument of divination bursts asunder under the force of the future. Take 1d6 damage.
6. You're plunged into a world of visions and dreams. You're incapacitated for 1d6 hours and wake up with a random insanity.

Dooms:
1. Your divinations are all abjectly false for the next 24 hours, but you don't know this.
2. Your divinations actively mislead you for the next 24 hours, but you don't know this.
3. Your divinations will actively mislead you for the rest of your life. You know this all too well.

Domestic:

Cantrip: You can clean small objects at will by touching them.
1. Animate Object
2. Charm Animal
3. Control Rain
4. Kulning
5. Mending
6. Produce Flame

Mishaps:
1. Take 1d6 damage
2. Take +1 damage from all sources for the next hour
3. All animals within 50 feet start raising a massive clamor (including your familiar). It lasts for 1d4 rounds.
4. 1d6 household or mundane objects around you come to life and start attacking you (as animate objects)
5. Every object within 10 feet you've ever mended with magic breaks again.
6. It begins to pour rain. You get struck by lightning for 1d10 damage.

Dooms:
1. Animals, including your familiar, run from you or turn on you in hatred for the next 24 hours.
2. Random objects animate and attempt to kill you for the next 24 hours.
3. Everything around you attempts to kill you. Animals, humans, objects, even rocks and trees. This will continue until you die.

Restoration:

Cantrip: When you touch a sick or injured person or animal, you can accurately diagnose their ailments or injuries, mental or physical.
1. Cure Disease
2. Invigorate
3. Remove Curse
4. Restoration
5. Sanctuary
6. Slow Poison

Mishaps:
1. Take 1d6 damage
2. Take +1 damage from all sources for the next hour
3. The creature you were targeting instead gains a mutation for 1d6 rounds; it becomes permanent on a failed Save vs Magic.
4. The creature you were targeting instead takes 2d6 damage
5. Every ally within 50 feet takes 1 damage and every enemy within 50 feet regains 1d6 hitpoints
6. You're racked by agony for 1d6 rounds

Dooms:
1. Every time you cast a Restoration spell for the next 24 hours, the target instead takes 1d6 damage. You don't know initially.
2. Every time you cast a Restoration spell for the next 24 hours, the target instead takes 1d6 damage and must Save vs Mutation. You don't know initially.
3. Every time you cast a Restoration spell for the rest of your life, the target instead takes 1d6 damage and must Save vs Mutation. You know all too well.

Wild:

Cantrip: You can cause small environment-appropriate flowers to grow around your feet when barefoot.
1. Entangle
2. Insect Swarm
3. Moonbeam
4. Pass Without Trace
5. Speak With Animal
6. Wild Shape

Mishaps:
1. Take 1d6 damage
2. Take +1 damage from all sources for the next hour
3. All plants within 10 feet wither and die
4. Every bird within 50 feet drops to the ground dead
5. You become entangled in plants and rocks for 1d6 rounds
6. Every insect nearby attacks you in a frenzy (as insect swarm)

Dooms:
1. You turn into a very sleepy bear for 24 hours.
2. you turn into a very angry and confused bear for 24 hours.
3. You turn into a bear permanently. Angry or not is up to you.
 


Witches' Brews

 

A Note on Ingredients

The ingredients of these brews can have as large or as little of an effect on the game as you and your DM decide upon. You can ignore the ingredients save for the most exotic ones by carrying a magic pouch, you can buy them in town, or you can gather them and keep track of them (this is the fun option). Up to you and your DM.


Antidote
Ingredients: Arrowroot flour, crushed charcoal, a shrew's skull, and boiling water
Brewing Time: 8 hours
Effect: The drinker, if they are poisoned, must Save vs Poison. On a success, the poison affecting them is ended. On a failure, its effects are halved.

Blade Venom
Ingredients: A wasp, crushed monkshood, a fire salamander's skin, an adder's venom gland, and tea seed oil
Brewing Time: 8 hours
Effect: The first enemy the blade this venom is applied to strikes must Save vs Poison or take 3d6 damage.

Caffeinated Infusion
Ingredients: Dried tea leaves, dried yerba mate, or crushed coffee beans, and boiling water
Brewing Time: 10 minutes
Effect: Restores 1d6 hitpoints. No one can gain hitpoints from it or Herbal Infusion more than once per day. Must be drunk hot. Actually just really good tea/mate/coffee. Honey provides +1 healing.

Cloud-Pine Sprig
Ingredients: A cloud-pine branch (found only in the most remote and coldest mountains of the world), salt, a peregrine falcon's blood, a hummingbird's wing, crushed cinnamon, chalk, silver dust, and teak oil.
Brewing Time: 24 hours
Effect: In addition to functioning as a flying broomstick, the witch who possesses this branch may travel as far from their familiar as they wish. Their familiar can speak all the languages they can.

Contraceptive Infusion
Ingredients: Cedar oil, crushed lily root, dried rue, and boiling water
Brewing Time: 10 minutes
Effect: The drinker is unable to become pregnant for the next 24 hours.

Enduring Torch
Ingredients: Tallow, paper birch bark, dried old man's beard (the lichen), silk, pitch, quicklime, and a cedar branch.
Brewing Time: 8 hours
Effect: This torch burns for 4 hours and remains on fire for 1 minute when immersed in water.

Fast Poison
Ingredients: Dried hemlock (not the tree), crushed apple seeds, dried monkshood, dried horse-chestnut, and boiling water
Brewing Time: 8 hours
Effect: The drinker must Save vs Poison or take 3d6 damage.

Flying Broomstick
Ingredients: A broomstick, a bat's wing, myrrh, chalk, silver dust, a golden eagle's blood, and teak oil
Brewing Time: 24 hours
Effect: The witch who created this broomstick may use it to fly by spending one MD per hour aloft. They may carry at most 3 slots of gear and their familiar with them.

Invigorating Brew
Ingredients: Dried coca leaves, red chile seeds, and boiling water
Brewing Time: 8 hours
Effect: Restores 1d8 hitpoints.

Herbal Infusion
Ingredients: Pine needles, dried mint, or other flavorful herbs, and boiling water
Brewing Time: 10 minutes
Effect: Restores 1d4 hitpoints. No one can gain hitpoints from it or Caffeinated Infusion more than once per day. Must be drunk hot. Actually just really good herbal tea. Honey provides +1 healing.

Magic Oil
Ingredients: Rowan ash, salt, iron filings, tea seed oil
Brewing Time: 8 hours
Effect: The blade this oil is applied to (takes 10 minutes) deals magic damage for the next 24 hours.

Philter of Charming
Ingredients: Sphinx moth cocoon, jimsonweed, crushed sulfur, and boiling water
Brewing Time: 8 hours
Effect: The drinker must Save vs Magic or suffer the effects of charm person as if cast by the first person they see.

Potion of Disenchantment
Ingredients: Rowan ash, salt, silver dust, iron filings, and boiling water
Brewing Time: 8 hours
Effect: The drinker of this potion has all magical effects currently affecting them removed, except for curses which cannot be removed by remove curse or similarly obstinate magic.

Potion of Healing
Ingredients: Crushed yarrow, crushed hazel bark, chopped ginseng, a whiptail's tail, and boiling water
Brewing Time: 8 hours
Effect: The remaining healing time of one injury is reduced by half.

Potion of Invisibility
Ingredients: An elver, a lacewing, rowan ash, sweet clover, and boiling water
Brewing Time: 8 hours
Effect: The drinker becomes invisible for one hour.

Potion of Ironskin
Ingredients: Ironwood ash, hazel ash, a tick, alligator skin, and boiling water
Brewing Time: 8 hours
Effect: The drinker's AC increases by +1 and they gain resistance to slashing and piercing damage.

Potion of Protection from Fire
Ingredients: A fire salamander's skin, crushed coal, crushed bauxite, and boiling water
Brewing Time: 8 hours
Effect: The drinker of this potion is resistant to fire damage for the next 4 hours.

Potion of Sleep
Ingredients: Dried chamomile, crushed deadly nightshade, wine, and boiling water
Brewing Time: 8 hours
Effect: The drinker must Save vs Poison or fall asleep for 1d10 hours, falling into a permanent coma on a roll of 10.

Potion of Transformation
Ingredients: A chameleon's skin, a limb of the desired animal, crushed wintergreen, and boiling water
Brewing Time: 8 hours
Effect: The drinker must Save vs Magic or transform into the desired animal permanently.

Potion of Truesight
Ingredients: Rowan ash, dried carrot, dried stinkwort, cat's whiskers, mustard seed, and boiling water
Brewing Time: 24 hours
Effect: The drinker sees all things as they truly are for the next 4 hours.

Potion of Water Breathing
Ingredients: Crushed duckweed, crushed water lily, crushed liverwort, a frog, and boiling water.
Brewing Time: 8 hours
Effect: The drinker of this potion can breathe freely in water for the next 8 hours.

Rune of Protection
Ingredients: A rowan wood amulet, silver dust, iron filings, peat moss, and an amethyst
Brewing Time: 24 hours
Effect: The wearer of this amulet is under the effect of the sanctuary spell. The first time a creature succeeds on their save for this spell, the amulet crumbles into dust.

Slow Poison
Ingredients: Manicheel sap, crushed mistletoe, dried pokeweed, dried poison ivy, and boiling water
Brewing Time: 24 hours
Effect: Every hour for the next 6 hours, the drinker must Save vs Poison or take 1d6 damage.

Willow Infusion
Ingredients: Crushed willow bark, dried ginseng, and boiling water
Brewing Time: 1 hour
Effect: Provides an additional Save vs Disease to someone infected with an internal disease.

Willow Poultice
Ingredients: Crushed willow bark, yarrow, a bandage, and boiling water.
Brewing Time: 1 hour
Effect: Staunches bleeding, provides an additional Save vs Disease to someone with an infected wound or skin disease.

No comments:

Post a Comment