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Puntos de Golpe

Dados de Golpe 1d8 por nivel

Competencias

WIS , CHA

Witch

Nivel Bonificador de Competencia Características Hexes Known
1 + 2 Spellcasting Witch's Curse Hexes 2
2 + 2 Spellcasting Witch's Curse Hexes 3
3 + 2 Spellcasting Witch's Curse Hexes 3
4 + 2 Spellcasting Witch's Curse Hexes 3
5 + 3 Spellcasting Witch's Curse Hexes 4
6 + 3 Spellcasting Witch's Curse Hexes 4
7 + 3 Spellcasting Witch's Curse Hexes 4
8 + 3 Spellcasting Witch's Curse Hexes 4
9 + 4 Spellcasting Witch's Curse Hexes 5
10 + 4 Spellcasting Witch's Curse Hexes 5
11 + 4 Spellcasting Witch's Curse Hexes 5
12 + 4 Spellcasting Witch's Curse Hexes 5
13 + 5 Spellcasting Witch's Curse Hexes 6
14 + 5 Spellcasting Witch's Curse Hexes 6
15 + 5 Spellcasting Witch's Curse Hexes 6
16 + 5 Spellcasting Witch's Curse Hexes 6
17 + 6 Spellcasting Witch's Curse Hexes 7
18 + 6 Spellcasting Witch's Curse Hexes 7
19 + 6 Spellcasting Witch's Curse Hexes 7
20 + 6 Spellcasting Witch's Curse Hexes 7
Nivel Bonificador de Competencia Características Cantrips Known Spells Known
1 + 2 Spellcasting Witch's Curse Hexes 2 4
2 + 2 Spellcasting Witch's Curse Hexes 2 5
3 + 2 Spellcasting Witch's Curse Hexes 2 5
4 + 2 Spellcasting Witch's Curse Hexes 3 6
5 + 3 Spellcasting Witch's Curse Hexes 3 6
6 + 3 Spellcasting Witch's Curse Hexes 3 7
7 + 3 Spellcasting Witch's Curse Hexes 3 7
8 + 3 Spellcasting Witch's Curse Hexes 3 8
9 + 4 Spellcasting Witch's Curse Hexes 3 8
10 + 4 Spellcasting Witch's Curse Hexes 4 9
11 + 4 Spellcasting Witch's Curse Hexes 4 10
12 + 4 Spellcasting Witch's Curse Hexes 4 10
13 + 5 Spellcasting Witch's Curse Hexes 4 11
14 + 5 Spellcasting Witch's Curse Hexes 4 11
15 + 5 Spellcasting Witch's Curse Hexes 4 12
16 + 5 Spellcasting Witch's Curse Hexes 4 12
17 + 6 Spellcasting Witch's Curse Hexes 4 13
18 + 6 Spellcasting Witch's Curse Hexes 4 13
19 + 6 Spellcasting Witch's Curse Hexes 4 14
20 + 6 Spellcasting Witch's Curse Hexes 4 14

Spell Slots per Spell Level

Nivel Bonificador de Competencia Características 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Witch's Curse Hexes 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Witch's Curse Hexes 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Witch's Curse Hexes 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Witch's Curse Hexes 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Witch's Curse Hexes 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Witch's Curse Hexes 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Witch's Curse Hexes 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Witch's Curse Hexes 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Witch's Curse Hexes 4 3 3 3 3 2 2 1 1

Hechizos de Clase

Acid Splash Animal Friendship Animal Messenger Antipathy/Sympathy Arcane Eye Astral Projection Bane Banishment Bestow Curse Blindness/Deafness Calm Emotions Charm Person Chill Touch Clairvoyance Comprehend Languages Compulsion Confusion Dancing Lights Darkness Demiplane Detect Magic Detect Thoughts Dimension Door Disguise Self Dispel Evil and Good Dispel Magic Dominate Monster Dominate Person Dream Enthrall Etherealness Expeditious Retreat Eyebite Faerie Fire Fear Feeblemind Fog Cloud Forcecage Foresight Geas Glibness Greater Invisibility Guards and Wards Hellish Rebuke Hideous Laughter Hold Monster Hold Person Hypnotic Pattern Imprisonment Insect Plague Invisibility Knock Locate Creature Mage Hand Magic Circle Magic Jar Major Image Mass Suggestion Message Mind Blank Minor Illusion Mirage Arcane Mislead Misty Step Modify Memory Nondetection Phantasmal Killer Planar Binding Plane Shift Power Word Stun Prestidigitation Programmed Illusion Project Image Protection from Evil and Good Ray of Enfeeblement Remove Curse Resistance Scrying Seeming Sending Sequester Shatter Silent Image Sleep Slow Spare the Dying Speak with Dead Speak with Plants Stinking Cloud Suggestion Symbol Thunderwave Tongues True Seeing True Strike Unseen Servant Weird acid splash|xphb animal friendship|xphb animal messenger|xphb antipathy/sympathy|xphb arcane eye|xphb astral projection|xphb bane|xphb banishment|xphb bestow curse|xphb blindness/deafness|xphb calm emotions|xphb charm person|xphb chill touch|xphb clairvoyance|xphb comprehend languages|xphb compulsion|xphb confusion|xphb dancing lights|xphb darkness|xphb demiplane|xphb detect magic|xphb detect thoughts|xphb dimension door|xphb disguise self|xphb dispel evil and good|xphb dispel magic|xphb dominate monster|xphb dominate person|xphb dream|xphb enthrall|xphb etherealness|xphb expeditious retreat|xphb eyebite|xphb faerie fire|xphb fear|xphb befuddlement|xphb fog cloud|xphb forcecage|xphb foresight|xphb geas|xphb glibness|xphb greater invisibility|xphb guards and wards|xphb hellish rebuke|xphb hold monster|xphb hold person|xphb hypnotic pattern|xphb imprisonment|xphb insect plague|xphb invisibility|xphb knock|xphb locate creature|xphb mage hand|xphb magic circle|xphb magic jar|xphb major image|xphb mass suggestion|xphb message|xphb mind blank|xphb minor illusion|xphb mirage arcane|xphb mislead|xphb misty step|xphb modify memory|xphb nondetection|xphb phantasmal killer|xphb planar binding|xphb plane shift|xphb power word stun|xphb prestidigitation|xphb programmed illusion|xphb project image|xphb protection from evil and good|xphb ray of enfeeblement|xphb remove curse|xphb resistance|xphb scrying|xphb seeming|xphb sending|xphb sequester|xphb shatter|xphb silent image|xphb sleep|xphb slow|xphb spare the dying|xphb speak with dead|xphb speak with plants|xphb stinking cloud|xphb suggestion|xphb symbol|xphb thunderwave|xphb tongues|xphb true seeing|xphb true strike|xphb unseen servant|xphb weird|xphb

Características de Clase

Nivel 1

Spellcasting
Witch's Curse
Hexes

Nivel 10

Craft feature

Nivel 11

Grand Hex

Nivel 12

Ability Score Improvement

Nivel 13

Cauldron Improvement

Nivel 14

Craft feature

Nivel 15

Grand Hex

Nivel 16

Ability Score Improvement

Nivel 18

Grand Hex

Nivel 19

Ability Score Improvement

Nivel 2

Cackle
Familiar

Nivel 20

Hexmaster

Nivel 3

Witch's Craft

Nivel 4

Ability Score Improvement

Nivel 5

Insidious Spell

Nivel 6

Craft feature

Nivel 7

Improved Familiar

Nivel 8

Ability Score Improvement

Nivel 9

Cauldron

Progresión de Hechizos Conocidos

Nivel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Hechizos Conocidos 4 5 5 6 6 7 7 8 8 9 10 10 11 11 12 12 13 13 14 14

Progresión de Trucos

Nivel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucos Conocidos 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Competencias

Armor

light

Weapons
Skills

Equipo Inicial

(a) a whip and blowgun, (b) a light crossbow and 20 bolts, or (c) any simple weapon
(a) a component pouch or (b) a totem
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor, any simple weapon, and a dagger
Alternativamente, puedes empezar con: 4d4 x 10

Características de Clase

Spellcasting (Level 1)

You have learned to mold and reshape the magic that curses you into spells.

Cantrips

You know two cantrips of your choice from the witch spell list. You learn two additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots

The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.

Spells Known of 1st Level or Higher

You know four 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice.

Each of these spells must be of a level for which you have spell slots, as shown of the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs endlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your witch spells.

Witch's Curse (Level 1)

You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.

Hideous. Your appearance is ghastly to behold. You have proficiency with the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw or be frightened until the end of your next turn.

Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduce a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your witch level + Charisma modifier (minimum of 1).

Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells do not count against your total number of spells known.

Hexes (Level 1)

You can learn a number of powerful incantations, known as Hexes, derived from the same insidious magic which cursed you.

At 1st level, you gain two hexes of your choice. See the Invocations page (filter to exclude Warlock pacts and any pact) for the list of available options. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at that level.

Unless otherwise noted, you can only have one hex active at a time and you concentrate on this hex like a spell. You can concentrate on a hex and a spell at the same time, and you make only one check to maintain your concentration on both.

Cackle (Level 2)

At 2nd level, you can use your bonus action to cackle. The duration of all your hexes within 60 feet extends by 1 round.

Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.

Familiar (Level 2)

At 2nd level, you learn the find familiar spell and can cast it as a ritual without material components. The spell doesn't count against your number of spells known.

Additionally, once per turn as an action or a bonus action, you can allow your familiar to use its reaction to make one attack or cast a spell. When your familiar makes an attack, it uses your spell attack bonus instead of its own attack bonus on attack rolls, and deals damage equal to your proficiency bonus, if it would otherwise deal less. You also add twice your witch level to your familiar's maximum hit points.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: homunculus, pseudodragon, or sprite.

Witch's Craft (Level 3)

Your knowledge of magic has culminated in learning a Craft, an innate variety of magic which exists apart from the schools of magic. When you reach 3rd level, choose White Magic or Black Magic. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Craft Spells

Each craft is associated with a branch of arcana, represented by a number of spells which you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you and don't count against your total number of spells known.

Ability Score Improvement (Level 4)

When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Insidious Spell (Level 5)

Starting at 5th level, you can maximize the damage of a witch cantrip you cast that only damages a single creature that is sole target of your hex.

Craft feature (Level 6)

At 6th level, you gain a feature granted by your Witch's Craft.

Improved Familiar (Level 7)

At 7th level, you can cast a spell with range Self on your familiar as if your familiar had cast the spell itself. Your familiar concentrates on this spell for its duration.

Additionally, you can choose the following forms for you familiar: brass dragon wyrmling (without breath weapons), imp, quasit, shadow, or will-o-wisp.

Ability Score Improvement (Level 8)

When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cauldron (Level 9)

At 9th level, you can brew potions in a bubbling cauldron using raw components scavenged from nature. Once per day during a short rest, you can expend a number of spell slots to brew up to 3 potions. These potions must have a total cost no greater than the total number of spell slot levels expended.

You can brew potions of animal friendship, healing, and poison for 1 spell slot level each. At 13th level, you can brew potions of heroism and mind reading, and philters of love for 2 spell slot levels each. The potions retain potency 24 hours, after which they become inert.

Craft feature (Level 10)

At 10th level, you gain a feature granted by your Witch's Craft.

Grand Hex (Level 11)

By 11th level, you have perfected deeply malevolent forms of magic. You learn one Grand Hex, and you learn another at 15th and 18th level. See the Invocations page (filter to exclude Warlock pacts and any pact) for the list of available options.

Ability Score Improvement (Level 12)

When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cauldron Improvement (Level 13)

At 13th level, you can brew potions of heroism and mind reading, and philters of love for 2 spell slot levels each.

Craft feature (Level 14)

At 14th level, you gain a feature granted by your Witch's Craft.

Grand Hex (Level 15)

You learn another Grand Hex at 15th level. Grand hexes are detailed at the end of the class description.

Ability Score Improvement (Level 16)

When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Grand Hex (Level 18)

You learn another Grand Hex at 18th level. Grand hexes are detailed at the end of the class description.

Ability Score Improvement (Level 19)

When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Hexmaster (Level 20)

By 20th level, you have mastered your foul magic. Humanoid creatures have disadvantage on saving throws against your hexes.

Subclases

Black Magic
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White Magic
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Características de Subclase

Black Magic

Black Magic (Level 3)

Black magic is associated with hexes that cause pain and suffering, and spells which give rise to undeath. Harnessing such a craft can lend to great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.

Hex: Agony

Starting at 3rd level, you have mastered a hex that wracks a creature with waves of pain. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature is in agony. The creature has disadvantage on concentration checks. At the beginning of its turn, roll any die. On an odd roll, the creature has disadvantage on attack rolls until the end of its turn. This effect lasts until the beginning of your next turn.

Voodoo Doll (Level 6)

By 6th level, you have fashioned a voodoo doll to enhance your black magic. As an action, you can modify this voodoo doll to resemble a humanoid creature you can see within 60 feet. For 1 minute, while the doll resembles this creature, you can target the creature with spells, melee weapon attacks, and hexes by targeting the doll instead. The creature takes half damage from effects targeting it in this way.

If you modify your doll with a possession of the target, such as fabric from its garment or a lock of its hair, the creature has disadvantage on saving throws against the next hex or spell you target it with.

Share Pain (Level 10)

At 10th level, as a reaction when you take damage, you can transfer some of that damage to another target. Choose a creature you can see within 30 feet to make a Charisma saving throw. On a failed save, the creature takes the damage that would have been dealt to you, and you take no damage. After using this ability, you must take a short or long rest before you can use it again.

Disrupt Life (Level 14)

At 14th level, you can wither away living things with a wave of necrotic energy. As an action, you can expend 1 spell slot. Each living creature you choose within 20 feet of you must make a Constitution saving throw. On a failed save a creature takes 1d10 necrotic damage for each level of the spell slot expended + your Charisma modifier, or half as much on a successful save.

White Magic

White Magic (Level 3)

White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.

Hex: Remedy

At 3rd level, you learn a hex which closes wounds and eases pain. As an action, choose one creature you can see within 60 feet. This creature regains a number of hit points equal to 1d10 + your witch level. A creature affected by this hex can't be affected by it again until it takes a short or long rest.

Talisman of Protection (Level 6)

At 6th level, you can craft a talisman which wards off harm. You can only have one of these talismans at a time. A creature wearing this talisman has a +2 bonus to AC while not carrying a shield, and can add a d4 to all saving throws it makes.

Benevolent Surge (Level 10)

At 10th level, as a reaction when you, your familiar, or one of your allies within 30 feet takes damage, that creature regains hit points equal to 1d10 + your Charisma modifier. After using this ability, you must take a short or long rest before using it again.

Witch's Gift (Level 14)

Starting at 14th level, when you cast a spell or hex which restores a creature's hit points, that creature gains a +3 bonus to AC until the end of your next turn.