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Witch | Sorcerous Origin

Sorcerous Origin
Comments from the Thumb: I’ve seen a lot of character concepts revolving around the “I’ve been cursed somehow” motif. Lots of DMs take advantage of this to add a permanent debuff of some kind to that character. I believe that is the wrong way to be going about it. Your cursed character should have some way to work around their disability or use it to their advantage. This subclass fills that particular roleplay niche. Mechanically, it takes inspiration from the 3.5 PrC’s, the Hexer and the Dread Witch.

Witch

Others are gifted by magic; you are cursed by it. Regardless of the origin of this insidious magic, it has twisted your appearance and imprinted upon your very soul. You can channel this hateful arcana into spells, inflicting the same torture which plagues you upon others.

Witch Expanded Spell List
You learn additional spells at the levels specified below. These spells don’t count against your total number of spells known.

Sorcerer Level   Spells
1st            bane, hex
3rd           blindness/deafness, ray of enfeeblement
5th           bestow curse, fear
7th           confusion, phantasmal killer
9th           dominate person, mislead

Hideous Appearance
When you select this origin at 1st level, you are afflicted with a curse that makes your appearance hideous to behold. Your proficiency bonus is doubled for Intimidation checks, but you have disadvantage on Persuasion checks.

Evil Eye
At 6th level, you can cast a horrific gaze upon your enemies. As an action, you can select 1 target that you can see and that can see you within 30 feet. This target must make a Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the effect early on a success. A target that succeeds a saving throw against this effect is immune to it for 24 hours.
     Additionally, you have advantage on saving throws against being frightened.

Paralyzing Touch
Starting at 14th level, your touch causes creatures to become paralyzed with fear. You may make a melee spell attack against a single creature within your reach. On a hit, the target becomes paralyzed for a number of rounds equal to your Charisma modifier. Once you use this feature, you must complete a long rest before you may use it again.

Hexmaster
At 18th level, you command the terrors that each creature holds in its heart. You may expend 4 sorcery points to attempt to frighten all creatures of your choice within a 30 foot radius. Each creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. For each creature frightened, you can select a source of fear other than yourself.

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