![]() Proficiencies: Simple Weapons and Light ArmourĪrmour and Spellcasting: no ASF for armour the Witch is proficient in Saving Throws: Good Fortitude and Willpower Did you ever want a vase made of human flesh? ![]() Maybe even turning the morphed statues back into flesh. By the same token, they have enough oddball spells there that more experienced players can go around turning the forest into their personal army, or turning a room of people into statues, reshaping them into other objects, then covering them in symbols and adding sympathy so people go and touch them. It's as simple as "pump your DCs up high and go wild". ![]() The witch can happily be played by beginners: they have Save or Lose spells and save-penalising spells. Also, there is the mandatory Monty Python reference, and they have spellcasting which is by no means shabby. They gain the ability to fly, they can use cauldrons to scry and make magic potions, they have a ritual under the full moon, and they have a scary evil eye. ![]() The witch in D&D draws upon the various fantasy sources, along with an option to be a good, nature-friendly, curse-removing witch for all the hippy wicca kids out there. Occasionally they're just generically evil - they're bad because they're witches, but they don't particularly do anything that evil, and sometimes there are good witches. Usually they are evil and fly on broomsticks, cackling and cursing/poisoning the heroines into a coma or death, so that the prince charming can save them and fuck them, hopefully in that order. Fantasy literature has always had witches. ![]()
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