The Witch









# Of levels Additional HP Attack Bonus Benefits 1 +2

+2 Magic Dice, Witch spells +3, Hex 2 +2 +1 +2 Magic Dice, Witch spells +3, Heal 3 +2

+2 Magic Dice, Medicine (Expert), Survival (Expert), Witch spells +3 4 +2 +1 +2 Magic Dice

Description of Abilities

Witch Spells - You gain 3 witch spells each level from the witch spells listed below.





Hex - 1/month - Someone you have emnity (a negative bond level) with suffers a horrific curse. The curse cannot kill them, but can inflict pain, distress, and economic ruination on them. Much like a wish spell, you must speak out loud what the intentions of your curse are, but the DM is encouraged to interpret the effects of the curse in a way that is both in accordance with your wishes, but also a huge pain in your ass.





Heal - 1/month - Someone you have a bond with is restored. You cure all diseases, restore all hit points, and restore all ability damage to someone you have a bond with.

Witch Spells

Cure Wounds - Heal one creature for [sum] damage





Dreamless Sleep - put one creature to sleep for [sum] minutes.





Control Weather - Spend MD to cause the following effects. Effects are cumulative. Changing the weather takes 1d4+2 rounds. Weather effects can’t go beyond realistic regional extremes.

- 1MD - Change the temperature to a seasonal extreme.

- 2MD - Change the temperature to an unseasonal extreme.

- 1MD - Change the wind speed by 10 mph

- 1MD - Add, remove, or intesify precipitiation

- 1MD - Heavy clouds, fog, mists, etc.

- 1MD - Lightning

- 3MD - Magical storm (raining frogs, blood, etc)





Blink - You disappear for up to one minute, and reappear up to [dice] * 50 feet away at will.





Blight - One creature makes a CON save or suffers [sum] * 2 damage. Plants get no save. Can destroy [dice] * 100ft radius of foliage or a small copse of trees.





Call Lightning - [Hold x] each round do [sum/2] damage in a 20ft radius. DEX save for half. If there is currently a lightning storm +2d6 damage.





Kindle Flame - Start a fire that covers a [dice x] * 5ft diameter space. It lasts [dice y + 1] rounds without fuel.





Diagnose - You know a way to cure a disease, a curse, a spiritual affliction, or a poison.





Hypnotize - [Hold 1] as long as you maintain eye contact with a target, they are charmed by you, getting a CHA save every round. If they fail 3 saves you can plant a suggestion in their mind that works like a geas.





Augury - Recieve an omen about a specific course of action you plan to take.





Bewitch - On a failed CHA save, increase the reaction of a creature by [dice] steps for [sum] minutes. You have advantage on all Negotiation checks you make with them.





Lucky Charm - Use a rare root (5gp) to make a charm. You imbue [dice, max Witch Level] charges into the charm. Anyone with the charm can expend one charge to gain +1d6 to any roll.

Create Potion - TBD





Explanation: There are a couple of differences with how GLOG spells work here.





Hold - Spells that require concentration or prolonged magical effects may have you 'hold' the dice instead of spending them right away. You roll them at the end of their effect as normal to see if they are spent.





Variables - some spells list [dice x] and [dice y]. This means there are multiple costs for multiple effects in the spell. In the 'Kindle Flame' spell here, you can increase the diameter and duration of the flame separately by spending more magic dice.

I'm working on a hack of GLOG, Blackhack, and a dozen other home-brew rules and systems that I've gathered from around the internet. I'll explain some of the differences as we go, but I think this is mostly compatible with any GLOG-like system you may be using.: You bring great misfortune on an enemy and great fortune on a friend.: Medicine, Survival: Simple Farm Implements: A Broom (1d6 bludgeoning damage), Ud6 herbs and spell components, Ud6 repair kit.