![]() ![]() Witches of the woods most often work for Chaugnar Faugn, Ithaqua, Mother Hydra, Nyarlathotep, Shub-Niggurath, Yig, or Yog-Sothoth. ![]() Depending on one’s alignment, a witch might not revere a patron, but rather serve it in payment for power that the witch wants for unrelated reasons. Such a witch often works for cults in wilderness areas, venturing into urban areas only as necessary to gather resources or sacrifices for the cult. On hit, deal 1d12 lightning damage and create a sustained arc of lightning between you and the target. When a creature within 5 feet of the witch damages it, the witch makes a claw attack against that creature.Ī witch of the woods has been physically transformed by the gifts of an Elder Influence patron. Witch Bolt: (1st-level, 30 feet, concentration, up to 1 minute, V/S/M (a twig from a tree that has been struck by lightning)) Make a ranged spell attack. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The witch casts a spell (expending a use or spell slot as normal). 1st–5th level (2 5th-level slots): alter self, bestow curse (1/day), blight, confusion, contagion, cure wounds, fly, greater invisibility, polymorph (can be a monstrosity), suggestion, teleportation circle.Spells that cause psychic damage, such as Mind Sliver, Mind Spike and Tasha's Mind Whip, are fantastic options for her and lean into the Mind Stone manipulation of which she's capable. Cantrips (at will): minor illusion, poison spray, prestidigitation, true strike Picking spells for Wanda Maximoff is where the fun truly begins.Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). *The witch casts this spell before combat. At will: false life*, jump, speak with animals, speak with dead.The creature must succeed on a DC15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice. It can innately cast the following spells: The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The witch’s spellcasting ability is Charisma (spell save DC 14). The witch has advantage on saving throws against effects that would give it the charmed condition, frightened condition, insanity, confusion, madness, or any effect that would cause its actions to be erratic or randomly determined. Skills Arcana +4, Nature +4, Yog-Sothothery +5 Saving Throws Wis +5, Cha +6 –1 on saving throws against confusion, insanity, and madness Your Cosmic Witch will be a refuge in the agony of battle: rid your allies of enemies by banishing your foes create safe spaces for healing in intermediary planes seek guidance from your god. Medium humanoid (any race), any chaotic or evil alignment 5e SRD > Gamemastering > Monsters & Foes > NPCs > Witch of the Woods ![]()
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