Witchdom

A figure whose soul has been molded by the delvings into the Warped Arts of Neverland. Witches either work upon their ever-changing souls to cast magics at random, or use support to attempt buffing their allies and themselves.

Class Arts

Primary Ability:

Wicked Soul

Witches are beings whose very soul energy has been tainted by the lands of Neverland. This has lended them to cast a flurry of unstable magics with minimal levels of control. Rather than using a weapon, a witch may use a basic attack to cast a random spell.

Cravens Broom

Uncommon+

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Warped

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Trinket

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200

Engraved within a branch, staff, or broom you have the ability to contort and telekinetically move yourself alongside the trinket. 


Uncommon Form: Whenever you move, you may dash instead. You may not have Medium or Heavy armor whilst using this, however you no longer lose interrupts from Light Armor. 


Rare Form: Whenever you move, you may go triple your movement speed. You may not have Medium or Heavy armor whilst using this, however you no longer lose interrupts from Light Armor. 


Epic Form: Whenever you move, you may go triple your movement speed. You may not have Heavy armor whilst using this, however you no longer lose interrupts from Light Armor or Medium Armor.

Shadow Waltz

Uncommon+

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Warped

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Spell

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200

Using a doll, expend an action to strike an enemy and try to put a mirrored version of their very soul into a doll crafted by the Witch. 


Uncommon Form: Upon using an action with a doll, you cast this spell. If successful, the Witch gains control over the enemy until they break out of the charm. The DC for breaking out and needing to succeed is up to DM discretion. Boss enemies have tremendously higher DCs. 


Rare Form: Upon using an action with a doll, you cast this spell. If successful, the Witch gains control over the enemy until they break out of the charm. The DC for breaking out and needing to succeed is up to DM discretion. Boss enemies have considerably higher DCs. 


Epic Form: Upon using an action with a doll, you cast this spell. If successful, the Witch gains control over the enemy until they break out of the charm. The DC for breaking out and needing to succeed is up to DM discretion. Boss enemies have moderately higher DCs. 

Welling Pot

Rare+

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Warped

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Spell

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500

Witches always prepare themselves for the offensive, often stashing away enchanted items able to be thrown out at any time to act as a catalyst for their figures, spewing out their own spells at any moment.


Rare Form: Summon forth a gigantic pot which flings out random spells towards the enemies after the player’s turns until it is dealt with by enemies. The pot has 75HP. Can only be cast once per combat


Epic Form: Summon forth a gigantic pot which flings out random spells towards the enemies after the player’s turns until it is dealt with by enemies. The pot has 150HP. Can only be cast once per combat

Arcana Bargain

Rare+

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Warped

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Spell

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500

The Witch occasionally in the heat of a moment can channel forth into their very essence, allowing a more decisive and controlled form to their casts.


Rare Form: Upon using a basic action, call upon your intellect to summon 3 random spells that you see. One may be cast for the rest of combat as if it were one’s own, one is cast onto an enemy, and one is cast on the user. Can only be cast twice per combat.


Epic Form: Upon using a basic action, call upon your intellect to summon 3 random spells that you see. One may be cast for the rest of combat as if it were one’s own, one is cast onto an enemy, and one is cast on the user. Can only be cast three times per combat.

Spell Plume

Uncommon+

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Warped

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Spell

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200

Store energy within yourself and then expel the chaotic energy, expelling forth an extended barrage of a singular spell onto an entity. 


Uncommon Form: Pick an enemy to cast a random spell on, and get to see 2 random spells. Choose between the two, and cast a copy of that spell on the enemy 3 times. Can only be used once per combat.


Rare Form: Pick an enemy to cast a random spell on, and get to see 3 random spells. Choose between the two, and cast a copy of that spell on the enemy 4 times. Can only be used once per combat. 


Epic Form: Pick an enemy to cast a random spell on, and get to see 3 random spells. Choose between the two, and cast a copy of that spell on the enemy 6 times. Can only be used once per combat.


Curse Gem

Uncommon+

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Warped

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Spell

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200

Pool your energy into a set of stones and throw them idly into the field, negatively effecting and placing a tremendous strain onto opponents. 


Uncommon Form: Fling down 3 floating stones within a range of 30 blocks, able to be attacked by you or your party. This damage after being applied is redirected towards an enemy and doubled. It breaks right after. Can only be cast twice per combat.


Rare Form: Fling down 4 floating stones within a range of 30 blocks, able to be attacked by you or your party. This damage after being applied is redirected towards an enemy and doubled. It breaks right after. Can only be cast twice per combat.


Epic Form: Fling down 5 floating stones within a range of 30 blocks, able to be attacked by you or your party. This damage after being applied is redirected towards an enemy and tripled. It breaks right after. Can only be cast twice per combat.


Hex Gem

Uncommon+

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Warped

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Spell

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200

Enchant a negative presence into a bone or trinket and hold it amongst your person, leaving the enemies around you to be weakened and thrown off. 


Uncommon Form: Choose 3 different enemies, forcing their rolls to be either 9 or above to hit. For every dice they roll above a 15, one gem breaks. Can only be cast twice per combat.


Rare Form: Choose 3 different enemies, forcing their rolls to be either 10 or above to hit. For every dice they roll above a 16, one gem breaks. Can only be cast twice per combat.


Epic Form: Choose 3 different enemies, forcing their rolls to be either 12 or above to hit. For every dice they roll above a 18, one gem breaks. Can only be cast twice per combat.

Empower Gem

Uncommon+

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Warped

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Spell

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200

Congeal a primal energy into a passive gemstone and have it float idly, fulfilling your physical blows with an extended prowess. 


Uncommon Form: Create 1 gem which permanently doubles basic attack damage for you until it is broken. This has a spell range of 10 and the gem has 30 HP. Can only be used once per combat.


Rare Form: Create 1 gem which permanently doubles basic attack damage for you until it is broken. This has a spell range of 20 and the gem has 50 HP. Can only be used once per combat.


Epic Form: Create 1 gem which permanently doubles basic attack damage for you and your allies until it is broken. This has a spell range of 20 and the gem has 50 HP. Can only be used once per combat.

Witchdom

Witchdom

By: Pat Suchatsirikul

Witchdom

Witchdom

Witchdom