Updated Liz' (DM Havuhk) The Witch to the latest edition #1937
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The previous version was 2.3, this is 4 https://drive.google.com/file/d/1XV7yZ5niDwgwYny8rtSkhxeOdrHfoxVC/view
Elizabeth: Boy oh boy has it been a while since I've posted something! Life has been... something else. But I've wanted to update my darling Witch class for a while, so I'm happy that I was finally able to! So without further ado, here's version 4 of The Witch!
The base class hasn't changed too much; most of the changes have been fixes to the subclasses. Coven of the Wyld got a bit of an overhaul for reasons I'll get into, but for the most part, it was simply a matter of polishing things up a bit. So, here's the changelog:
General Changes:
Added 1st-level coven spells at 2nd level (When you gain your subclass), similar to druid subclasses.
Slightly changed the way the Telepathy effect of Metamorphic Familiar works
Added new Curse: Karma
Subclasses now grant a feature at 10th level. Most of these features are simply things that they gained earlier, or are somewhat small, to ensure that the subclasses don't grant too much power. The reason for this is so that your subclass feels more impactful. Picking a subclass then not getting a feature for 8 levels doesn't feel great (Take it from someone who has played a fair bit of Sorcerer).
Coven of Seers
Changed Mind's Eye to be a bonus action, blinding you to give you blindsight.
Added Pierce the Veil at 10th level, moving the ability to detect scrying magic from the 6th level ability.
Coven of Spite
Coven of the Wyld
This subclass was reworked. The ability to make potions is still present and unchanged, however, the old version simply didn't get any new interesting features. Everything was simply "You can make potions a bit faster". While other subclasses got new features, this one simply didn't. Plus, I wanted to give this subclass a more natural, druidic feel, rather than just an alchemist. So now, you gain new nature based features at 6th & 14th level, and the 10th and 18th level features have been changed to be more useful or interesting.
To compensate, the strength of some potions has been decreased slightly. Additionally, certain poisons have stronger effects if they are ingested, rather than applied to weapons.
Moved Alchemical Knowledge to 10th level, and removing the resistance to poison, and instead increasing the number of potions from 3 to 4.
Added One with Nature at 6th level
Added Budding Defense at 14th level, replacing Advanced Brewing
Added Dual Mix at 18th level, replacing Quick Mix.
Reduced healing of Elixir of Healing
Changed Weakening Poison to allow repeated saves at end of turn.
Removed bonus to damage rolls from Oil of Sharpness. Now, Oil of Sharpness simply increases to hit bonus, while Elemental Oil just increases damage.
Added not that Elixir of Potential and Armour Polish Oil cannot stack with themselves.
Coven of Spirits
Replaced Antilife Shell with Steel Wind Strike
Removed proficiency bonus scaling on Ethereal Form. Now you simply have 2 uses, and gain more as you gain more Witch levels.
Moved Spirit Caller to 10th level, and changed how the feature works to be less confusing.
Added immunity to most conditions during Death Walker
Coven of Crones
Removed proficiency bonus scaling on Covenant of Three. Now you are able to choose 2 spells to share, and are able to pick more as you gain more Witch levels.
Moved Hag's Eye to 10th level.
Witch Spells
Removed Cursed Land & Curse of Vulnerability, as admittingly, they were spells I put in simply because I wanted the Witch to have unique spells, not because I was proud of them.
In their place, a bunch of new spells were added; ones that I actually like and are hopefully much better because of it.