When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. You have blind sight with a range of 10 feet. You gain a +2 bonus to attack rolls you make with ranged weapons. You can't take a Fighting Style option more than once, even if you later get to choose again. The weapon does an additional 1d6 of fire or necrotic damage (your choice before attacking) this extra damage goes up as you gain levels in this class as shown in the Infernal Weapons column of the Umbra Witch table.Īt 2nd level, you adopt a particular style of fighting as your specialty.Any ammunition created by the weapon vanishes the instant after it hits or misses a target. If the weapon is a ranged weapon, you can ignore the loading property (if it has it) and the weapon no longer requires ammunition.You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.Additionally at 6th level all Infernal Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage (if the weapon weren't magical already). When you successfully transform a weapon it now gains the following benefits for you. You can only have up to 4 Infernal Weapons at a time if you attempt to transform another weapon you must revert one of your weapons back to its original form (which can be done as a free action). To transform a weapon into an Infernal Weapon you need to do a 1 hour ritual which can be done over the course of a short or long rest. Infernal Pact Feature, Witch Time Improvementīeginning at 1st level, while you are wearing no armor or a shield your AC equals 10 + your Charisma modifier + your Wisdom modifier.Īt 1st level, you know how to transfer your dark magic onto your weapons causing them to transform. If you are using starting wealth, you have 3d4x10 in funds.Ībility Score Improvement, Martial Versatility (Optional).( a) a scholar's pack or ( b) a priest's pack. ![]() ( a) an alchemist's supplies or ( b) a herbalism kit.( a) any martial melee weapon or ( b) a longbow or ( c) any one-handed firearm (Only if firearms are allowed).You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d8 per Umbra Witch level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Umbra Witch level after 1stĪrmor: None Weapons: Simple weapons, martial weapons, firearms (Only if your DM allows firearms) Tools: Alchemist's supplies or herbalism kit Saving Throws: Wisdom, Charisma Skills: Choose three skills from Acrobatics, Arcana, Intimidation, Medicine, Nature, Performance, Persuasion and Religion. Third, choose a longsword, quarterstaff, herbalism kit and a scholar's pack.Īs a Umbra Witch you gain the following class features. First, Charisma should be your highest ability score, followed by Wisdom. You can make an Umbra Witch quickly by following these suggestions.
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