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Witch Subclass: Sea Witch
\pagebreakNum # Sea Witch ## As a Sea Witch you draw your power from the churning waves and the dark depths. You gain unique adjustments to your features for your subclass as you level up, replacing previous effects to your abilities. ##
##### Sea Witch Subclass Features | Level |Features | |:---:|:---:| | 1st | Expanded Spell List | | 3rd | Hex Enhancement: Maleficus Hex | | 6th | One with the Waves | | 10th | Sea Witch's Price | | 14th | Here Be Monsters |
## Expanded Spell List ## *Level 1 Sea Witch Feature* ## As a Sea Witch, you gain access to an expanded list of spells when you reach the appropriate spell level. The following spells are added to your spell list, and they do not count against the total number of spells you can learn or prepare.
##### Sea Witch Expanded Spells | Spell Level | Spells | |:---:|:---:| | 1st | Create or Destroy Water, Grease | | 3rd | Hunger of Hadar, Slow | | 5th | Conjure Elemental (water only), Destructive Wave | | 7th | Draconic Transformation, Tasha's Otherworldly Guise (Lower Planes only) | | 9th | Imprisonment, Weird |
## Hex Enhancement ## ### Maleficus Hex ## *Level 3 Sea Witch Feature* ## Any time you perform a Maleficus Hex upon a target, and they fail their save, instead of taking damage they have their movement speed reduced by half, as if trying to move through water, for that one turn. \columnbreak ## One with the Waves ## *Level 6 Sea Witch Feature* ## Unlike the base Witch, who takes to the air, the Sea Witch plunges into the waters. While submerged (regardless if it's salt water or fresh) you gain a swim speed equal to your walking speed, can breathe underwater, and have Darkvision out to 60 ft. This feature lasts for 12 hours. ## Additionally, if you already have Darkvision, a swim speed, or both, those abilities are further enhanced while under water. Your swim speed and Darkvision increase by half the total value of your already established abilities. ## Example: A Sea Witch as a Triton race will have an enhanced swim speed of 45 ft. and Darkvision out to 90 ft. while submerged. ## Sea Witch's Price ## *Level 10 Sea Witch Feature* ## Make an attack roll on a chosen target within 60 ft. On a successful hit, fell magicks drain away their greatest strength, allowing you to hold it captive. Choose one of your enemy's main six stats, that chosen stat *modifier* then drops to 0. This effect lasts for one hour. ## You can use this ability a number of times equal to your Proficiency Bonus per long rest. ## Here Be Monsters ## *Level 14 Sea Witch Feature* ## There's a reason people fear the sea. A 30 ft. radius of churning sea water suddenly appears beneath the feet of your enemies within 100 ft., where tentacles and maws of sea monsters open wide to capture those within the area. This area of effect is considered difficult terrain. All enemies caught in this effect must make STR saving throws to avoid the threat of what lies in the deep. **1st Failure:** Enemies are Grappled **2nd Failure:** Enemies are Restrained **3rd Failure:** Enemies are pulled under the water and immediately begin Drowning. ## This effect lasts for one minute. Once used, this ability cannot be used again until after completing a long rest.
Part 2 | Sea Witch Subclass Features
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Image Credit and Inspiration
I hadn't completed my witch build before I knew I'd have to make subclasses associated with the role. I had the most fun figuring how to make a base witch build work into the theme of a sea witch. Inspiration came from the effects of water, sea creatures, and from the tale of the Little Mermaid. Cover Art: [Ship on Stormy Sea](https://cdn.pixabay.com/photo/2015/11/24/22/17/ship-1060919_960_720.jpg) from Pixabay [Rusted Shipwreck on Sea Shore](https://www.pexels.com/photo/rusted-shipwreck-on-sea-shore-12146252/) from Pexels
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