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Avena Elodie

Human Witch

Avena Elodie - Human Witch (1st to 3rd Level Cheat Sheet)


FRONT PAGE: Core Capabilities & Class Features

  • Name: Avena Elodie
  • Class & Subclass: Witch (Twilight Soul Subclass)
  • Lineage & Heritage: Human (Kithren Heritage)
  • Background & Talent: Alchemist (Learned Researcher)
  • Spellcasting Ability: Wisdom (WIS)

Lineage, Heritage & Background Talents

  • Search & Rescue (Kithren Heritage Feature): Access a network of kithren in settlements to determine the direction to the last known location of a specific humanoid you are trying to locate.
  • Learned Researcher (Alchemist Background Talent):
    • When making an Arcana or Nature check, treat a d20 roll of 9 or less as a 10 (usable a number of times per long rest equal to your Proficiency Bonus).
    • Halve the downtime cost and time required for researching, roll research resolution checks with advantage, and learn one additional clue on a roll of 11 or higher.
  • Mental Fortitude (Human Lineage Talent):
    • Once per short rest, you can reroll a failed Intelligence, Wisdom, or Charisma saving throw.
    • Gain 1 Luck point if you start your turn charmed, frightened, paralyzed, or stunned.

Class & Subclass Features (Levels 1–3)

  • Hex (1st-Level Witch Feature): As a bonus action, assign a Hex die (d6) to a creature within 60 feet. Once within the next 10 minutes, when that creature makes an ability check, attack roll, or saving throw, you can use your reaction to roll the die and subtract it from their roll (uses equal to WIS modifier per long rest).
  • Spellcasting (1st-Level Witch Feature): You can cast Wyrd spells using Wisdom. You do not need to prepare spells in advance, can cast rituals without using slots, and use a wyrd focus or witch implement.
  • Spirit Binding (2nd-Level Witch Feature): Create personal witch implements using a 1-hour ritual:
  • Soul Candle (Hooded Lantern): As a bonus action, light/extinguish the candle within 60 feet (only designated creatures can see its heatless flame). While lit, you can use an action to activate Soul Fire for 1 minute, choosing either Dark Sight (see in magical/nonmagical darkness in the light's radius) or Deep Sight (see through up to 1 ft of stone, 1 inch of metal, or 3 ft of wood/dirt).
  • Spirit Book (Tobin's Guidebook): While holding the book, you can read any written language and understand any spoken language you hear.
  • Coven Spells (3rd-Level Twilight Soul Subclass Feature): You automatically know bonus coven spells that do not count against your limit (1st-Circle: detect evil & good, protection from evil & good; 2nd-Circle: misty step, spirit ward).
  • Obscuring Hex (3rd-Level Twilight Soul Subclass Feature): When you use Hex on a creature, you can choose to become invisible to that creature for up to 1 minute; if you attack, damage, or target the creature with a spell, it can make a Wisdom save to end your invisibility.
  • Spirit Sentinel (3rd-Level Twilight Soul Subclass Feature): Summon a Tiny Beast spirit ally (10-minute ritual) that can hover, fly (30 ft), and move through objects. It cannot be targeted or damaged, grants you 60 ft darkvision and advantage on Perception, and prevents you from being surprised. On your turn (no action, and a second task as a bonus action), you can command it to:
  • Move: Fly up to 30 feet to an unoccupied space.
  • Become Invisible: Remain invisible until it uses Hinder or you cast a spell through it.
  • Hinder: Give one hostile creature within 5 feet disadvantage on its next attack or ability check before the end of its next turn.
  • Spellcasting: Cast touch or ranged spells as if you were in the spirit's space, targeting creatures it can see.

Avena Elodie

BACK PAGE: Weapon Options & Spells

Weapon Options (Save DC 12)

  • Disarm (Temple Sword): On a hit, the target must succeed on a DC 12 Strength or Dexterity saving throw or drop a weapon, shield, or object it is wielding into an unoccupied space within 5 feet.
  • Hamstring (Temple Sword): On a hit, the target's base movement speed is reduced by 10 feet for 1 minute, which can be ended by magical healing or a DC 12 Wisdom (Medicine) check.
  • Pinning Shot (Dagger): On a hit against a Large or smaller creature, the target must succeed on a DC 12 Strength or Dexterity saving throw or have its speed become 0 until the end of its next turn, unless freed by a creature using an action to succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.

Spell List

WIS is your spellcasting modifier. Coven spells are marked with (C).

Cantrips

  • Firebolt: A ranged spell attack that deals 2d10 fire damage and ignites flammable objects not being worn or carried.
  • Grave Touch: A ranged spell attack dealing 2d8 necrotic damage that prevents the target from regaining hit points for one round and gives Undead targets disadvantage on attack rolls against you.
  • Guidance: Touches a willing creature to let them add a d4 to one ability check made within 1 minute.
  • Mending (Heritage Spell): Repairs a single break or tear no larger than 1 foot in a touched object, restoring up to 1 hit point to objects with HP.
  • Message: Whisper a message to a creature within 120 feet that can whisper a reply back, passing through most solid barriers.
  • Spare the Dying: Stabilizes a living creature at 0 hit points.
  • Thaumaturgy: Manifests a minor magical effect, such as a booming voice, flickering flames, ground tremors, or eye color alteration.
  • Vicious Mockery: Forces a creature within 60 feet to make a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll.

1st-Circle Spells

  • Cure Wounds: Restores hit points equal to 1d8 + Wisdom modifier to a touched creature.
  • Detect Evil & Good (C): Reveals the presence and location of Aberrations, Celestials, Elementals, Fey, Fiends, or Undead, and consecrated/desecrated sites within 30 feet.
  • Faerie Fire: Outlines objects and creatures in a 20-foot cube in light, granting advantage on attacks against them and preventing invisibility.
  • Guiding Bolt: Deals 4d6 radiant damage with a ranged spell attack and grants advantage on the next attack roll against the target.
  • Protection from Evil & Good (C): Protects a touched creature from Aberrations, Celestials, Elementals, Fey, Fiends, or Undead, granting disadvantage on attack rolls and immunity to charm, fear, and possession.
  • Withering Gaze: Forces a creature within 30 feet to make a Charisma saving throw or take 1d10 psychic damage and become frightened (or move away if already frightened).

2nd-Circle Spells

  • Darkness: Creates a 15-foot-radius sphere of magical darkness that blocks darkvision and nonmagical light.
  • Misty Step (C): Teleports you up to 30 feet to a visible unoccupied space as a bonus action.
  • Spirit Ward (C): Grants a target 2d8 temporary hit points and resistance to one weapon damage type (bludgeoning, piercing, or slashing) for 1 minute.
  • Spiritual Weapon: Summons a floating spectral weapon that can move and make melee spell attacks dealing 1d8 + Wisdom modifier force damage.
  • Star Bolt: Hurls three bolts that each deal 1d10 radiant damage, potentially blind the target, and outline creatures in a glowing light.

Ritual Spells

  • Lucky Charm (1st-Circle): Infuses an amulet with 1 Luck point for 24 hours to be drawn upon by its wearer.
  • Prayer of Healing (2nd-Circle): Restores 2d8 + Wisdom modifier hit points to up to six creatures (usable once per long rest).
  • Warding Charm (1st-Circle): Grants a bearer a saving throw bonus equal to half your Wisdom modifier (minimum +1) for 8 hours or until they fail a save.