June 5, 2017

Lunar Magic

Witch Craft
Notes from the Nails: do I really need to explain this one?

This is for our own witch class.

Lunar Magic

The moon is a potent symbol for many witches - especially those who are forced to practice their art incognito. To them, it represents a guiding light in the darkness, a confidant or keeper of secrets, and a link to the powerful natural forces that govern time and tide. Lunar witches are the masters of the night: shadowy, quiet and exceptionally difficult to pin down.

Lunar Magic Bonus Spells
Witch Level  Spells
1stfaerie fire, sleep
3rddarkvision, moonbeam
5thMelf's minute meteors, nondetection
7thconfusion, Mordenkainen's private sanctum
9thdream, seeming

Hex: Lunacy
When you join this craft at 3rd level, you gain the ability to drive people mad. As an action, choose one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature suffers from one long-term madness effect, selected at random, until the end of your next turn.

Under Cover of Darkness
By 6th level, you have developed a supernatural affinity for shadows. When you are in an area of dim light or darkness, you can use your bonus action to take the Hide action.

Everlasting Night
At 10th level, you can use your accursed powers to suppress light around you. As an action, you can cause all areas of direct sunlight within 300 feet of yourself to become bright light, bright light to become dim and dim light to become total darkness for ten minutes. Sources of light are still visible; only the illumination they provide is reduced.
     After using this ability, you must take a short or long rest before using it again.

Moonsight
At 14th level, you can see through illusions with ease. You have truesight out to a range of 60 feet and you perceive a shimmering halo of moonlight around any creature you can see that has the shapechanger subtype.

6 comments:

  1. Ooh Dark Matter. Am I mad or does this seems sort of Lovecraftian?

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    1. I don't think there's *that* much Lovecraft in here, or the Dark Matter setting as a whole. Clearly this is a case of 'once you've got some Alienation, you start to see cosmic horrors everywhere.'

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    2. It seems more like a werewolf-style witch than a lovecraftian/sci-fi witch.

      Btw, do you plan on creating subclasses for your base classes as part of Dark Matter? I'd love to see a sci-fi warmage or alchemist (although the latter would probably work weird in a sci-fi setting).

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    3. Right now, we've got a Gunslinger and this Witch. We might get more finished in time, however.

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    4. A bit more on the theme: as I see it, Dark Matter isn't a pure sci-fi or cosmic horror setting. It's more like science fantasy / space western, which means there's a range of subclasses from technical to traditional. The witch sits at the more traditional end of the spectrum, but the fact that this is a setting where you're expecting to actually walk of multiple moons gives it a different kind of context.

      As an added bonus, it doesn't *depend* on the Dark Matter rules to work; you could just drop this into a fantasy-themed game, which means that no one is left out.

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  2. Idan - I'd really like to build a set of warmage houses and I have a really enjoyable idea for a Craftsman, but They're likely not going to be in this initial Dark Matter release. Getting the whole thing done in the first place is going to be a rather titanic task in and of itself.

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