Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Sunday, January 25, 2026

Character Creation Challenge: Day 25, Elvyra Witch Queen of the Faerie Tradition

Elvyra Witch Queen of the Faerie Tradition
 I admit, no discussion of AD&D and Witch Queens is complete without Witch Queen Elvyra from Quests of the Ancients. I already featured Sarana from the same game a while back so I figure I should also do Elvyra.

I'll present my revised rules for Witch Queens tomorrow, but today's test is what a Witch Priestess, turned Witch Queen, would look like. Elvyra is the high priestess of her coven and the queen of her tradition. 

Elvyra

25th level Elf Witch Priestess 20/Witch Queen 5, Neutral Good
Tradition: Faerie

Secondary Skill: Astrology

S: 12
I: 18
W: 18
D: 18
C: 14
Ch: 18

Paralysis/Poison: 5
Petrify/Polymorph: 5 
Rod, Staff, or Wand: 6
Breath Weapon: 8
Spells: 7

AC: 1 (Bracers of Defense)
HP: 55
THAC0: 12

Elvyra Witch Queen of the Faerie Tradition
Weapon
Unicorn horn Dagger +3 1d4/1d3
Staff of the Witch Queen

Familiar: White Dragon Tiger

Occult Powers
1st level: Familiar
7th level: Speak to Plants/Animals

Witch Priestess Powers:
Blessing of the Grove, Nature’s Wrath, Invoke the Ancients

Witch Queen Powers:
Awesome Presence, Occult Eminece, Ninth Level Spells (3)

Spells
Cantrips: Alarm Ward, Daze, Detect Curse, Object Reading, Warm
First level: Bewitch I, Cause Fear, Command, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Spirit Dart
Second level: Alter Self, Biting Blade, Blast Shield, Chant, Enthrall, Evil Eye, Hold Person, Phantasmal Spirit
Third level: Astral Sense, Bestow Curse, Continual Fire, Feral Spirit, Fly, Improved Faerie Fire
Fourth level: Air Walk, Betwitch IV, Neutralize Poison, Spiritual Dagger, Withering Touch
Fifth level: Blade Dance, Dream, Primal Scream, Song of Discord
Sixth level: Control Weather, Find the Path, Moonbow, True Seeing
Seventh level: Breath of the Goddess, Etherealness, Serpent Garden
Eighth level: Astral Projection, Mystic Barrier, Wail of the Banshee
Ninth level: Meteor Storm, Prismatic Sphere, Time Stop

Theme Song: Sisters of the Moon

I like how she compares to her Basic Witch version. Not the same to be sure, but very close as you would expect Basic and Advanced to be.  

I am not 100% sure where elves get a limit cap on witch levels. I am inclined not to give them one, or if I do still allow them to take levels of witch queen past that.

I also like these new changes to my Witch Queen Advanced class. 

Character Creation Challenge


Saturday, January 24, 2026

Character Creation Challenge: Day 24, Elena the Fair Witch Queen of the Daughters of Baba Yaga

Elena the Fair, Witch Queen of Summer, Daughter of Baba Yaga
We are getting to the part of the Challenge where my high-level characters come out, and in this case, that means Witch Queens! Since it is the weekend, I am not going to detail what a Witch Queen is in the context of AD&D and Occult D&D, but I'll do so on Monday. So, for today, I have one of the most misunderstood Witch Queens. Elena the Fair.

Elena the Fair, Witch Queen of Summer, Daughter of Baba Yaga

Among the daughters of Baba Yaga, Elena the Fair is the most misunderstood. Tales name her "the beautiful one," "the gentle sister," or "the bride who never was," and from these epithets, many assume she is merely ornamental, a soft contrast to her dread mother and her infamous sister. This is a grave error.

Elena is not gentle because she is weak. She is gentle because she understands the terrible cost of power.

In the oldest Russian tales, Elena appears as a radiant princess, bound by enchantment, wagered in impossible trials, or held captive by sorcerers, dragons, or deathless kings. Yet in every telling, she survives not through brute magic, but through patience, kindness, clever bargains, and the quiet certainty that summer always returns. These stories are not disguises. They are masks worn by a Witch Queen who learned early that overt rulership invites hunters, heroes, and gods alike.

Where her sister Natasha, later known as Iggwilv, turned away from Baba Yaga in hunger for mastery, Elena remained.

Not out of fear. Out of love.

Elena is the Witch Queen of Summer, but she does not sit upon a court of marble or command a realm bound by banners and borders. Her dominion is seasonal, wandering, and alive.

Summer, as Elena embodies it, is not conquest or fire alone. It is growth that must one day wither. It is beauty that exists because it cannot last. Elena does not demand fealty. Those who serve her often do not realize they have done so until years later, when they look back and recognize the invisible hand that guided them safely home.

Elena and Natasha

If Natasha is Baba Yaga’s ambition, Elena is her memory.

The sisters represent a fork in the witch’s road. Natasha sought dominion over demons, kings, and gods. Elena sought harmony with cycles older than all three.

Elena does not hate her sister. She mourns her.

In some legends, Elena foresaw what Natasha would become and tried to stop her. In others, she stepped aside, knowing that fate cannot be unmade, only endured. What remains constant is this: Elena never joined Iggwilv’s wars, nor did she oppose her openly. Summer does not challenge winter head-on. It waits.

There are whispers that Elena alone can still speak to Natasha without drawing blades or binding circles, though such meetings are rare and leave scars on the land.

In darker places still it is whispered something even rarer. Natasha, who is Iggwilv, who is Zybilna, also wishes she could reconcile with her sister, but fears that someone as good as Elena could never forgive her over what she has done.

Elena the Fair
Elena the Fair

24th level Human Witch (Witch 20/ Witch Queen 4), Lawful Good
Tradition: Daughters of Baba Yaga

Secondary Skill: Herbalist

S: 11
I: 16
W: 10
D: 17
C: 17
Ch: 18

Paralysis/Poison: 5
Petrify/Polymorph: 5  
Rod, Staff, or Wand: 6
Breath Weapon: 8
Spells: 7

AC: 1 (Ring of Protection, Garter of Defence, Dex)
HP: 77
THAC0: 12

Weapon
Dagger +1 1d4/1d3

Familiar: Mouse, "Myshi"

Occult Powers
1st level: Familiar
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)

Witch Queen Powers
Awesome Presence, Occult Eminece, Ninth Level Spells (2)

Spells
Cantrips: Alarm Ward, Detect Curse, Object Reading, Warm
First: Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Sleep, Handfasting (Ritual)
Second: Alter Self, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third: Astral Sense, Bestow Curse, Continual Fire, Feral Spirit, Fly, Imbue Witch Ball (Ritual)
Fourth: Air Walk, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth: Anti-Magic Candle, Dream, Primal Scream, Song of Discord
Sixth: Control Weather, Find the Path, Heroes' Feast, True Seeing
Seventh:  Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth: Astral Projection, Greater Mislead, Mystic Barrier 
Ninth: Imprisonment, Time Stop

Theme Song: The Mystic’s Dream

As the Queen of Summer, one of Elena's duties is to guard the gates of the Summerlands.  This is the afterlife of the Witches, and where their spirits go for rest prior to being reincarnated to their next life.

She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Midsummer's Eve. Elena has both the smallest and largest courts. Small in that there is no formal court that she holds, but also the largest since all witches pay her at least some homage.

Character Creation Challenge


Friday, January 23, 2026

Character Creation Challenge: Day 23, Celeste & Cassandra

 Celeste and Cassandra are a duo of witches I have been playing around with for a few years. They are witches, yes, but something else as well.  Like some of the witches here, I have featured them in a previous challenge, in this case, back in 2021, along with Aviva's younger brother, Áedán Aamadu.

Celeste and Cassandra

At the time I knew they were going to be witches of sorts, but I was using the language of D&D 5th edition (2014). So, Celeste Holmes was a Human Wizard (Sage) and Cassandra Killian was a Human Sorcerer (Divine Soul). Of the two, Celeste was a regular character of mine for a while, even getting a Holmes (her namesake) Basic version at one point. She was my occult scholar character whose background was purely learned. That is to say, in AD&D terms, she was a magic-user and not a witch. For me then, she makes for a perfect Magus.

Cassandra was a bit more difficult. In my mind, she was a character whose religion was science. She approached math with the same reverence that a cleric approaches a holy text. I tried her out as a Divine Soul Sorcerer, and that worked, to a degree, but it was never the right fit. I tried other things, including various mystic classes, including the one from Dungeoneer #16 by Jon Mattson. That one was one of the closest ones, but still not exactly what I had in mind for her. I have been playing her as a Wicce for a little bit. I am not 100% happy with that either, really, but it is the closest I have come. I think I need to make my own mystic class someday.

Both casters are part of the West Haven coven. For reasons that make sense in my games, Celeste, Cassandra, and Katrina have all worked together often. I would call them all friends to be honest. Mechanically, I see them as three aspects of different sorts of witchcraft. So Katrina "sees" the Magus and Wicce as being part of the larger collection of what is "Witchcraft" in the game. And by that I do mean, *I* see them as being part of the larger set of Witchcraft.

Together, Celeste Holmes and Cassandra Killian represent two different approaches to understanding the world: the Magus who believes truth can be rendered repeatable, and the Wicce who believes truth must be approached with devotion. Both are witches in the cultural sense, but neither practices witchcraft in the same way, nor in the same way as say Katrina or Larina.

I gave both cantrips based on Intelligence and Wisdom, respectively. I'm not sure whether there are differences in cantrips by class (like in D&D 5e) or if there are just a bunch of basic cantrips that teach the basics of spellcasting. Still thinking about that one.

Celeste Holmes
Celeste Holmes

23rd level Human Magus, Chaotic Good

Secondary Skill: Scribe

S: 12
I: 19
W: 15
D: 13
C: 16
Ch: 16

Paralysis/Poison: 8
Petrify/Polymorph: 5  
Rod, Staff, or Wand: 3
Breath Weapon: 7
Spells: 4

AC: 1 (Bracers AC 1)
HP: 76
THAC0: 11

Weapon
Dagger +1 1d4/1d3

Powers
Occult Literacy, Esoteric Focus (athamé), Shared Ritual Craft (2nd Level), Ritual Theory, Ley Line Sense, True Name Hypothesis

Spells
Cantrips: Spark*, Clean, Warm, Lift, Freshen
First level: Read Magic*, Charm Person, Hold Portal, Protection from Evil, Shocking Grasp, Wizard Mark
Second level: Audible Glammer, Bind, ESP, Levitate, Flaming Sphere 
Third level: Lightning Bolt, Haste, Hold Person, Tongues, Fly
Fourth level: Confusion, Charm Monster, Fire Trap, Magic Mirror, Remove Curse, 
Fifth level: Conjure Elemental, Dolor, Contact Other Plane, Magic Jar, Telekensis
Sixth level: Chain Lightning, Enchant an Item, Legend Lore, Repulsion, Spiritwrack
Seventh level: Banishment, Cacodemon, Forcage, Power Word Stun, Simularcum
Eighth level: Antipathy/Sympathy, Binding, Mass Charm, Otto's Irresistible Dance, Trap the Soul

Theme Song: Walking on Sunshine (She is one of my most upbeat characters)

So who is Celeste? She is magus, so she sees magic as a science more or less, a high science, mabey akin to religion but not a religion. Celeste is deeply uneasy around magic that cannot be diagrammed, reproduced, or verified, a discomfort that often puts her at odds with mystics and visionary witches. She gets along with Cassandra due to shared experiences and a shared past. They are actually quite good for each other. 

Cassandra Killian
Cassandra Killian

23rd level Human Wicce, Chaotic Good

Secondary Skill: Scribe

S: 11
I: 16
W: 18 
D: 10
C: 15
Ch: 17

Paralysis/Poison: 2
Petrify/Polymorph: 3  
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: 1 (Bracers AC 1)
HP: 74
THAC0: 8

Weapon
Dagger +1 1d4/1d3

Powers
Moon-Blessed Magicks, Shared Ritual Craft (2nd Level), Sacred Circle (3rd Level), Blessed Be, Coven Bond. 

Spells
Cantrips: Flare*, Spark, Open, Clean, Warm
First level: Bless, Chill Touch, Command, Cure Light Wounds, Detect Evil, Faerie Fire, Glamour, Invisibility to Undead, Light, Purify Food & Drink, Remove Fear
Second level: Augury, Barkskin, Burning Gaze, Calm Emotions, Chant, Cure Moderate Wounds, Levitate, Resist Fire, Slow Poison, Speak with Animals, Spiritual Weapon
Third level: Astral Sense, Create Food and Water, Cure Disease, Dispel Magic, Locate Object, Meld into Stone, Prayer, Protection from Fire, Remove Curse, Scry
Fourth level: Analyze Magic, Cure Serious Wounds, Divination, Divine Power, Lower Water, Neutralize Poison, Protection from Evil 10' Radius, Remove Curse, Speak with Plants, Spell Immunity
Fifth level: Anti-magic Shell, Commune with Nature, Cure Critical Wounds, Dispel Evil, Flame Strike, Magic Jar, Plane Shift, Quest, Wall of Fire
Sixth level: Aerial Servant, Forbiddance, Find the Path, Heal, Speak with Monsters, Weather Summoning, Word of Recall
Seventh level: Astral Spell, Holy Word, Regenerate

Theme Song: Shadows of the Night

Cassandra Killian approaches magic, math, and religion as one and the same. For her, it is devotion. An equation is a benediction. Mathematical proofs are a homily.  

Cassandra does not know a lot about her family, save that somewhere in the past, she is a relative of the great mage Killian Mazior. 

Magus vs. Archwitch and Wicce vs. Witch Priestess

Both the Magus and Archwitch are combined occult and arcane spellcasters. The Wicce and Witch Priestess are spellcasters that tap into divine and occult forces. But how do they differ?

The Archwitch and the Witch Priestess must begin as witches. At 8th level (now, was 7th) a witch takes on new training to better serve their needs or the needs of their covens. 

The Magus is a subclass of the Magic-user. It is, in my mind, what the "witch" was going to be as "promised" by Holmes Basic. For this reason (among many) Celeste is my iconic Magus. Maybe even more so, Esmé. Celeste helped me define the Magus, and Esmé helped me show that the Magus is a viable class. The magus gains some witch spells, the archwitch gets some magic-user spells. I have to make sure these lists are not identical. 

Likewise, the Wicce is a subclass of Cleric. It blends ideas of cleric, witch, druid, and, with Cassandra's input, the mystic. Both are divine-influenced spellcasters. This lets me go and use a bunch of ideas I have had about "divine" witchcraft. Again, the wicce gets some witch spells and maybe even a couple of druid spells. The witch priestess also gets some cleric spells. Like the magus/archwitch above, I want to make sure that these two classes do not outshine the cleric as the group's healer. One thing I think is important is the cleric be the only one to turn undead even if a case can be made for the wicce. 

Honestly, given this, I should come up with a Divine-Arcane class, the Theurge. Magic as religion. Sounds like a problem for another day.

Character Creation Challenge

Thursday, January 22, 2026

Character Creation Challenge: Day 22, Katrina

Katrina, Photo by Tayla Walsh: https://www.pexels.com/photo/a-woman-wearing-a-pointy-hat-in-the-woods-5765355/
Photo by Tayla Walsh,
Photoshopped by me
 It is no understatement that I have thousands of characters lying around in my game room. Between mine, the ones I have inherited, and my kids, there are folders, binders, and boxes full. Katrina is one of the many, many witches I have lying around here. 

Katrina started with a very simple, now-familiar premise: "What would Larina look like if she were evil?" She morphed a bit, as my witches often do, based on what I am reading or watching at the time. This witch didn't even have a name (though I think I was partial to "Eve" from the band "Eve's Plum") until the series "Sleepy Hollow" came on and I saw Katia Winter's "Katrina Crane." I always liked Katia Winter, and she had a very "Larina" look about her. As the character embraced more evil in the show, likewise my version of her in my games.

MY Katrina is not 100% evil. She is xenophobic and thinks the world would be a better place if it were run by witches. If that means subgating or wiping out all non-witches, well then so be it. This began to happen around the time Vin Diesel's "I want to put my D&D character on the big screen," The Last Witch Hunter came out. 

Over the years, she has evolved, but one thing has remained constant: her rivalry with my witch, Larina. Katrina simply thinks she can do a better job in West Haven than Larina does. She certainly has ideas. 

Larina is the witch who believes in balance, Katrina is the witch who believes in order through supremacy. Katrina has little patience for chaotic witches, hedge-practitioners, or lone crones who refuse oversight. Katrina believes that unregulated magic is as dangerous as unregulated power.

Katrina does not see herself as evil. She sees herself as honest. In her worldview, witches are objectively superior. They see the deeper patterns, feel the older currents, and shoulder the burden of knowledge that others cannot or will not. To Katrina, allowing non-witches to govern, vote, preach, or shape destiny is not immoral because it is cruel. It is immoral because it is inefficient. 

Larina believes power must be tempered by restraint. Katrina believes restraint is a luxury the world can no longer afford. 

Katrina’s xenophobia is not born of fear. It is born of disappointment. She has watched councils dither, towns rot, and mortals make the same mistakes generation after generation. Where Larina sees people worth protecting, Katrina sees patterns that should have been corrected centuries ago.

Katrina does not burn villages or summon demons for spectacle. She prefers infrastructure. She corrupts systems quietly. Katrina is the witch who asks: "Why do we still pretend restraint protects us?"

Katrina character sheet
Katrina

22nd level Human Witch, Lawful Neutral (Evil)

Secondary Skill: Alchemist

S: 11
I: 16
W: 14 
D: 12
C: 12 
Ch: 17

Paralysis/Poison: 5
Petrify/Polymorph: 5  
Rod, Staff, or Wand: 6
Breath Weapon: 8
Spells: 7

AC:  1 (Bracers AC 1)
HP: 63
THAC0: 14

Weapon
Dagger +1 1d4/1d3

Familiar: Raven

Occult Powers
1st level: Familiar
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing

Spells
Cantrips: Sound, Sobriety, Clean
First level: Command, Comprehend Languages, Chill Touch, Glamour, Detect Spirits, Hecate's Spiritual Dog, Hold Winds, Minor Curse, Sour Stomach
Second level: Agony, Detect Thoughts, Delay Poison, ESP, Evil Eye, Ghost Touch, Nausea, Suggestion
Third level: Bestow Curse, Mind Rash, Dispel Magic, Fly, Lifeblood, Scry, Locate Thief
Fourth level: Air Walk, Analyze Magic, Intangible Cloak of Shadows, Remove Curse, Withering Touch
Fifth level: Blade Resistance, Death Curse, Dreadful Bloodletting, Feeblemind,
Sixth level: Greater Scrying, Control Weather, Restore Youth (Healing), Eye Bite
Seventh level: Call the Restless Soul, Serpent Garden, Widdershins Dance
Eighth level: Destroy Life, Clone (Manikin) (Ritual), Trap the Soul

Theme Song: I Want it All (Eve's Plum)

Katrina has the spell "Clone" to reflect the idea that she was once considered an "evil clone" of Larina, much as Madelyne Pryor (Goblin Queen) is a clone of Jean Grey (Marvel Girl/Phoenix) in the Marvel comics X-Men. So Clone (Manikin) is an 8th-level witch ritual open only to High Witches. 

Katrina’s rivalry with Larina works best when framed as a policy and philosophical disagreement rather than a personal vendetta. She does not want Larina dead. She wants Larina to be proven wrong.

In Katrina’s mind, West Haven under Larina is a missed opportunity. A place of incredible power is being wasted on compromise, secrecy, and sentimental mercy. Katrina believes that if she were in charge, West Haven would be:

  • A true witch-city
  • A sanctuary for magical bloodlines
  • A quiet empire hidden in plain sight

Larina governs West Haven by trust. Katrina would govern by control. 

I toyed with the idea of making them long-lost sisters or half-sisters, but that felt way too clichéd to me. So their common physical traits are red hair and blue eyes, but they are not related by blood. 

So she began as "evil Larina," but she has matured into something more dangerous: a plausible alternative. She is not wrong in the abstract. She is wrong in the particulars. 

If Larina is the witch who guards the crossroads, Katrina is the witch who wants to pave them.

Really. She is just so much fun.

Character Creation Challenge


Wednesday, January 21, 2026

Character Creation Challenge: Day 21, Aviva Aamadu

 Today's character is another child of my two OSE characters, Asabalom and Maryah. Aviva is the oldest and named after a witch they both knew. Aviva's current quest is to find the witch she was named after. The first Aviva is bit of a legend in my games, more "cautionary tale" than actual character. She was another "good witch" who slipped into demonology and diabolical magic. In truth she only exsists as a name in a history I wrote about the Warduchess. This Aviva is good, and she is seeking out the other Aviva to discover what went wrong. She has been travelling the world ever since.

<a href="https://www.vecteezy.com/free-photos/woman">Woman Stock photos by Vecteezy</a>
Woman Stock photos by Adam Zubek-Nizol - Vecteezy

She began life as the daughter of a druid (Asabalom) and a ranger (Maryah), and her magic is very much "Green Witch"-style, but as she progressed, she became more distinct from both a Green Witch and Pagan witchcraft. 

Looking for her namesake has taken a while. Mostly because I am not 100% sure who the first Aviva actually is myself! But until then, this Aviva will keep looking for her.

Aviva Aamadu
Aviva Aamadu

21st level Human Witch, Neutral Good

Secondary Skill: Herbalist

S: 10
I: 15
W: 17
D: 12
C: 12
Ch: 17

Paralysis/Poison: 5
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 8
Spells: 7

AC: 6 (leather armor +3)
HP: 46
THAC0: 12

Weapon
Dagger +3 1d4/1d3

Familiar: Hawk "N'dege"

Occult Powers
1st level: Familiar
7th level: Speak to Plants & Animals
13th level: Pass without Trace
19th level: Immunity of the Fae

Spells
Cantrips: Spark, Chill, Mend
First level: Call Spirits of the Land, Cure Light Wounds, Glamour, Elf Arrow, Message, Sharp Ear, Witch's Watchman, Night Vision
Second level: Animal Messenger, Chameleon, Aqualung, Clear Eyes, Fumble, Raven Spy, Ward of Harm, Evil Eye
Third level: Fly, Hold Person, Ash Storm, Dance of Frog, Nondetection, Spit Venom
Fourth level: Confusion, Charm Monster, Dispel Magic, Moonstruck, Witch Laugh
Fifth level:  Hold Monster, Witch Jar, Call the Swarm, Teleport
Sixth level: Eye Bite, Horror, Claws of the Eldest Crone, Wall of Thorns
Seventh level: Breath of the Goddess, Dreadful Sleep, Creeping Doom
Eighth level: Frightful Aspect, Storm of Vengenance, Storm Bolts

Theme Song: Edge of Midnight (it's a younger witch singing a song with an older witch, like my two Avivas.)

I love the ideas of both of my Avivas and want to do more with them. I just need to figure out who the older Aviva was and what her importance was to Asabalom and Maryah. Enough to name their oldest child after her. AND what happened to the first Aviva?

This Aviva is (unknown to her) on the same journey that Phygor was on in my deep history. So right now, she is in line to become one of my more powerful witches. Not intentionally, but her own personal journey is taking her there all the same. For this I have been taking powers and spells for her from all my books.

Honestly. I find that more interesting than how many orcs she has killed or dungeons she has explored.

Character Creation Challenge


Tuesday, January 20, 2026

Character Creation Challenge: Day 20, Saileach and Teamhair

 Yesterday, I posted one of my archwitches, Feiya, based on the Pathfinder Iconic. Today, I want to compare and contrast an archwitch and a witch priestess, my two advanced classes. And who better than my favorite witch couple, Saileach and Teamhair?

Saileach and Teamhair character sheets

Who are Saileach and Teamhair? Well they are, in a nutshell, my D&D versions of Willow and Tara, my two favorite characters from Buffy the Vampire Slayer. Or more to the point, my two favorite WitchCraft RPG characters of the same name and general background. Saileach and Teamhair are rough Irish Gaelic versions of their names. Much as my WitchCraft RPG versions have evolved and changed from their root, so have Saileach and Teamhair evolved from my WitchCraft RPG versions.

I used these characters back in the 3e days and they were a lot of fun. They are not exactly Willow and Tara anymore than Bodhmal and Liath aren't. In my games, witches cannot be raised from the dead or resurrected. They can, and often do, get reincarnated. So Bodhmal and Liath are early Iron Age versions, Saileach and Teanhair are mediveal/D&D versions and then Willow and Tara are modern day. Yes, I also have Victorian Age ones in William and Tamara, but here they are incarnated as brother and sister, exploring a sibling bond rather than a romantic one. This often happens in lore about reincarnation. 
(Note: Because there is confusion in some other places. I don't believe in reincarnation any more than I believe in dragons or pixies. This is all for a game. I am, and remain, a staunch atheist.)

So who are these two? Well, in D&D 3e, they began life as a would-be wizard sent to a convent (Saileach/Willow) and a druid wild woman (Teamhair/Tara). This is many years later now and they are proper witches, but each also pursues witchcraft from their own lens. So the path of the archwitch for Saileach and the path of the witch priestess for Teamhair.

As with Branwen and Eria they are members of the Daughters of the Flame Coven. One might even call them THE members since a lot of the Daughters of the Flame evolved because of the characters of Saileach, Teamhair, Bodhmal, and Liath. These versions of Saileach and Teamhair would be in charge of the coven with Teamhair acting as High Priestess. 

Archwitch vs Witch Priestess

The archwitch and the witch priestess are both "Advanced Classes."  They are like the Hierophant Druid and the Thief-Acrobat of the Unearthed Arcana and the Wizards of High Sorcery from the Dragonlance Adventures hardcover. 

I am still debating the powers these classes should have. Originally, I thought the archwitch would stop gaining occult powers in favor of other powers and 9th-level spell casting. The witch priestess does not have 9th-level spell options from the cleric. I want these two advanced classes to be roughly equal in power. 

I think 9th level spells should be the domain of the Witch Queen. Makes sense. Both archewitch and witch priestess should get spells from the Arcane and Divine lists, respectively.

But I am still torn on the Occult Powers question. I think I'll try these two with the spells, but no occult powers past level 7; they can take a level 7 occult power according to their tradition. Both still get cantrips and bonus spells for high charisma. 

Saileach character sheet
Saileach

20th level Human Archwitch, Lawful Neutral

Secondary Skill: Scribe

S: 10
I: 18
W: 15
D: 11 
C: 12
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7  
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 1 (Bracers AC 1)
HP: 42
THAC0: 14

Weapon
Dagger +2, Undead slaying 1d4/1d3

Familiar: Wolf ("Cosantóir")

Occult Powers
1st level: Familiar
Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Spells
Cantrips: Arcane Mark (Scribe), Daze, Clean, Palm, Spark
First level: Bad Luck, Blindness, Charm Person, Dowse, Far Sight, Read Languages, Light, Magic Missile*
Second level: Agony, Burning Gaze, Enthrall, Evil Eye, Identify, Levitate, Spell Missile, Produce Flame
Third level: Lightning Bolt*, Bestow Curse, Dispel Magic, Life Blood, Lethe's Curse, Toad Mind
Fourth level: Analyze Magic, Elemental Armor, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Etheral Projection
Fifth level: Baleful Polymorph, Dreadful Bloodletting, Greater Command, Telekinesis
Sixth level: Anti-Magic Shell, Etheral Banishment, True Seeing, Legend Lore (Ritual)
Seventh level: Ball of Sunshine, Etheralness, Foresight
Eighth level: Astral Projection, Wail of the Banshee, Trap the Soul

Theme Song: On Your Shore

Full details below.

Teamhair character sheet
Teamhair

20th level Human Witch Priestess, Neutral Good

Secondary Skill: Intiate

S: 11
I: 16
W: 18
D: 12
C: 15
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7 
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 1 (Bracers AC 1)
HP: 63
THAC0: 14

Weapon
Staff +2 (Striking) 1d6 + 1d6 per charge

Familiar: Cat ("Iontach")

Occult Powers
1st level: Familiar
Witch Priestess Powers: Healing Hands (gained at level 7), Invoke the Ancients (gained at level 9), Blessing of the Grove (gained at level 11). 

Spells
Cantrips: Spark, Flare, Cure Minor Wounds*, Open, Detect Poison
First level: Cure Light Wounds*, Bless Growth, Charm Person, Fey Sight, Light, Moon's Heart, Speak with Animals, Vertigo
Second level: Bewitch II, Candle of the Wise, Enthrall, Evil Eye, Hold Person, Locate Object, Magic Circle Against Spirits, Suggestion
Third level: Astral Sense, Dispel Magic, House Spirit, Magic Circle Against Undead, Speak with the Dead*
Fourth level: Cure Serious Wounds*, Cleanse, Undead Destruction, Drawing Down the Moon (Ritual), Divine Power, Spiritual Dagger
Fifth level:  Flame Strike*, Calm Weather, Dream, Telekinesis
Sixth level: Heal* True Seeing, Anchoring Rite, Refuge (Ritual)
Seventh level: Fire Storm*, Breath of the Goddess, Binding Ritual (Ritual)
Eighth level: Mystic Barrier, Wail of the Banshee, Protection of the Goddess (Ritual)

Theme Song: Exile

Saileach and Teamhair

I dropped their level 13 and above Occult Powers in favor of their new class-based powers. I like the idea of dropping the occult powers in favor of 7th-, 9th-, and 11th-level powers. Saves the occult powers to be unique to the witch class proper. 

For spells, I originally opted for the Archwitch and Witch Priestess to take spells above 5th level, but now I think they should take any spells they have access to. So that is something I will change. I do need to better define which spells, Arcane and Divine, these classes have access to.  So far, the spells marked with an asterisk* are the spells for their chosen advanced classes, except for the * marked cantrips, and those come from their secondary skills.

There are also some spells here that are a direct result of my original playtests of these two characters: Lethe's Curse, Ball of Sunshine, Protection of the Goddess, and Anchoring Rite. 

Because Saileach and Teamhair are very much part of a coven, I gave them both Ritual spells.  They also have a few spells to fight undead to honor their source material. Also, the Daughters of the Flame abhor the undead. That goes back to a time before I was "the witch guy" and was "the vampire guy."

It should also not be a surprise that their theme songs come from Enya, and from the same album, no less. Though I have not found a good way to represent the Anamchara quality for them. Well, not yet. 

Character Creation Challenge


Monday, January 19, 2026

Character Creation Challenge: Day 19, Feiya

 I will admit it. I love Feiya. I "adopted" her once she was released for Pathfinder, and I brought her over to interact with my other witches. It has been great to see how she works (mechanically speaking) with my other witch types. I am not sure how she is in other people's games, but in mine, she has been wonderful. I'd be curious to hear if anyone else uses her. 

One of the great things about using her in my games is that she was one of my first play-test "Archwitches." 

Feiya character folder and sheet

The Archwitch began about this time last year. I got some notes, went to my stack of characters, and looked for one I hadn't already tagged as a potential witch priestess or witch queen. I got to Feiya and stopped. She just kinda fit the whole archwitch idea for me. 

But that is not all I have done with her. A couple of weeks ago, I began a Jackson, IL game with our Sunday group, and I used the Pathfinder iconics as first-level High School students. It is going much better than I ever expected. 

In any case, this is a great character.

Feiya character sheets

I am still working out the finer details of the archwitch Advanced class. What I do know is they gain access to magic-user spells the base witch does not and I am fairly sure that they also loose access to some occult powers OR their selection becomes limited. Typically I associate Occult Powers with a Tradition and spell access with covens. I might codify that a little better in the future. 

The real question before me, though, is whether Archwitches should gain access to 9th-level Magic-user spells? I am inclined to say no, but have not decided.

Feiya character sheet
Feiya

19th level Human Archwitch, Chaotic Good

Secondary Skill: Herbalist

S: 10
I: 17
W: 13
D: 14
C: 12
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7  
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 4 (Robe of the Archwitch, Ring of Protection +1, Bracers of Protection +2)
HP: 39
THAC0: 14

Weapon
Staff of the Archwitch +2 1d6+2 (plus striking +1d4 per charge)

Familiar: Nine-tails Fox "Daji"

Occult Powers
1st level: Familiar
7th level: Speak to Plants & Animals
(13th level: Fae Shape (Hag))
(19th level: Curse)

Spells
Cantrips: Daze, Detect Curse, Object Reading, Sound
First level: Cause Fear, Charm Person, Chill Touch, Sickly, Mend Light Wounds, Shattering the Hourglass, Taunt*, Read Magic*
Second level: Agony, Evil Eye, Levitate, Rose Garden, Ghost Touch, Detect Evil*, Ray of Enfeeblement*
Third level: Bestow Curse, Bewitch III, Dispel Magic, Danse Macabre, Clairvoyance*, Monster Summoning I*
Fourth level: Animal Growth, Emotion, Withering Touch, Instant Karma, Confusion*
Fifth level:  Baleful Polymorph, Bull of Heaven, Eternal Charm Person, Animal Growth*
Sixth level: Eye Bite, True Seeing, Anti-Magic Shell*
Seventh level: Wave of Mutilation, Breath of the Goddess, Monster Summoning V*
Eighth level: Mystic Barrier, Seer Stone

Theme Song: A Forest (Feiya is absolutely a fan of The Cure.)

Again, I think this character is great. Spells marked with an asterisk* are ones from the Magic-user list chosen as an archwitch. Still working on finalizing the list of spells, but I like figuring them out in-game to see what works.

I also put her later Occult Powers in parentheses since I have not figured out what to do about them. If I use the Hierophant Druid as my model, then she should retain her powers. But if you use the Thief-Acrobat, then some abilities remain, but never get better in favor of new abilities. 

More testing is needed.

Character Creation Challenge


Sunday, January 18, 2026

Character Creation Challenge: Day 18, Symgharyl Maruel and The Scaled Sisterhood

Photo by Tiểu Bảo Trương: https://www.pexels.com/photo/a-woman-in-purple-dress-8508237/
Photo by Tiểu Bảo Trương
One of the things I have been working on are new Witchcraft traditions. These are not necessarily ones tied to real-world witchcraft myths and legends, but ones that have sort of grown in my own writings and games. Among these are the expected High Order witchcraft tradition and the Draconic witch tradition. 

My oldest loves dragons. So it was inevitable that sooner or later, I was going to build a witch who has a dragon as a patron. I have been picking at the idea for a number of years, but never really sat down to define what they are. I have talked about Draconic warlocks, but these are different.

The Scaled Sisterhood

Daughters of the Coil, Speakers to the first Coil

The Scaled Sisterhood is one of the oldest witch traditions, possibly predating humanity itself. Its rites were whispered in the coiled tongues of ancient serpents and carved in scales of molten basalt. These witches revere the serpent as a sacred archetype, a symbol of creation and destruction, wisdom and hunger, immortality and renewal.

They see no conflict in paradox: the snake sheds its skin to live anew, the dragon brings ruin to fertilize the earth. Destruction and renewal as a continual cycle. Their tradition honors these truths. 

Witches of the Scaled Sisterhood are often feared for their intensity, strange tongues, and unsettling poise. But they are sought as oracles, poisoners, protectors, and keepers of long-forgotten power. 

The serpent is the first teacher, the dream-voice that teaches in silence. Witches of this tradition see time as a circle, death as transformation, and magic as the tongue of fire spoken before the gods learned speech.
Many Scaled witches dwell in ruins, hot springs, caves, volcanic mountains, or the overgrown remnants of pre-human temples. 

Symgharyl Maruel, The Shadowsil

I talked about Symgharyl Maruel, aka The Shadowsil, a while back as a potential witch in the Forgotten Realms.  Since one of my stated goals with my witch classes is to replicate any sort of witch, I figure I'll give her another try.

You see more about here from the ever-useful Forgotten Realms wiki and from Ed Greenwood himself.

Symgharyl Maruel represents the extreme end of what the Scaled Sisterhood would be. In fact, we have a name already for it: The Cult of the Dragon. 

Symgharyl Maruel
Symgharyl Maruel

18th level Human Witch, Neutral Evil

Secondary Skill: Cultist

S: 9
I: 15
W: 15
D: 16
C: 14
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7 
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC:  2 (leather armor +2, Ring of Protection +2, Dex 16 -2)
HP: 63
THAC0: 14

Weapon
Dagger +1 1d4/1d3

Familiar: pseudo dragon

Occult Powers
1st level: Familiar
7th level: Evil's Touch
13th level: Minor Hex

Spells
Cantrips: Alarm Ward, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Spark
First level: Black Fire, Cause Fear, Charm Person, Endure Elements, Ghostly Slashing, Light/Darkness, Minor Fighting Prowess, Sonic Blast
Second level: Discord, Enthrall, Ghost Touch, Hold Person, Invisibility, Phantasmal Spirit, Spell Missile
Third level: Bestow Curse, Dispel Magic, Feral Spirit, Lifeblood, Toad Mind, Witch Wail
Fourth level: Analyze Magic, Elemental Armor (Fire), Intangible Cloak of Shadows, Phantom Lacerations, Withering Touch
Fifth level:  Blade Dance, Dreadful Bloodletting, Waves of Fatigue
Sixth level: Death Blade, Mass Agony, True Seeing
Seventh level: Death Aura, Greater Arcane Eye, Wave of Mutilation
Eighth level: Destroy Life, Mystic Barrier

Theme Song: Ever Dream

She compares well to her Basic-era version and her official AD&D 2nd Ed version. I guess the question I need to answer is this, "Is Symgharyl Maruel really a witch?" My go-to answer is always "why not!" but she really does feel like a witch to me. Either way, she is great, and in my games, she is still alive and still getting up to all sorts of trouble. 

I just need to figure out why she would go to Elminster and then later Manshoon for instruction. Maybe it is not that big of a deal, really. I don't need to hammer her into a "witch-shaped" gap. 

Character Creation Challenge


Saturday, January 17, 2026

Character Creation Challenge: Day 17, Aeronwy

 What if one of my normally good witches turned evil? That is the question I asked when I sat down to work on this witch. She isn't one of my witches turned evil, she is built new from the ground up, but it is an interesting thought experiment. I am also revisiting my Complete Netbook of Witches & Warlocks book and revising my warlock ideas. 

As it turns out, I really have three different warlocks. 

They are all similar but not identical. Today I am going to look into the CNoW&W warlock since it is the most different than the others and it is also the most similar to the witch class.

A collection of my Warlocks

So a witch-like warlock. Evil. Fits into my world. That is the recipe for today's witch. I am interested in how this witch works, so I am not giving her cantrips.

Aeronwy is, for the most part, Rhiannon, the one I got from Grenda's collection of characters.  The characters of Eria, Rhiannon, and Aeronwy all represent the same character as she progresses from good pagan to evil malefic witch. I have taken some liberties with the posted versions over the years, but they all represent, if not the same character, the same sort of character. 

It's not a clean progression to be sure. And I "cheated" by combining a couple of similar characters named Rhiannon here. But the idea is compelling. A good pagan girl turning to evil devil worship. Sounds fun!

Aeronwy
Aeronwy

17th level Human Warlock (Malefic), Lawful Evil

S: 12
I: 16
W: 16
D: 13
C: 13
Ch: 16

Paralysis/Poison: 7
Petrify/Polymorph: 7
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC:  (Leather AC 8 +2)
HP: 34
THAC0: 14

Weapon
Dagger +1 1d4/1d3

Occult Powers
1st level: Healing Herbs
6th level: Supernatural Protection
9th level: Word of Fear
12th level: Necromantic Protection
15th level: Fiend Summoning
18th level: Astral Travel

Base chance of discovery: 58%
Can't tread on holy or consecrated ground. Double damage from cold wrought steel/iron.

Spells
First level: Bleeding Touch, Beguile I, Blood Strike, Foretell, Lesser Banishing Rite, Pain, Wich Light
Second level: Air Blast, Aura Reading, Dance Tantra, Glamour, Minor Hex, Pain Armor, Summon Undead
Third level: Astral Sense, Aura Manipulation, Charm Undead, Kiss of Slavery, Lesser Strengthing Rite, Witch Writing
Fourth level: Broom, Card Reading, Hate, Middle Banishing Rite, Spiritual Dagger, Witch Bottle
Fifth level: Blade Dance, Bull of Hell, Escape of the Snake, Minor Rite of Enchantment, Rite of Mental Resistance
Sixth level: Anchoring Rite, Greater Banishing Rite, Pentagram of Protection, Wave of Mutilation
Seventh level: Demon Trap, Widershins Dance

Theme Songs: Everybody Scream

My old witch and warlock had a lot more Occult Powers, but fewer spells.Both in choice and in use. I think the balance I struck in the Basic-era witches is better. 

This is not 100% the Aeronwy I have been playing since Halloween. But she is really close. To give you an idea of what she has become, the Halestorm song "Vicious" was almost her theme song. I put her through hell (and Hell), and she comes back even angrier and more powerful. She is great, and I think she is going to be one of those characters that really leaves a mark on my games. 

Character Creation Challenge


Friday, January 16, 2026

Character Creation Challenge: Day 16 Rowan & Witches in Arms

Rowan, Witch Knight
 At the start of this challenge, I introduced the Gallowglass subclass, a sort of mercenary for hire for witches. Today I want to detail The Witchknight, a different sort of armed-and-armored witch. 

I guess the simple way of looking at the Witch Knight vs the Gallowglass is that Witch Knights are considered part of the outer circle of the coven, where a Gallowglass isn't part of the coven at all. Both classes are martial fighting classes. The witch knight is a cavalier subclass and is related to the paladin. The gallowglass is a fighter subclass. Though both do have magical effects.

THE WITCH KNIGHT

A Witch Knight must have all the requisite ability scores of the cavalier, which are Strength 15, Dexterity 15, Constitution 15, and additionally a Wisdom score of 13 and a Charisma score of 13 or higher. Witch Knights are devoted champions of the Old Religion, chosen to defend its mysteries, sanctuaries, and priestesses. A witch knight can serve witches, wicce, druids, or even clerics of "the old faith." Though they wear the mail of warriors and fight with sword and shield, their power is rooted in ancient pacts and the cycle of life, death, and rebirth. A Witch Knight who strays from this sacred duty or profanes the oaths of their Order becomes a fighter and loses all special Witch Knight powers.

Witch Knights must initially be of the correct cultural station or be initiated into a tradition by a coven, high witch, or spirit of the Old Ways. In either case, the Witch Knight must advance through the stages of Squire and Horned Blade (the equivalent of Horseman and Lancer) before gaining full Witch Knight abilities.

Witch Knights are sworn to an Order. Each Order reflects a different aspect of the Old Faith and grants unique features at the 1st level. The five major Orders are:

Order of the Green Knight
Knights of the Green are guardians of nature, the sacred grove, and the cycle of seasons. They draw strength from the wild and wield their weapons as extensions of the forest spirit. Their armor is often etched with vines, leaves, and antlers.
Benefit: May speak with plants and animals once per day (as druid spells, caster level equals Witch Knight level). Gain +1 to hit and damage when fighting in natural outdoor settings.

Order of the Waning Moon
These knights serve the night, the liminal, and the hidden roads of fate. They are the sword in shadow and the wardens of witch-haunted paths.
Benefit: Gain Infravision (60 feet). Once per day, may cast Invisibility to Undead or Faerie Fire (choose at creation). +2 to saves vs. illusions.

Order of the Grave
Sworn to guard the threshold between life and death, these knights serve as psychopomps and avengers. They defend the spirits of the dead and ensure the balance is kept.
Benefit: Detect undead within 60 feet at will. At 4th level, once per day, may turn undead as a cleric 3 levels below knight level. At 5th level, gains +1 to saves vs. death magic.

Order of the Hollow Road
These wandering knights are sworn to sacred places and paths. They serve the land itself, traveling between ley lines and old shrines, answering omens and dreams.
Benefit: Immune to magical fear. Once per day, may reroll a failed saving throw. +1 bonus to Constitution when determining hit points (only at character creation).

Order of the Thorn
The martial Order of the Thorn defends covens and witches with steel and unbreakable will. They are the first into battle, the last to fall, and their blood marks the battlefield.
Benefit: When protecting a known witch or sacred site, gain +1 AC and +1 to saving throws. May use a Witch Talisman (if provided one) to cast Protection from Evil once per day.

Aura of the Old Ways: Beginning at 2nd level, the Witch Knight radiates a sacred presence. Allies within 10 feet gain +1 to attack rolls and saving throws against fear; enemies suffer -1 to attack rolls. This aura is always active unless the Witch Knight is unconscious or has broken an oath.

Oath of Protection: At 3rd level, the Witch Knight may swear an Oath to defend a person, place, or relic of the Old Religion. While protecting their charge, they gain +1 to hit, damage, and AC. Only one Oath may be active at a time. Breaking an Oath incurs penalties.

Sacred Mount: Like cavaliers, Witch Knights gain a bonded mount at 4th level. This mount is often fey-touched, ghostly, or marked by the Old Ways (e.g., antlered horses, black steeds with glowing eyes).

Rowan and Annwn

Witch Spell Use: Beginning at 7th level, the Witch Knight gains limited spellcasting ability. They cast Witch spells as a 3rd-level Witch and may choose spells from the 1st through 4th levels. They do not use spellbooks but instead rely on ritual tools, talismans, and learned charms.

Witch Knight Restrictions:

  • May use all weapons and armor as a cavalier
  • Must follow their Order's rites and taboos
  • Must follow their Order's oaths to covens

Name Level: Upon reaching 9th level (Witch Knight), the Witch Knight may establish a Sacred Bastion, a sanctified fortress or waystation on a ley line or near a powerful coven. They may attract initiates, witches, and even other knights sworn to the Old Ways.

Level Title Experience Points Hit Dice (d10)
1 Aspirant of the Circle 2,750 1 - - -
2 Grove Squire 5,500 2 - - -
3 Horned Blade 11,000 3 - - -
4 Knight of the Moon 22,000 4 - - -
5 Green Champion 40,000 5 - - -
6 Thorn-Crowned Defender 80,000 6 - - -
7 Shield of the Old Ways 160,000 7 1 - -
8 Spirit-Anointed Blade 360,000 8 2 - -
9 Witch Knight 600,000 9 2 1 -
10 Witch Knight 900,000 9+3 hp 2 2 -
11 Witch Knight 1,200,000 9+6 hp 2 2 1
12 Witch Knight 1,400,000 9+9 hp 3 2 2
13 Witch Knight 1,700,000 9+12 hp 3 2 2
14 Witch Knight 2,000,000 9+15 hp 3 3 2
15 Witch Knight 2,300,000 9+18 hp 4 3 3
16 Witch Knight 2,600,000 9+21 hp 4 4 3
17+ Witch Knight +300,000 per +3 hp per

Witch Knight vs. Gallowglass

Both the Witch Knight and the Gallowglass are martial defenders of the occult world, but they differ in origin, role, and flavor.

Witch Knights are cavalier sub-classes: bound by Orders, oaths, and ritualized codes of conduct. They are champions of the Old Religion, serving witches and priestesses with reverence, and receiving structured mystical powers in return.

Gallowglass are fighter sub-classes: grim, ancestral warriors with limited ritual magic. They serve clans, covens, or places of power through raw loyalty and sacred bonds, not knightly honor.

The Witch Knight is the mythic sword-arm of the sacred moon, while the Gallowglass is the blood-bound axe of the old ways.

Rowan

Rowan has always been a witch knight. Even when I didn't know that is what she was, that is what she was.  She has appeared in various stages of her life in past Character Creation challenges. 

Each of these brought her a step closer to this ideal. 

Rowan, Witch Knight
Rowan

Human 16th level Witch Knight (Order of the Thorn), Lawful Neutral

Secondary Skill: Animal Trainner

S: 17
I: 13
W: 13
D: 15
C: 15
Ch: 18

Paralysis/Poison: 4
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 4
Spells: 7

AC: -1 (Plate +2)
HP: 68
THAC0: 6

Weapon
Long Sword +2

Steed: Black Unicorn "Annwn"

Spells
First level: Comprehend Languages, Detect Spirits, Ghostly Slashing, Vertigo
Second level: Biting Blade, Delay Poison, Ghost Touch, Minor Image
Third level: Continual fire, Mirror Image, Suggestion

Theme Song: The Mummer's Dance

According to my wife, I spent days creating a "D&D Horse Girl." She is...not wrong. Again, my fondness for pagan things is showing here. If this were a modern game, she would be the plucky girl who works at the horse stables where her dad is a trainer, but not the owner, and she is the only one who can approach, let alone ride, the new, dangerous black stallion. ETA: I may have written up a NIGHT SHIFT character sheet for as well. 

Her steed (a wholly inadequate word here) is a black unicorn named "Annwn." They are bonded much in the same way a Paladin's steed is. 

Unlike witches, the witch-knigh does not get cantrips, bonus spells, or the ability to cast ritual spells.

Character Creation Challenge