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

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


Thursday, January 15, 2026

Character Creation Challenge: Day 15, Marissia, Daughter of Zelligar

A few years back I found what I think is my earliest surviving written reference to a witch in my games: Marissia, Daughter of Zelligar. Zelligar is, of course, the missing wizard from the module B1 In Search Of The Unknown.  

Compleat Spellcaster, Marissia, Player's Handbook 1st print

I have long been of the opinion that the infamous Rogahn and Zelligar of B1 are the same adventurers on the cover of the Holmes Basic set and the same, along with Marissia, on the cover of Warlocks & Warriors. Well...I named her Marissia (yes that spelling) for a variety of reasons that began with Scooby-Doo and Jerry Reed. There was a "Melissa" in B1 who was the paramour of the fighter Rogahn. I merged the two in my mind and that became the downfall of the two mighty adventurers. Marissia, Zelligar's daughter, began an affair with Rogahn. That's fun, but not why I am talking about her today. Today I want to revisit her as my "First Witch."

No, she really isn't my first witch, just the one I have the earliest evidence for. 

Witches note in B1, Encounter area 43

Marissia's note and stats for B1

I was playing a mix of AD&D and D&D here, so I am guessing I was age 11 or 12.

For this witch I am going back to the 1983 Bard Game's The Compleat Spell Caster. Which has a witch class based on the Druid. It also had a sorcerer, but that is a topic for another day. All the Spellcasters here have a great "occult" feel to them so I really want to capture the feel of this in my own games. 

Marissia here then feels very different from my other witches largely due to her "druidic" relationship. Figure this is a druid that is allowed to be something other than just True Neutral. This witch has a lot of plant related powers and the ability to read magic. Similar to my Occult Powers.

I have have The Compleat Spell Caster, so I also use The Compleat Alchemist (which is recommended for the witch).  I also gave Marissia the secondary skill of Alchemist. 

Marissia, the First Witch
Marissia
15th level Human Witch, Chaotic Evil

Secondary Skill: Alchemist

S: 11
I: 17
W: 17
D: 12
C: 15
Ch: 18

Paralysis/Poison: 5
Petrify/Polymorph: 8
Rod, Staff, or Wand: 9
Breath Weapon: 11
Spells: 12

AC: 1 (Bracers AC 1)
HP: 56
THAC0: 12

Weapon
Dagger +1 1d4/1d3
BroomStaff 1d6

Familiar: Hellhound

Powers
Identify Plants, Pass without a Trace, Read Magic
7th level: Create Elixirs, Potions, Dusts

Spells
First level: Charm, Detect Magic, Disguise, Eldritch Fire, Healing, Hex, Night Vision, Summon Familiar
Second level: Blending, Circle of Darkness, Eyes of the Hawk, Levitate, Water Breathing, Speak with Animals, Frost, Youth
Third level: Shape Change, Dispel Magic, ESP, Emotional Influence, Locate Object, Windstorm, Animal Control
Fourth level: Circle of Silence, Flight, Invisibility, Malediction, Speak in Tongues, Thunderbolt
Fifth level: Elemental Shield, Ice Storm, Minor Enchantment, Mists of Sleep, Psychic Assault, Guards & Locks
Sixth level: Firestorm, Plague of Spiders, Quagmire, Psychic Shield, Teleportation
Seventh level: Great Curse, Restore Life, Tempest, Witch Wind, 

Theme Songs: Pretty Mary Sunlight (for her name) and Going to Hell (her actual song).

Using the Druid spell progression provides a lot of spells, but is limited to the Seventh level. Not a terrible trade-off. 

Marissia 15th level

In my mind, Marissia began as a "demonic" witch, especially given all the demons in the CSP, but her spells read "Storm Witch" more. So maybe her patron is not Ereshkigal, but rather someone like Pazuzu. Pazuzu feels right to me, given his connection to The Exorcist and the time period. 

But there is a demon in the book, Baal, who is also known as the Master of Storms. Many of the demons in the CSP have vaguely ancient origins: Aaman (Anu), Baal, Astorath (Astaroth), Thamuz (Dumuzid, Tammuz), Nergal, and more. Given all this, Pazuzu still feels like a great choice, as does my very first choice, Ereshkigal. Maybe Pazuzu is just a demon employed by Ereshkigal. 

Character Creation Challenge


Wednesday, January 14, 2026

Character Creation Challenge: Day 14 Taryn Nix and Warlocks

Taryn Nix from BG3
 I have not talked much about Warlocks here at all for this challenge, which is an oversight of sorts. I have Warlocks I am using in my Occult D&D game, but they feel a little overpowered at the moment. I am going to present one, my iconic warlock Taryn, and see where I might need to make adjustments. I am largely basing this on my The Warlock for Swords & Wizardry, but I think with other rules I have in place, I might need to tone it down and increase their XP. No idea just yet.

I mentioned Taryn already in this challenge. She is the daughter of my iconic witch, Larina, and she is a half-elf. Well...half Sidhe, but largely the same thing. She began life as a 4th edition character but became one of my more important 5th edition characters. 

Warlocks get fewer spells, but also gain invocations that can be used at least once per day. In Taryn's case here I am also granting her Cantrips, including one for her secondary skill. Unlike witches, warlocks do not gain bonus spells due to Charisma. Also warlocks can't participate in ritual spells unless stated, but this is not that big of deal. A lot of witches in practice don't participate in ritual spells.

AD&D Character sheet for Taryn Nix
Taryn

Half-elf 13th level Warlock (Fey), Chaotic Neutral

Secondary Skill: Initiate

S: 11
I: 17
W: 16
D: 13
C: 17
Ch: 16

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 1 (Bracers AC 1)
HP: 48
THAC0: 16

Weapon
Sword (Pact Blade) +2

Familiar: Black Cat "Mojo"

Spells
Cantrips: Mote of Light*, Chill, Clean, Ghost Sound
First level: Mage Armor, Chill Touch, Cause Minor Wounds, Häxen Talons, Eldritch Fire, Arcane Dart
Second level: Blur, Burning Gaze, Grasp of the Endless War, Phantasmal Armor, Share my Pain
Third level: Fangs of the Strix, Malice, Witch Fire, Clairsentience, Starlight
Fourth level: Arcane Eye, Elemental Armor, Rain of Spite, Pit of Pain
Fifth level: Blade Dance, Cry of the Nightbird, Telekinesis

Invocations
Arcane Blast, Agonizing Blast, Beguiling Influence, Aura of Fear, Pact Blade, Eldritch Ball of Flame, Supernatural Protection 

Taryn and reference books

Theme Song: I Am the Fire

Spells and Invocations combined are a lot for a 13th level caster, but some of those invocations are "passive" or have other effects; like Agonizing blast only effects Arcane blast. Pact Blade just effects a sword.  Still I might trim down the spells more.

Also warlocks top out at 5th level spells. 

I think my warlocks need some more work to be honest. 

Character Creation Challenge


Tuesday, January 13, 2026

Character Creation Challenge: Day 13 Jana & Sarana

Today I want to explore two similar witches. Or more to the point, two witches who approach similar magics and traditions of witchcraft from two different vectors.

Faerie Witchcraft witches

 Jana is another witch I created a couple of years ago. I wanted a human witch mixed up in the affairs of the Faerie Courts, in particular my Court of Swords. Despite being high(-ish) level, she is in way over her head. I have her serving the current Queen of Swords, Nicnevin. This is just one of her titles, she is also one of my witch queens. The Court of Swords is one of the "Shadow Courts" neither the Seelie nor the Unseelie, but somewhere in between. What they lack in prominence they make up for in guile, intrigue and ruthlessness. Nicnevin herself is ancient and very powerful. I say that Jana has a bit of fire nymph blood in her heritage, not enough to really do much than raise her charisma score a couple of point, but enough to give her entry to these courts. 

Sarana is not really my character exactly. She also featured in my War of the Witch Queens, in the adventure Tanglewood Keep, from DL15 Mists of Krynn, as well as a past Character Creation Challenge. She is a composite of two of Vince Garcia's characters, Sarana and Stevie, who may have been the same character anyway.

Jana & Sarana

Both of these characters are "Faerie Witches" that is, they are part of the faerie tradition. Since I am trying to figure out what my Occult D&D looks like through the lens of AD&D, I figured I would compare and contrast the play styles of two different sort of faerie witches. Jana is a faerie traditional witch from Mayfair's Role Aids book "Witches." Sarana uses my Faerie Tradition from my Old-School Essentials book, Monster Mash II: A Midsummer Night's Dream. I am also grabbing some ideas from my The Craft of the Wise: The Pagan Witch Tradition and The Green Witch for Swords & Wizardry. This covers OSE, S&W and AD&D 2nd Ed; so none of them are AD&D 1st ed. 

Given I am trying to stick close to their native rules today I am not using Cantrips or Bonus spells. 

Jana
Jana
13th level Human Witch, Neutral

Secondary Skill: Translator

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

Paralysis/Poison: 11
Petrify/Polymorph: 9
Rod, Staff, or Wand: 7
Breath Weapon: 11
Spells: 8

AC: 6 (Leather +2, AC 8)
HP: 31
THAC0: 16

Weapon
Dagger 1d4/1d3
Staff +1 1d6

Spells
First level: Audible Glamer, Comprehend Languages, Friends, Read Magic
Second level: ESP, Forget, Know Alignment, Detect Good & Evil
Third level: Delude, Speak with Animals, Tongues, Remote Seeing
Fourth level: Emotion, Fear, Wizard Eye, Enervation 
Fifth level: False Vision, Domination, Advanced Illusion
Sixth level: Mindwrite, Mislead

Theme Song: Another Year of Rain

Jana is one of Queen Nicnevin's translators. Her job is to cast sublte magic to both enthrall and intimidate visitors to the Queen's court. 

In my game Queen Nicnevin combines the mythological Nicnevin, with a bit of Hecate (already part of Nicnevin according to some scholars) and a bit of Scáthach


Sarana
Sarana
13th level Half-Elf (Gray Elf) Witch, Neutral

Secondary Skill: Herbalist

S: 10
I: 18
W: 19
D: 13
C: 15
Ch: 19

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 6 (Robe AC 9 +3)
HP: 43
THAC0: 16

Weapon
Dagger +2 1d4/1d3
Staff 1d6

Familiar: White Dove, "Zeraida"

Spells
First level: Allure, Wailing Lament, Fey Step, Glamour
Second level: Burning Gaze, Evil Eye, Stunning Allure, Witch's Tooth
Third level: Blink, Psychic Assault, Magical Vestment
Fourth level: Command Person, Dryad's Door, Threefold Aspect
Fifth level: Baba Yaga's Secret Chest, Magic Cauldron
Sixth level: Arcane Window

Theme Song: Gypsy

Sarana is always an NPC, so I don't have much to say about her growth as a character. As a witch though she has fewer spells than does Jana at the same level. 

Sarana's Character Sheets

Along with Eireann and Rána, they were all in my "Kingdom of Rain" mini-campaign a couple years back. This was around the time I was experimenting with the Land of Faerie/the Feywild as a means to access other worlds. It would explain how I can have Forgotten Realms and Dragonlance Character's interact without resorting to gate spells, astral travel, or Spelljamming.


Character Creation Challenge


Sunday, January 11, 2026

Character Creation Challenge: Day 11, Rána

Photo by Vanessa Pozos: https://www.pexels.com/photo/woman-in-scary-costume-on-black-background-15396413/
Photo by Vanessa Pozos
Today's witch comes from a night of rolling up characters with my oldest a bit ago. We just sat down to roll up characters, he was doing the new Star Wars and I was making witches. I wanted to roll up a bunch and see if any came out as psionic. No, but we still had a great time. 

Rána was one of those witches. She began as a fairly basic elf witch. But as I tried her out she grew in complexity. She is a Twilight Elf, one of my new elf sub-species. It is a species of elf akin to the Shadow Elves, but live above ground and can tolerate light better. So I sat down to work on her. I set my my Spotify to Pagan Rock and listened to bands like Faun, S.J. Tucker, and of course Loreena McKennitt. Ok she is from Canada, but she counts. When I was done, Rána had become something different.

So who is Rána? She is Twilight Elf, but she is also alone and that is how she likes it. She has her familiar, a gray wolf named Circe. She is not just a Pagan, she is a militant pagan. She considers herself a Follower of Aradia (yes...I know Aradia is about as much Pagan as a Halloween mask, but this is a history blog, it is an RPG blog), and she feels all these new religions are a bad thing. And she is not really all that fond of humans either. So much so they she doesn't even know the Common tongue. She does know what she calls "the language of the forest" that is, sylvan, elven, and goblin as well as Primordial and a touch of Supernal. How did she learn this impossible language? Well, she won't be telling you.

Let's break up what makes her character.

Twilight Elf

Twilight Elves are another sub-species of elves that poped up after the Sundering of the Elves. When the elves split into Light and Dark factions, some elves stayed in the middle. The Free Elves, the Shadow Elves and the Twilight Elves. The twilight elves are the loners among elves, stoic and xenophobic. Their communities are small and hidden and of all the Elves they have the fewest numbers. Like Drow they gain some cantrips for free. Blur, Dancing Lights, and Minor Charm. They also get Infravision 60' and +2 to magic/spell saves. This is magic directed at them. 

Cantrips

I am using my new cantrip rules for her as well. I like these, they work well. I just want to work on some new cantrips.

Rána
Rána

11th level Elf (Twilight Elf) Witch, Chaotic Neutral

Secondary Skill: Herbalist

S: 12
I: 15
W: 16
D: 12
C: 14
Ch: 18

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 1 (Bracers AC 1)
HP: 34
THAC0: 16

Weapon
Dagger +2 1d4/1d3
Staff +2 1d6

Familiar: Gray Wolf "Circe"

Spells
Bonus: Blur, Dancing Lights, Minor Charm
Cantrips: Ghost Sound, Mote of Light, Chill, Alarm Ward
First level: Charm Animal, Speak w/ Animals, Spirit Dart, Ghostly Slashing, Chill Touch, Endure Elements
Second level: ESP, Invisibility, Augury, Death Armor, Evil Eye
Third level: Scry, Tongues, Bestow Cure, Fly, Witch Wail
Fourth level: Analyze Magic, Moonlit Way, Tears of the Banshee
Fifth Level: Death Curse, Nightmare
Sixth Level: Moonbow

Theme Song: Running with the Wolves

It dawns on me how much Rána is like San of Princess Mononoke. For this reason I also give her the name of "Ghost of the Forrest." She protects her land from invading humans and orcs, who she sees as being the same thing.

Character Creation Challenge

Thursday, January 8, 2026

Character Creation Challenge: Day 8, Bess

Photo by Paola  Koenig: https://www.pexels.com/photo/woman-in-a-halloween-costume-and-makeup-holding-burning-candles-19049168/
Today I want to talk about demi-human witches. Witchcraft, at least as it is typically portrayed is the the practice of witches, and human witches at that.  Yes there is "Faerie Witchcraft" and there are some ideas about elven witchcraft, but very little on others.

I have talked about goblin witches and I have mentioned gnome witches before. But I want to come back to the idea of Dwarven Witches. I introduced these WAYYY back in 2012 as, the Xothia, or the dwarven word for witch and witchcraft. Since then I have talked about one xothia, Roryn the Xothia of the Rock.

Xothia

The dwarven witch feels isolation from her normal community due the distrust of occult magic among dwarves. This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore.

In dwarven society, men and women are regarded as equals.  The dwarven witch is seen as contrary to this established reality.  Most dwarven witches feel deep fear when they first hear the Call and either leave their communities or try to suppress what they now know and feel. Dwarven witches often become Solitaries, learning their art and faith directly from the Mother of Dwarves herself.

The social stigma of being a magic-using dwarf is tough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a member of a clan.  Dwarven witches are the rarest form of witch one will encounter. 

Dwarven witches are often described as being more "elf-like" than other dwarves. This is in regard to their manner and their magic. 

Curious note, while many dwarven women grow beards, a female dwarf witch cannot. It seems the magic of witchcraft does not allow them to grow a beard. Consequently a dwarven woman without a beard is often accused of being a witch.

Bess is the grandaughter of Roryn. She is not quite powerful enough to take over for her august ancestor, but maybe in a century she can. Bess sings her spells, so I thought Performer (Singing) was a good choice. 

She is good friends with Doireann (who tries to dance "the Goblin Stomp" anytime Bess sings) and Aisling (who appears tomorrow).

Bess, Dwarven Witch
Bess
8th level Dwarven Witch, Chaotic Good

Secondary Skill: Performer (Singing)

S: 12
I: 14
W: 13
D: 11 
C: 16
Ch: 17

Paralysis/Poison: 
Petrify/Polymorph: 
Rod, Staff, or Wand: 
Breath Weapon: 
Spells: 

AC: 8 (leather armor +1)
HP: 
THAC0: 

Weapon
Hammer 1d6

Familiar: Rabbit, "His Eminence, Lord Fuzzlelump the Second"

Spells
Cantrips: Dancing Lights, Ghost Sound, Sound
First level: Blindness, Charm Person, Comprehend Languages, Glamour, Silver Tongue 
Second level: Calm Emotions, Enthrall, Head Strong, Hold Person, Scare
Third level: Danse Macabre, Aphasia, Scry 
Fourth level: Charm Monster, Hallucinatory Terrain 

Theme Song: Gold Dust Woman and The Chain (for her coven)

I used cantrips as I described them yesterday and stuck with bonus spells for her. 

Speaking of singers. You may have noticed that every character has a "theme song." I listen to a lot of music while writing and creating. Some songs stick to characters and other characters come fully formed while I am listening to a song. 

I am grabbing most of these from my two public playlists, Witch Songs and Daughters of Darkness.

Character Creation Challenge


Wednesday, January 7, 2026

Character Creation Challenge: Day 7, Skylla

Skylla Character Sheet and reference books

I am going back to another old favorite today, Skylla. My girl here has had something of a popularity resurgence since I began talking about her in 2013! She has a new action figure, a mini, appearances in a D&D adventure and the cover of the new D&D 5.5 Dungeon Master's Guide. That's quite an achievement for a character no one but me seemed to remember.

I did stats for Skylla for the 2024 Character Creation Challenge, but I wanted to do her again because there were some ideas I wanted to jell together and she was the perfect choice to try them.

For starters while many of my builds on her are based on my original 2013 post about her, this one is a little closer to her appearance in The Wild Beyond the Witchlight D&D 5e adventure.

Why? Well to be honest I think my version has drifted a bit from the original and I wanted to work off of something others would find more familiar. 

The second reason I picked her is I wanted to try out more "Advanced" ideas found in my Basic-era Witch book. I am also cribbing some ideas from my older AD&D 2nd Ed Witches & Warlocks Netbook. I figure some alchemy of the two will give me some insight on what I would have done circa 1986.

One of the bigger issues I want to tackle is Cantrips. I have a system that works well for "Basic" and most OSR games. There are the rules in Unearthed Arcana. But neither of those sit well with me for an Advanced game.  I want system that works well for all spell casting classes AND represents learning that apprentice spellcasters would have. That is, the minor spells they learned in magic school before having to go out as an adventurer to earn money for more lessons.

Personally I would like the number of cantrips gained be a function of the spellcaster's prime ability. When it gets right down to it, the only thing abilities do that are spellcasting class specific are set a threshold for entry and given an XP bonus. Fighters do get bonuses for high strength in their class functions; hit things and damaging things. Thieves can gain bonuses for their skills due to higher dexterity. Yes, there are limits and maximum spells and spell levels for magic-users and bonus spells for clerics. But for magic-users that does not effect low level characters. So instead of a bonus it is a limit. 

Option #1: Languages = Cantrips

This is the most straight forward approach. The issues here are a character with 18 in their spellcasting ability ends up with 7 Cantrips. I mean I can live with that, but some might think this is high. Another issue is a character with Intelligence of 9 can learn one cantrip. I am fine with that, but the minimum Int for a magic-user is 10.

Option #1.5: Henchmen = Cantrips

Similar is Charisma for number of henchmen. But this is 1 at ability score 3 and 15 at ability score 18. Way too much. 

Option #2: Magical Attack Adj = Cantrips

This uses the Magical Attack Adjustment for number of cantrips learned. This means 1 at ability score 15 and 4 at 18. Sure that works, but I want cantrips as a "magic school" style learning. 

Option #0 The Basic Witch Option

This is the one from my Basic Witch book. 

I would like to see at least 1 for ability score 10, the absolute minimum starting spellcaster, and maybe 5-6 for ability score 18. I like the idea of seven "spells" 6 cantrips and 1 first level spells at 1st level. Bearing in mind that cantrips are simple little spells. If I do this I might drop the bonus spells for high charisma that witches have, or change the bonus structure to include spells and cantrips.  

Maybe a progression like this:

Ability Score Num. of Cantrips
10-12 1
13-15 2
16-17 3
18-19 4
20 5

That would certainly work. It doesn't over load the character with a lot of spells at first level, it reflects learning apprentice wizards would have (and clerics and witches), and still gives starting spell casters more to do.

I would still say Cantrips can be cast whenever the caster wants. "At Will" to use the modern parlance. 

For Skylla here, I am going to use this new cantrip plan but still my older bonuses for witch spells. Again I am going for a closer version to Witchlight than my version which has "drifted" a bit.


Skylla character sheet
Skylla

7th level Human Witch, Chaotic Evil

Secondary Skill: Alchemist

S: 9
I: 12
W: 14
D: 11
C: 14
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 18

Weapon
Dagger 1d4/1d3

Familiar: Raven "Raven"

Spells
Cantrips: Chill, Dancing Lights, Ghost Sound,  Knot
First level: Faerie Fire, Cause Fear, Detect Invisibility, Glamour, Silent Image
Second level: Invisibility, Hold Person, Phantasmal Spirit,
Third level: Fly, Ghost Ward, Witch Wail
Fourth level: Elemental Armor

Theme Song: Daughters of Darkness

Ok, so a lot of spells for 7th level, but I find I am not that concerned about it. I think this is the cantrip system I can use. I'll try it out with some other characters. 

Oh she has the secondary skill of "Alchemist" because I am performing some strange alchemy here.

Character Creation Challenge


Monday, January 5, 2026

Character Creation Challenge: Day 5, Céline

Photo by Lance  Reis: https://www.pexels.com/photo/beautiful-model-in-oregon-wearing-a-forest-green-linen-dress-portrait-taken-by-portland-photographer-lance-reis-on-my-sonya7iii-on-location-19797385/
Photo by Lance  Reis

Something a little different today. While I have been picking at some ideas for "Occult D&D," I've been thinking about how D&D 5 handles its subclasses. I like their method for a lot of reasons and it does remind me a bit of AD&D 2nd ed. I would not want to do exactly that for AD&D 1st ed. 

But I can try a few ideas here.

One of these is the Gallowglass.

Gallowglass

Fighter Sub-Class
 "Let the witches weave. I’ll stand at the threshold."

The Gallowglass (from Irish gallóglaigh, "foreign warriors") is a grim, oath-bound warrior of ancestral blood, forged in the crucible of war and old magic. He serves no king, no creed, only the covenant of blood, clan, and circle. More than a mercenary, the Gallowglass is a symbol of protection and fate, often standing as the chosen defender of sacred groves, covens, or matriarchal bloodlines.

Oath-Bound Duty (2nd Level)

The Gallowglass may swear an Oath of Protection to a person, place, cause, or object. When acting in defense of that charge:

  • Gains -1 bonus AC, +1 to hit, and +1 to saving throws
  • Only one oath may be sworn at a time; takes 1 turn of solemn ritual to invoke
  • Breaking an oath causes −2 to all rolls for 24 hours, and disqualifies use of the Aura (3rd level) during that time.

Aura of Awesome Presence (3rd Level) 

The Gallowglass radiates a heavy, eerie stillness in battle—an echo of ancestral power. This functions as a continuous aura out to 10 feet.

  • Allies within the aura gain +1 to attack rolls and saving throws vs. fear and charm against enemies of their charge.
  • Enemies of their charge within the aura suffer −1 to attack rolls and −1 to morale checks.
  • This aura does not stack with Bless or similar effects, but counts as magical for dispelling purposes.

Witch-Blessed Steel (5th Level)

The Gallowglass may undergo a ritual bond with a single weapon (usually a great axe, claymore, or great spear ("gae bolg"). But any medium or large-bladed melee weapon will suffice.

  • That weapon becomes +1 magical when wielded by the Gallowglass.
  • Once per day, the weapon may deal double damage to undead, spirits, or extraplanar foes.
  • This is not spell-based (so can not be dispelled), but a result of binding rites, tattoos, and blood oaths.

Typically, a gallowglass receives these blessings from a patron witch. If there is no witch in the party or where the gallowglass calls home, a witch will appear at the appropriate time to grant the blessings.

Céline
Céline
5th level Human Gallowglass (Fighter), Neutral Good

Secondary Skill: Alchemist

S: 16
I: 12 
W: 14
D: 15
C: 12
Ch: 16

Paralysis/Poison: 16
Petrify/Polymorph: 12
Rod, Staff, or Wand: 14
Breath Weapon: 15
Spells: 12

AC: 6 (leather, magic)
HP: 25
THAC0: 16

Weapon
Long sword (Witch Blessed) +1 

Theme Song: Which Witch or Old Religion

 Céline wanted to be a witch. Or, more to the point, she hears the same call that led her older sister to become a witch. But Céline was drawn more to the sword than the book or crucible. Her ancient bloodline included witches, but also grim warriors charged with protecting these witches. Céline took to her role as sword-wielding protector of witches with more enthusiasm than even she thought she would.  Her charge is to protect her older sister Émilie.  

Maybe I should have used a Fighter sheet for her, but this is fine. 

Character Creation Challenge

Sunday, January 4, 2026

Character Creation Challenge: Day 4, Áine nic Elatha

Photo by T Leish: https://www.pexels.com/photo/woman-in-black-witch-costume-with-a-black-book-5600078/
Photo by T Leish
Today I want to revisit Áine nic Elatha from the 2021 challenge. She is my "Rules Check" of a witch priestess. Yesterday, I gave you all Branwen (Witch Priestess) and Eira (Wicce). Áine began life as a magic-user, but has switched over to cleric as a "Rules as Written" cleric. 

She is, essentially, a moon witch or a priestess of the Old Faith. Her concept aligns with a cleric. Instead of worshiping the Goddess of the Moon, she worships the Moon cycles themselves, the natural rhythm waxing and waning, full and dark. What I would do is limit her spells to ones witches would use.

Now there is the issue that she has levels of the Magic-user class. This may be how her magic came about. Áine began as a Dragon #43 witch, but this would be her moving from Moldvay Basic to Advanced D&D. 

Turning Undead

One of the cleric's defining features is their ability to turn undead. How do I factor this into the powers of a witch? Something my Witch Priestess and Wicce (at present) can't do. Throughout my development of the witch class I have gone back and forth on whether or not a witch should be able to turn undead, or command them. Over the last 20 years or so I have been in the camp that they should not. Undead turning is one of the things that make the cleric special. Hell, it was why I first played a cleric to be honest; I wanted to play a vampire hunter. I have allowed witches to take a "Turn Undead" spell.

Áine, who is a cleric mechanically speaking, can turn undead. But I dress it up in occult practice, not divine ones. So she does not hold up a holy symbol and ask for a benediction from her god. She lights a candle and rings a small bell. 

I like this. For her. But as I have played this character off and on over the last couple of years I don't think it is a power I want for the Wicce (cleric subclass) or the Witch Priestess (witch advanced class). 

Áine nic Elatha
Áine nic Elatha
Human 1st level Magic-user/4th level Cleric
Neutral Good

Secondary Skill: Astrologer

S: 10
I: 14
W: 17
D: 11
C: 12
Ch: 11

Paralysis/Poison: 9
Petrify/Polymorph: 12
Rod, Staff, or Wand: 13
Breath Weapon: 15
Spells: 14

AC: 10 (no armor)
HP: 20
THAC0: 18

Weapon
Staff 1d6

Spells (Cleric)
First level: Cure Light Wounds, Detect Evil, Light, Purify Food & Drink, Remove Fear, Sanctuary 
Second: Augury, Detect Charm, Hold Person, Resist fire

Spells (Magic-user)
First level: Sleep

Turn Undead.

Theme Song: Bell, Book and Candle

In addition to filling the role of a priestess of the old faith, Áine daughter of Elatha, does all the horoscopes for the coven or party. There is no real mechanical benefit here, but if characters act in concordance with their horoscopes then I'd grant them 10 xp or something like that.


Saturday, January 3, 2026

Character Creation Challenge: Day 3, Branwen and Eira

 Today's characters are pretty close to my heart. They are my attempts to take my original Netbook of Witches & Warlocks for 2nd Ed AD&D and back convert it to AD&D 1st Edition. 

1st and 2nd Edition Witches

The CNoW&W was built on my original witch ideas, but trying to fit into the structure of AD&D 2nd ed. Looking at it now, 25+ years later, there is a lot I would have done differently. Indeed, my Basic Era Witch book is exactly that.

There are still some things I want to do with it, though, that I didn't do with the Basic Witches. Among these are witches as divine spellcasters. Branwen and Eira here, two "Celtic" girls who are new to the Daughters of the Flame coven, are my ways to test this.

Branwen is basically a version of Larina if she had continued down the path of a divine witch. For her I am using my CNoW&W rules as written. She will, eventurally, become a Witch-Priestess. Eira is a newer concept, a Wicce. The Wicce is a sub-class of the Cleric, much like a druid is, but with more witch-related spells. You can think of Eira as like Rhiannon before she became evil. 

Branwen
Branwen
3rd level Human Witch (Witch Priestess), Lawful Good

Secondary Skill: Translator

S: 10
I: 16
W: 16
D: 12
C: 12
Ch: 16

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 12
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Dove

Spells 
First level: Faerie Fire, Purify Food & Drink, Sanctuary, Portent
Second level: Augury, Charm Person

Theme Song: All Souls Night

Eria
Eria
3rd level Human Wicce, Lawful Good

Secondary Skill: Weaver

S: 11
I: 15
W: 16
D: 13
C: 13
Ch: 16

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 14
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Hare

Special Abilities
Moon Blessed Magicks, Shared Rituals (can cast ritual spells), Sacred Circle, Coven Bond

Spells
First level: Bless, Command, Light, Purify Food & Drink
Second level: Chant, Spiritual Hammer (manifests as a Moon bow)

Theme Song: The Old Ways

Ok. Both of these are great choices; they just differ a bit in spells and how their "occult powers" manifest. 

Also both of the classes need some tweaking, the Wicce starts out more powerful and has less XP needed, but the Witch Priestess begins to over take her at higher levels. Not a deal breaker by any means. Right now both girls are similar enough that the differences are largely minor or even cosmetic.

These two have been a lot of fun to play to be honest and I kinda wish I could play them more often. Plus I would love to do more with the Daughters of the Flame. They were a big deal for me once.


Character Creation Challenge