Classes for the Witch/Warlock kit
Posted: Thu Sep 11, 2025 8:48 pm
I posted a version of this at The Piazza a little while ago, and figured it could also generate some discussion here.
I've been looking at a lot of old 2e sources lately to pull together some ideas, and started wondering what classes could fit with the Witch kit from Van Richten's Guide to Hags. While the short description says it's a fighter/thief kit, the requirements in the longer text description are that the class doesn't have spellcasting and doesn't have psionics. This explains the short summary, since the only PHB classes that qualify are fighter and thief (since ranger, paladin, cleric, druid, mage, specialist wizard, and bard all get spells), but there are other options as well. In a lot of places below, I just use witch as a shorthand for witch/warlock so I don't have to type as much.
Havens of the Great Bay
Guilder (thief subclass) - 2,500 XP to level 2
The guilder is a thief that sacrifices every thief ability except Read Languages (which they get at 20% +5%/level) to get access to all weapons and armor and a bonus NWP every level. Mechanically, better weapons helps a bit, but gaining access to armor isn't all that helpful since witches can't cast in armor. I think I'd prefer the standard thief, although a bonus NWP every level is a little tempting.
Use in Birthright: I wouldn't, since it conflicts with Birthright's sharply limited magic.
Use in Ravenloft: I think the guilder would fit into Ravenloft nicely and there's no reason they couldn't be a witch.
Dark Sun Campaign Setting
Gladiator - 4,500 XP to level 2
The gladiator is a warrior class. They get proficiency in every weapon, can specialize in multiple weapons, and get bonuses in unarmed combat. The downside is one of their advantages is an AC boost when wearing armor that isn't compatible with the witch's spellcasting. I think I would prefer this to a fighter, although the extra XP cost is painful, because the "proficiency in every weapon" is very nice.
Use in Dark Sun: Like Birthright, I don't think I would use witches in Dark Sun because the assumptions about magic are so different from standard. This applies to all the Dark Sun classes, so I won't repeat it for the following ones.
Use in Ravenloft: I have a hard time seeing gladiators in most domains. Even ones that have gladiatorial games like Falkovnia don't seem like they'd have this sort of professional gladiator. Maybe they could come from Kalidnay, but then the problem again becomes one of compatibility with the witch kit.
Bard - 2,500 XP to level 2
Dark Sun's bard is a poisoner instead of a spellcaster. They can use any armor or weapon, get all thief abilities (at a slightly lower score than thieves), and learn to make a poison each level instead of gaining spells (they also don't learn to use written magical items).
Use in Ravenloft: This would fit in great in Borca.
Dune Trader
Trader - 2,500 XP to level 2
The trader class uses thief saves, hit dice, and THAC0, but can use any weapon or armor. In light or no armor, they get thief skills (but with fewer discretionary points each level). They also get the same poison skills as a bard, an extra language every 3 levels, and a free fast-talking NWP.
Use in Ravenloft: Like the Dark Sun Bard, this is a Borcan class if there ever was one.
Domains of Dread
Avenger - 4,500 XP to level 2
The avenger is a lot like a fighter, but can only specialize in melee weapons and gains some bonuses when fighting a nemesis. Like the fighter, sacrificing armor for spellcasting is a big deal, made moreso by the melee limitation on the avenger's best weapon. I'm not sure the "focused on revenge to the exclusion of all else" class really fits with the Witch kit. If someone wanted to play an Avenger (Witch) I'd want a good backstory/explanation before allowing it.
Tales of the Lance
Crown Knight - 5,000 XP to level 2
The Knight of Solamnia is so weird it might not count, since a Knight of the Crown can become a Knight of the Sword, who eventually gains spells if they don't become a Knight of the Rose. If they can become a witch, it's probably not a great choice mechanically. They're a fighter who needs 25% more XP in exchange for one extra hit die.
Use in Dragonlance: Between the hidebound nature of the Knights of Solamnia and the need for arcane casters to belong to one of the Orders, it's hard to see this fitting in.
Use in Ravenloft: Since there's not a population of knights in canon, a player would need a really good story to explain this class/kit combination.
Barbarian - 4,000 XP to level 2
This is just a fighter with more extreme reaction rolls.
Use in Dragonlance: This is a bit more plausible than a Knight. Someone from outside the main cultures of Ansalon could more easily be a minor renegade mage.
Use in Ravenloft: I guess this class could maybe be used for a Sebuan feral child or a particularly backwoods person from Vorostokov, but most of the Core is too civilized for the class.
Cavalier - 4,000 XP to level 2
This is an update to the 1e cavalier, and any witch taking this class will almost certainly be dead very quickly, since they must engage in melee whenever possible and must attack the biggest or otherwise most powerful-looking opponent. If you're in heavy armor, the cavalier's Lawful Stupid alignment might be survivable long enough to hit 2,000 XP and gain more hit points. The witch, losing their spellcasting in armor and needing double the experience, is highly unlikely to survive that long.
Use in Dragonlance: Some of the cavalier orders might be more open-minded than the Solamnic Knights, but the issue with the Orders still exists.
Use in Ravenloft: I guess they could exist somewhere, but Lawful Stupid tends to die fast in Ravenloft.
Mariner - 4,000 XP to level 2
This is a fighter that trades the ability to wear metal armor for a few thief skills and bonus NWPs in rope use, seamanship, and tumbling. This could fit a witch/warlock who's associated with a sailing community.
Use in Dragonlance: Being aboard ship and away from places where wizards go could make for as good an opportunity to hide as a witch would have.
Use in Ravenloft: This would fit a Blaustein witch nicely, and could work for other domains that have a maritime tradition as well.
Commoner - 2,500 XP to level 2
Commoners get thief hit points, warrior THAC0, bad proficiency slots (2 to 4 NWP and 1 WP at 1st, then 1 NWP/2 levels and 1 WP/8 levels) and have (usually) +2 to 2 stats and -2 to 4 stats.
Use in Dragonlance: This could work for characters who avoided coming to the notice of the Orders.
Use in Ravenloft: I think these would work great for NPC witches or PCs in a lower-powered game as the 2e equivalent to a 3e game using the NPC classes.
The Second Generation
Lily Knight - 5,000 XP to level 2
The entry-level Knight of Takhisis class. Basically the same as Crown Knight mechanically, although the KoT are more friendly towards arcane magic and have a class of arcane casters (the Thorn Knights). Instead of a linear progression from Crown to Sword to Rose, the Knights of Takhisis have a branching progression where Lily can become either Skull (cleric) or Thorn (wizard).
Use in Dragonlance: Less bizarre than a Witch Knight of Solamnia, but still a little problematic because of how Dragonlance magic is structured, and if you want to be a Wizard Knight, just go Thorns.
Use in Ravenloft: There's not a great domain for them to be from (Sithicus was pulled before the Knights existed and Falkovnia's both too early and from the wrong continent). As outlanders, they have the problems listed above. This is another one where I'd need a good backstory.
Complete Ninja's Handbook
Ninja - 2,500 XP to level 2
Ninja are mostly thieves, but can use any weapon, slightly more armor types than a regular thief, and a shield. One of the ninja kits has spellcasting, but the base class doesn't.
Use in Ravenloft: The obvious one is for witch ninjas in Rokushima Taiyoo, but if one looks past the Oriental trapping to the actual class features, they could also be useful for any organization that needs both stealth and muscle, like the Kargatane.
Vikings
Berserker - 4,000 XP to level 2
A complicated class. One disadvantage is they can't learn purely missile weapons, so spear is fine but bow is forbidden. Their AC boost when berserk would help, but overall I'm having trouble meshing the class and kit from a fluff standpoint.
Use in Ravenloft: There's not really a great domain for them to come from. Maybe Vorostokov again? And like I said, it doesn't really mesh well.
Masque of the Red Death
Soldier - 4,000 XP to level 2
A fighter without weapon specialization.
Use in MotRD: The witch is probably too powerful for Gothic Earth compared to Adepts.
Use in Ravenloft: This is straight-up worse than a fighter, but for high-culture-level domains, they could work as NPC witches.
Tradesman - 2,500 XP to level 2
A thief with no thief skills, but extra NWPs and the ability to buy thief skills with those NWPs. See soldier for their use in settings.
Warriors and Priests of the Realms
Harper - 4,500 XP to level 2
Basically a ranger without spellcasting. I'm not super familiar with the class, but it looks a little weak for its XP table.
Use in the Realms: This should be fine. It's not like a witch's spellcasting is going to be overpowered in the Realms.
Use in Ravenloft: Also fine.
The Scarlet Brotherhood
Assassin - 2,500 XP to level 2
Assassins use the thief as their base, then get the ability to use any weapon, use a shield, use poison, and assassinate targets that they've studied.
Use in Greyhawk: Probably fine? I think the Scarlet Brotherhood would be OK with magic-wielding assassins, and they'd be NPCs in most campaigns anyway.
Use in Ravenloft: The requirement to be evil means it should be an NPC class in 2e. As villains, I like them.
Monk - 3,000 XP to level 2
We get a unique XP requirement because monks use cleric XP and hit dice. This class synergizes very well with the witch kit, since it gets a boost to unarmored AC, can fight bare-handed, and get a bunch of special abilities. For my own campaigns I'd probably rule that the two can't be used together because the monk's focus on internal self-improvement prevents them from an external focus on the Weave.
Use in Greyhawk: The Scarlet Brotherhood would either love witch monks or be terrified of them, depending on whether they saw witch powers as a gift from Wee Jas or an impure deviation from being a "true Suel."
Use in Ravenloft: There's not a great place in canon domains for monks to be from, and I feel like witch monks would be a bit outside the style of gaming that most Ravenloft campaigns are geared toward. It could work, but it would take more effort than most of the other classes, and as I mentioned above it probably synergizes a little too well for the relatively restrained power levels (at least for heroes) of Ravenloft.
I've been looking at a lot of old 2e sources lately to pull together some ideas, and started wondering what classes could fit with the Witch kit from Van Richten's Guide to Hags. While the short description says it's a fighter/thief kit, the requirements in the longer text description are that the class doesn't have spellcasting and doesn't have psionics. This explains the short summary, since the only PHB classes that qualify are fighter and thief (since ranger, paladin, cleric, druid, mage, specialist wizard, and bard all get spells), but there are other options as well. In a lot of places below, I just use witch as a shorthand for witch/warlock so I don't have to type as much.
Havens of the Great Bay
Guilder (thief subclass) - 2,500 XP to level 2
The guilder is a thief that sacrifices every thief ability except Read Languages (which they get at 20% +5%/level) to get access to all weapons and armor and a bonus NWP every level. Mechanically, better weapons helps a bit, but gaining access to armor isn't all that helpful since witches can't cast in armor. I think I'd prefer the standard thief, although a bonus NWP every level is a little tempting.
Use in Birthright: I wouldn't, since it conflicts with Birthright's sharply limited magic.
Use in Ravenloft: I think the guilder would fit into Ravenloft nicely and there's no reason they couldn't be a witch.
Dark Sun Campaign Setting
Gladiator - 4,500 XP to level 2
The gladiator is a warrior class. They get proficiency in every weapon, can specialize in multiple weapons, and get bonuses in unarmed combat. The downside is one of their advantages is an AC boost when wearing armor that isn't compatible with the witch's spellcasting. I think I would prefer this to a fighter, although the extra XP cost is painful, because the "proficiency in every weapon" is very nice.
Use in Dark Sun: Like Birthright, I don't think I would use witches in Dark Sun because the assumptions about magic are so different from standard. This applies to all the Dark Sun classes, so I won't repeat it for the following ones.
Use in Ravenloft: I have a hard time seeing gladiators in most domains. Even ones that have gladiatorial games like Falkovnia don't seem like they'd have this sort of professional gladiator. Maybe they could come from Kalidnay, but then the problem again becomes one of compatibility with the witch kit.
Bard - 2,500 XP to level 2
Dark Sun's bard is a poisoner instead of a spellcaster. They can use any armor or weapon, get all thief abilities (at a slightly lower score than thieves), and learn to make a poison each level instead of gaining spells (they also don't learn to use written magical items).
Use in Ravenloft: This would fit in great in Borca.
Dune Trader
Trader - 2,500 XP to level 2
The trader class uses thief saves, hit dice, and THAC0, but can use any weapon or armor. In light or no armor, they get thief skills (but with fewer discretionary points each level). They also get the same poison skills as a bard, an extra language every 3 levels, and a free fast-talking NWP.
Use in Ravenloft: Like the Dark Sun Bard, this is a Borcan class if there ever was one.
Domains of Dread
Avenger - 4,500 XP to level 2
The avenger is a lot like a fighter, but can only specialize in melee weapons and gains some bonuses when fighting a nemesis. Like the fighter, sacrificing armor for spellcasting is a big deal, made moreso by the melee limitation on the avenger's best weapon. I'm not sure the "focused on revenge to the exclusion of all else" class really fits with the Witch kit. If someone wanted to play an Avenger (Witch) I'd want a good backstory/explanation before allowing it.
Tales of the Lance
Crown Knight - 5,000 XP to level 2
The Knight of Solamnia is so weird it might not count, since a Knight of the Crown can become a Knight of the Sword, who eventually gains spells if they don't become a Knight of the Rose. If they can become a witch, it's probably not a great choice mechanically. They're a fighter who needs 25% more XP in exchange for one extra hit die.
Use in Dragonlance: Between the hidebound nature of the Knights of Solamnia and the need for arcane casters to belong to one of the Orders, it's hard to see this fitting in.
Use in Ravenloft: Since there's not a population of knights in canon, a player would need a really good story to explain this class/kit combination.
Barbarian - 4,000 XP to level 2
This is just a fighter with more extreme reaction rolls.
Use in Dragonlance: This is a bit more plausible than a Knight. Someone from outside the main cultures of Ansalon could more easily be a minor renegade mage.
Use in Ravenloft: I guess this class could maybe be used for a Sebuan feral child or a particularly backwoods person from Vorostokov, but most of the Core is too civilized for the class.
Cavalier - 4,000 XP to level 2
This is an update to the 1e cavalier, and any witch taking this class will almost certainly be dead very quickly, since they must engage in melee whenever possible and must attack the biggest or otherwise most powerful-looking opponent. If you're in heavy armor, the cavalier's Lawful Stupid alignment might be survivable long enough to hit 2,000 XP and gain more hit points. The witch, losing their spellcasting in armor and needing double the experience, is highly unlikely to survive that long.
Use in Dragonlance: Some of the cavalier orders might be more open-minded than the Solamnic Knights, but the issue with the Orders still exists.
Use in Ravenloft: I guess they could exist somewhere, but Lawful Stupid tends to die fast in Ravenloft.
Mariner - 4,000 XP to level 2
This is a fighter that trades the ability to wear metal armor for a few thief skills and bonus NWPs in rope use, seamanship, and tumbling. This could fit a witch/warlock who's associated with a sailing community.
Use in Dragonlance: Being aboard ship and away from places where wizards go could make for as good an opportunity to hide as a witch would have.
Use in Ravenloft: This would fit a Blaustein witch nicely, and could work for other domains that have a maritime tradition as well.
Commoner - 2,500 XP to level 2
Commoners get thief hit points, warrior THAC0, bad proficiency slots (2 to 4 NWP and 1 WP at 1st, then 1 NWP/2 levels and 1 WP/8 levels) and have (usually) +2 to 2 stats and -2 to 4 stats.
Use in Dragonlance: This could work for characters who avoided coming to the notice of the Orders.
Use in Ravenloft: I think these would work great for NPC witches or PCs in a lower-powered game as the 2e equivalent to a 3e game using the NPC classes.
The Second Generation
Lily Knight - 5,000 XP to level 2
The entry-level Knight of Takhisis class. Basically the same as Crown Knight mechanically, although the KoT are more friendly towards arcane magic and have a class of arcane casters (the Thorn Knights). Instead of a linear progression from Crown to Sword to Rose, the Knights of Takhisis have a branching progression where Lily can become either Skull (cleric) or Thorn (wizard).
Use in Dragonlance: Less bizarre than a Witch Knight of Solamnia, but still a little problematic because of how Dragonlance magic is structured, and if you want to be a Wizard Knight, just go Thorns.
Use in Ravenloft: There's not a great domain for them to be from (Sithicus was pulled before the Knights existed and Falkovnia's both too early and from the wrong continent). As outlanders, they have the problems listed above. This is another one where I'd need a good backstory.
Complete Ninja's Handbook
Ninja - 2,500 XP to level 2
Ninja are mostly thieves, but can use any weapon, slightly more armor types than a regular thief, and a shield. One of the ninja kits has spellcasting, but the base class doesn't.
Use in Ravenloft: The obvious one is for witch ninjas in Rokushima Taiyoo, but if one looks past the Oriental trapping to the actual class features, they could also be useful for any organization that needs both stealth and muscle, like the Kargatane.
Vikings
Berserker - 4,000 XP to level 2
A complicated class. One disadvantage is they can't learn purely missile weapons, so spear is fine but bow is forbidden. Their AC boost when berserk would help, but overall I'm having trouble meshing the class and kit from a fluff standpoint.
Use in Ravenloft: There's not really a great domain for them to come from. Maybe Vorostokov again? And like I said, it doesn't really mesh well.
Masque of the Red Death
Soldier - 4,000 XP to level 2
A fighter without weapon specialization.
Use in MotRD: The witch is probably too powerful for Gothic Earth compared to Adepts.
Use in Ravenloft: This is straight-up worse than a fighter, but for high-culture-level domains, they could work as NPC witches.
Tradesman - 2,500 XP to level 2
A thief with no thief skills, but extra NWPs and the ability to buy thief skills with those NWPs. See soldier for their use in settings.
Warriors and Priests of the Realms
Harper - 4,500 XP to level 2
Basically a ranger without spellcasting. I'm not super familiar with the class, but it looks a little weak for its XP table.
Use in the Realms: This should be fine. It's not like a witch's spellcasting is going to be overpowered in the Realms.
Use in Ravenloft: Also fine.
The Scarlet Brotherhood
Assassin - 2,500 XP to level 2
Assassins use the thief as their base, then get the ability to use any weapon, use a shield, use poison, and assassinate targets that they've studied.
Use in Greyhawk: Probably fine? I think the Scarlet Brotherhood would be OK with magic-wielding assassins, and they'd be NPCs in most campaigns anyway.
Use in Ravenloft: The requirement to be evil means it should be an NPC class in 2e. As villains, I like them.
Monk - 3,000 XP to level 2
We get a unique XP requirement because monks use cleric XP and hit dice. This class synergizes very well with the witch kit, since it gets a boost to unarmored AC, can fight bare-handed, and get a bunch of special abilities. For my own campaigns I'd probably rule that the two can't be used together because the monk's focus on internal self-improvement prevents them from an external focus on the Weave.
Use in Greyhawk: The Scarlet Brotherhood would either love witch monks or be terrified of them, depending on whether they saw witch powers as a gift from Wee Jas or an impure deviation from being a "true Suel."
Use in Ravenloft: There's not a great place in canon domains for monks to be from, and I feel like witch monks would be a bit outside the style of gaming that most Ravenloft campaigns are geared toward. It could work, but it would take more effort than most of the other classes, and as I mentioned above it probably synergizes a little too well for the relatively restrained power levels (at least for heroes) of Ravenloft.