Exploring Anne Hathaway's Spellbinding Performance as a Witch Queen

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Anne Hathaway is not just an accomplished actress; she has also brought to life one of the most iconic and powerful witches in recent film history. In the 2014 Disney film "Maleficent," Hathaway portrays the character of the powerful witch queen. The role proved to be a perfect fit for Hathaway, who effortlessly embodies the regal and commanding presence of the character. Hathaway's portrayal of the powerful witch queen is filled with intensity and grace. Her performance captures the essence of a character who is both feared and respected by those around her. With her dark and enchanting persona, she commands attention in every scene she appears in.


Spells Known of 1st Level and Higher

- Gate Control Enforcment The user have the special abillity to open close a spirit s gate without the use of keys, but it requires a little bit more power than the use of keys. Celestial Spirits each come with various abilities and prerequisites that a Celestial Spirit User must take note of when Summoning a Celestial Spirit.

Celetial spirit magic

With her dark and enchanting persona, she commands attention in every scene she appears in. The powerful witch queen is portrayed as a complex character who struggles with her own demons and desires. She is not simply a one-dimensional villain, but rather a multifaceted individual with a rich backstory.

Celestial Spirit User (5e Class)

The gods of the stars and night sky long ago blessed us with the constellations and the spirits who reflect those constellations. This class is based off the concepts of the Celestial Spirit users from the anime Fairy Tail and thus uses celestial keys and summoning mechanics. The class uses Silver, Gold, and Platinum keys. These keys are based off of a creature’s Challenge Rating (CR) with Silver ranging from 0-5, Gold ranging from 6-15, and Platinum ranging from 16-20+. Platinum keys are the basic idea that there’s something beyond the standard gold keys that you see in the anime, and that gold keys come at a much greater variety while still keeping their one of a kind rarity. For DMs, the type of keys that exist can always be changed and swapped, for example you can simply change the range of the CR and make it so Platinum keys don’t exist.

What it means to be a Celestial Spirit User [ edit ]

To be a Celestial Spirit User is seen by some as a blessing by the gods while others see it as a stroke of good luck. In theory, anyone can be a Celestial Spirit User from the humblest of nobles to the most conniving street rat. They all come from different walks of life, but the question you must ask is how they discovered who they are. Did you discover you were a Celestial Spirit User by inheriting a family member’s Celestial Spirit keys, or did you perhaps steal the keys from an unknowing mage?

A Note for the DM [ edit ]

Considering how this class uses creatures of varying CR, their does come the cost of approval by the DM. The idea of Celestial Spirits is that they all have different abilities and appearances. For the brave Dungeon Master, homebrewing your own Celestial Spirits to give to your players can result in a large amount of creative fun, but it's clear how to others this may appear as a daunting task. Thankfully, due to the mechanics of celestial keys going off of CR, a DM can easily take a pre existing creature from the monster manual, alter some of its features or add some new features, and reskin it into a Celestial Spirit. Adding an extra attack to a reskinned city guard or giving the spell burning hands to a tiger is all you need to make the game fun and more interesting. These reskinned creatures don’t even have to be Celestials, but instead make them other creature types like giants, elementals, and even fiends. So have fun summoning spirits and reflavoring monsters.

For a quick build, Dexterity should be your highest score followed by Charisma. Pick the Entertainer background, and pick the explorer's pack and a shortsword as apart of your starting equipment.

Class Features

As a Celestial Spirit User you gain the following class features.

Hit Dice: 1d8 per Celestial Spirit User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Celestial Spirit User level after 1st

Armor: Light Armor
Weapons: Simple Weapons, Shortswords
Tools: Choose one Artisans Tool
Saving Throws: Dexterity, Charisma
Skills: Choose any three

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any one simple weapon or (b) Shortsword
  • (a) A Diplomat's Pack or (b) An Explorer's Pack
  • Leather Armor
  • 2 CR ½ or less Silver Keys
  • 1 CR 0 Silver Key
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Celestial Spirit User

Celestial Connection [ edit ]

You’ve discovered that you are a Celestial Spirit User, and that you are able to summon them with their respective keys. You gain the ability to summon Celestial Spirits that you have a connection with as well as use Celestial Keys. At the 1st level you may only summon and control one Celestial Spirit at a time.

You are able to control more spirits at later levels. Controlling two spirits at 7th, three at 14th.

Spellcasting and Mechanics [ edit ]

Celestial Spirit Users don’t cast spells, but instead concentrate their magical energy into summoning Celestial Spirits through their respective keys. Celestial Spirits each come with various abilities and prerequisites that a Celestial Spirit User must take note of when Summoning a Celestial Spirit. When summoning a key you perform the motion of summoning while calling the spirits name while wielding their key. Summoning a Spirit requires at least one open hand to hold the Spirits specific key, and to summon them requires both verbal and somatic components; the only material component being to hold the spirits key.

If you gain spells through the use of either certain spirits then your spell modifier is Charisma.

A Celestial Spirit costs Celestial Points to summon out. The amount of Celestial Points used to summon a spirit is equal to their CR x 2. For example, keys that are a CR of 0 don’t cost any points at all making them the equivalent to something on the lines of a Pet, Cantrip, or Familiar. Creatures that have a CR below one, but isn’t a CR 0 cost 1 point to summon. At 1st level, you have a total of 4 Celestial Points, with this you can summon up to two CR 1 monsters or one CR 2. You regain all expended Celestial Points at the end of a long rest.

Celestial Spirits, when summoned, act on their own initiative and take their own actions. Although the nature of some spirits may vary, they will act friendly toward the summoner and his companions and will obey commands given to it. If no commands are given it will defend either itself, the Summoner, or does something independent according to the spirit until another command is given.

CR 0 Celestial Spirits go under a few different rules. First off, CR 0 keys only require a short rest to be able to summon again, in comparison to other spirits. Secondly, each CR 0 key is innately able to cast one cantrip, using your charisma modifier as its spellcasting ability. You can use your action to command a CR 0 spirit within 60 ft., of you to cast the spell. Otherwise it uses its action to dash, disengage, or dodge.

A Celestial spirit also goes off of the summoner’s proficiency bonus rather than the proficiency bonus they would normally use according to their CR.

Finding More Keys

Unlike most wizards and spellcasters, your power comes from specific items known as Celestial Keys; with keys ranging from Silver, Gold, and Platinum. To expand your arsenal, you must first find these various keys out in the world during your adventure at the DM’s discretion. There’s no limit to the amount of keys you can carry, or contracts you can make with your Celestial Spirits. NOTE: work with your DM to make sure that keys will be implemented at appropriate times, remember that these keys come at varying rarities with rarer being more expensive; this makes for an excellent quest reward. Also note that depending on the key that all spirits have different stats and abilities.

Keys by CR and Rarity [ edit ]

  • CR 0-½ = Common; >100gp
  • CR 1-3 = Uncommon; 101-500gp
  • CR 4-5 = Rare; 501-1,000gp
  • CR 6-10 = Rare; 1,001-5,000gp
  • CR 11-15 = Very Rare; 5,001-50,000gp
  • CR 16-20 = Legendary; 50,001-100,000gp
  • CR 20+ = Artifact; 100,001+gp

Jack of All Trades [ edit ]

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Celestial Relation [ edit ]

At 3rd level, you’ve grown in connection with your Celestial Spirits where you gain connection to the very nature of Celestial Spirits themselves. Your choice grants you benefits at certain levels depending on what relation you choose. Some Celestial Relations include the Celestial Performer. You get added features from your archetype at levels 3rd, 5th, 10th, and 15th.

Expertise [ edit ]

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 9th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Increase [ edit ]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Celestial Weapon [ edit ]

At 6th level, once per long rest, you can touch one weapon and make it magical if it wasn’t already until your next long rest. If the weapon is already magical you can cause the weapon to deal radiant damage instead. If the magical weapon does added damage the radiant damage only applies to the weapons normal bludgeoning, piercing, and slashing.

VARIANT RULE You have grown in relation to your Celestial Spirits to the point where they give you a blessing from the spirit world in the form of a magical upgraded weapon. You gain an Uncommon magic weapon of the DM’s choice. NOTE: this is a unique weapon with magical properties, make it special; even if it's just a +1 Longsword you can still give it a nice flavor text and design. At the DM’s discretion, the DM may also upgrade the weapon again at varying times appropriate to the story.

Celestial Spirit Increase [ edit ]

Starting at the 7th level, you may have two spirits out at once. However, the same rules apply when summoning two spirits instead of one where each spirit has their own prerequisites before being summoned.

At 14th level, you can have up to three spirits summoned out.

Non-Verbal Summoning [ edit ]

Your bond and connection to your spirits have grown to the point of telepathic connection. At 9th level, you no longer need to verbally call upon the spirits by their names to summon them, but instead will them to come out to assist you. When summoning a Celestial Spirit you no longer need verbal or somatic components, but still need to have the Celestial Key on your person.

Effortless Summons [ edit ]

At 11th level, you can summon Celestial Spirits up to CR 1 without spending any Celestial Points. You still have to spend Celestial Points if you want to use the spirit with your Celestial Armor Feature.

At 18th level, you can summon Celestial Spirits up to CR 3 without spending any Celestial Points.

Celestial Armor [ edit ]

At 13th level, you’ve established a special bond between yourself and your spirits that allow them to grow closer to you. You unlock powerful armor from your Keys that grant you special powers. When you summon a Celestial Spirit you can choose to spend twice the amount of Celestial points you normally would to summon that spirit to gain some of their traits. These traits/features include languages, senses (Darkvision, etc.), all movement speeds (except when you’re faster), and any other traits that are not either spellcasting, innate spellcasting, psionics, attack actions, or proficiencies.

At 17th level, the extra cost is reduced down to an extra an extra ½ the cost instead of double. Example, CR 6 would cost 12 Celestial Points normally, 13th level armor would cost 24 Celestial Points, but 17th level armor would only cost 18 Celestial Points.

Celestial Intervention [ edit ]

At 20th level, you’ve proven yourself to be one of the strongest Celestial Spirit Users in existence and have earned the complete respect of the God of Stars and Celestial Spirits. By sacrificing and breaking a Celestial Spirit Key with a CR of 10 or higher you can summon the God of Stars and Celestial Spirits himself to fight by your side and demolish your foes. He will fight by your side for the remainder of the fight when all foes are either killed or subdued. Although he/she unleashing their true power can cause devastation, they take the form of an acolyte of any size with all their ability scores being 30 and can perform certain actions similar to a cleric's Divine Intervention. The acolyte has an AC of 25, 500 hit points, is immune to all status conditions, and immune to all effects that would de-summon or banish the acolyte. It automatically succeeds all saving throws and is able to cast the Wish spell at will applying only its spell duplication. The abilities the acolyte is capable of varies at the DM’s discretion, but once this ability is used it cannot be used again for one month.

Anne hathaway powerful witch queen

Hathaway skillfully brings this complexity to life, allowing the audience to empathize with the character and understand her motivations. One of the most striking aspects of Hathaway's portrayal of the powerful witch queen is her physical transformation. Through the use of elaborate costumes, makeup, and prosthetics, Hathaway is able to fully embody the character's otherworldly appearance. The attention to detail in her physical portrayal further enhances the powerful witch queen's compelling presence. In addition to her physical transformation, Hathaway's performance is also characterized by her commanding presence and powerful voice. She effortlessly delivers her lines with a sense of authority and gravitas, making it clear that she is in control of every situation. Overall, Anne Hathaway's portrayal of the powerful witch queen in "Maleficent" is a testament to her talent and versatility as an actress. Through her skillful acting and dedication to the role, she brings the character to life in a way that is both captivating and memorable..

Reviews for "Anne Hathaway's Witch Queen Character: Inspiring Women to Embrace Their Inner Power"

- John - 1 star - I was really disappointed with Anne Hathaway's portrayal of the powerful witch queen. I found her performance to be over-the-top and bordering on comical. The character lacked depth and complexity, and I felt like Hathaway was just trying too hard to be intimidating. Overall, it was a major letdown and I wouldn't recommend watching this film if you're a fan of Hathaway.
- Emily - 2 stars - I had high hopes for Anne Hathaway's role as the powerful witch queen, but unfortunately, she fell short. Her performance felt wooden and uninspiring, and I couldn't connect with her character at all. The script didn't do her any favors either, but I expected Hathaway to bring more to the role. It's a shame because the film had so much potential, but it was ultimately let down by Hathaway's lackluster performance.
- Michael - 1.5 stars - Anne Hathaway's portrayal of the powerful witch queen was incredibly underwhelming. I thought she would bring a certain level of intensity and charisma to the character, but instead, she came across as flat and uninteresting. The whole film felt like a wasted opportunity, and Hathaway's performance was a big part of the problem. I would have loved to see someone else in this role who could have brought more life to the character. Overall, I left the theater feeling disappointed and unsatisfied.
- Sarah - 2 stars - Anne Hathaway as the powerful witch queen was a complete miscast. Her performance lacked the conviction and presence that the character required. Hathaway's portrayal was more comical than menacing, and it really took away from the overall tone of the film. I was hoping for a powerful and awe-inspiring villain, but instead, I got a caricatured version of one. It's a shame because I usually enjoy Hathaway's work, but this role just didn't suit her.

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