
Requirement: female spellcaster of the artificer (alchemist), druid, cleric, sorcerer, warlock, or wizard class.
You are a stereotypical, cackling, potion-brewing female spellcaster who lives in the woods with her non-blood-related "sisters" in a coven, seeks forbidden lore, seduces men, scares children, talks to animals, predicts futures, dances naked among the trees, and is generally up to no good according to superstitious peasants.
Your presence invokes fear in the simple-minded, rage in the overzealous servants of good gods, and lust in the hearts of men who themselves dabble in the dark arts. Your general existence is soaked in superstition, falsehoods, and stigma. Whether you live up to the stereotypes or are innocent is irrelevant. People have made up their minds about you, and you cannot wash away the social stains; you can only hide them under false identities or piles and piles of heroic deeds.
- Skill Proficiencies: Choose two: Arcana, Animal handling, Medicine, Nature, or survival.
- Tool Proficiencies: Choose two: Alchemist supplies, Herbalist kit, Disguise kit, Poisoner's kit, Cook's utensils, Brewer's supplies, Weaver's tools
- Languages: None
- Equipment:
- A set of traveler's clothes
- a purse containing 10 gp
- a tool of your choice you're proficient with
- a set of wires or strings and sticks that serve as primitive rabbit or bird hunting trap materials
- fishing tackle
- hunting knife
- small portable cauldron (same stats as an iron pot: 2 GP, 10 lbs)
- mortar and pestle (same stats as healer's kit: 5 GP, 3 lbs)
- stylish pointy hat or animal skull headdress
- An accessory or tattooed symbol of your coven
You can cast sending at will regardless of your class without extending a spell slot, but only to talk to members of your coven.
While inside your coven, you can also cast find familiar as a ritual regardless of your class, but only at night, and the familiar takes an entire day to appear. Familiars that appear this way are fickle and require a DC 10 (or higher) persuasion check to join you. These fickle familiars might even disobey you if you act against their alignment or the alignment your character had when they joined you, but never at the cost of letting you perish unless the familiar is of an evil alignment.
You have a group of fellow witches with a shared, remote hideout who treat you as a sister, provide you with shelter, feed you, heal you, fight for you inside the coven's hideout, train you if they possess knowledge you're interested in for half the price of the usual training costs (needed for material costs, basic living costs, etc.) with no risk involved, can be paid to create COMMON items for you if they possess the knowledge, materials, and tools, and even share their recipes with you. However, only as long as you don't alienate them with your actions and the members of your coven are not slaughtered down to the very last person.

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