Sorcerer
Base Class: Sorcerer

The forces of magic can be unpredictable, but sometimes naturally forming beyond expectation. Magic flows in all things, some view these sources of magic as good or bad, as these forms of magic can be categorized as "white" and "black" magic. Your source of magic is no different, being supernatural in nature and a part of everything around you. This origin is often forming from a connection to the hags of the Feywild and their magic, which can be viewed as the pure essence of magic in its most chaotic form. Perhaps your lineage can trace back a deal made with a hag, and your magic has only later been realized. Maybe you had a hexed placed upon you by a hag, and due to the nature of magic's unpredictable nature, you have developed magical abilities all your own. Possibly, you have been exposed to the weave and raw magic in it's purest form. Whatever the origin, your magic does not veer into the realm of wicked deeds or malevolent bargains; Unless that is, that you choose it so.

As a Witchcraft Sorcerer, you will often be looked at and feared in some places. This is due to the lack of understanding about hag's magic in general, and making it difficult to predict. A Witchcraft Sorcerer is more likely to pass themselves off as something else, or otherwise risk the same treatment a hag themselves may. Despite this, a Witchcraft Sorcerer, is not required to follow the same ties that a hag or witch would, but instead like any form of magic, it is determined by the wills of the individual.

Witchcraft Features

Sorcerer Level Feature
1st Witchcraft Magic, Blessing/Jinx
6th Word of Favor
14th Hexed Creation
18th Spirit Evocation

 

Witchcraft Magic

1st-level Witchcraft feature

You learn additional spells when you reach certain levels in this class, as shown on the Witchcraft Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an illusion spell from the sorcerer, warlock, or wizard spell list.

Witchcraft Spells

Blessing/Jinx

1st-level Witchcraft feature

Beginning at 1st level, you gain the ability of blessing or jinxing a creature, speaking a phrase either discreetly or indiscreetly. As an action, you can expend 1 to 3 sorcerer points, to either bless or jinx a creature in a range of 30 feet. If you speak a blessing to a creature, whatever amount of sorcerer points you expend between 1-3 boost the creature's attack or damage rolls for one minute. If you speak a jinx to a creature, whatever amount of sorcerer points you expend between 1-3 are subtracted from the creature's attack or damage rolls for one minute (cannot be subtracted past 0.)

Only one creature may be affected by your blessing or jinx at any point in time.

Word of Favor

6th-level Witchcraft feature

Starting at 6th level, you gain the ability of enhancing an allies ability or action, leading to a sense of blessing. When a creature you can see within 30 feet of your is about to roll a d20, you can use your reaction to choose to impose advantage on the roll. If the roll is already at disadvantage, you cancel out this disadvantage.

You can use this feature a number of times equal to your charisma bonus, and you regain all expended uses when you finish a long rest.

Hexed Creation

14th-level Witchcraft feature

Starting at 14th level, your interactions with this form of magic have led to the ability to imbue items or brews with your magic. You may spend one hour of time to form a hexed creation. When you reach this level, you choose between one of the following abilities.

Once you use this feature, you can’t use it again until dawn. When you level up you are able to change which creation you utilize.

Cursed Totem

This item may be personal to you, or ceremonial in nature, but it must be at least size tiny (2.5ft x 2.5ft). If this item is being carried, you sense the direction to the creature's location, as long as you and the creature are on the same plane of existence. If the creature is in motion, you know the direction of their movement. Along with this, the creature has disadvantage against spells that charm them. If the creature is under prolonged exposure after one day, the creature is considered cursed under the effects of the Bestow Curse spell. This curse can only be removed by a Greater Restoration Spell, a Remove Curse spell or destruction of the cursed item. If the item is destroyed, you take 1d8 necrotic damage.

Witches Brew

You spend 1 hour and 50 gold worth of resources, committing yourself to a ritual developing a Witches Brew. This Witches Brew takes on the essence of a potion already in your possession. Once you copy a potion, you are unable to replicate it again with a Witches Brew.

Spirit Evocation

18th-level Witchcraft feature

At 18th level, you have learned to contact the spirits from other realms, both good and evil, to come to your aid. You may expend 3 sorcerer points as a bonus action to summon these spirits, who encircle you in 30 foot radius for one minute. These spirits provide the following effects:

  • Your AC raises by 3
  • If a creature hits you with a melee attack or ranged attack while being in range of the spirits, that creature takes 1d8 necrotic damage.

As an action, you can choose to end the effect early, unleashing the spirits. If you do, choose between the following:

  • The spirits heal you and any allies within the range of the spirits 30 hit points.
  • The spirits attack any number of creatures of your choice in range, dealing 4d8 necrotic damage.

Once you use this feature, you can’t use it again until you finish a long rest.

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