Sorcerer
Base Class: Sorcerer

The forces of magic can be unpredictable, but sometimes naturally form 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 formed 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 hex 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 its 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.

Witches' Talents

At 1st level, you gain proficiency with the herbalism kit, as well as either medicine or nature

Medicine

You gain proficiency with Wisdom (Medicine) checks.

Nature

You gain proficiency with Wisdom (Nature) checks.

Witch Spittle

At 1st level, you know how to channel magic through your saliva. You can fling your spit at your enemies, channeling the effects of the Acid Splash cantrip, which has a reduced range of 30 feet and it ignores resistance but not immunity. Or you can smudge your spit on a creature's wounds invoking the Cure Wounds spell.

As you learn to better distribute magic through your Witch Spittle you gain the ability to cast other spells, albeit at an increased casting time of 10 minutes. You get those spells at the following levels:

3rd level: Lesser Restoration
5th level: Bestow Curse
7th level: Death Ward
9th level: Greater Restoration

All the spells of this feature are added to your sorcerer spell list but do not add to the number of known spells.

Witches' Brew

From 6th level, using your herbalism kit counts as light activity for you. While using your herbalism kit, you can spend time working on potions, salves, or other useful items while still benefiting from a short or long rest. The material cost for the creation process remains unchanged. 

Work with your DM on how to handle this feat and to determine how much you can hasten your brewing. As a suggestion, it should be possible to create one common magical item, like a Potion of Healingduring a long rest, while still recovering expanded spell slots. You may also consider hastening your brewing ability the further your sorcerer level increases.

Borrow the Cliché

At 14th level, you learn how to enchant any suitable object, such as a broom, at your DM's discretion. For as long as it's in your possession, you can mount or dismount this object as a bonus action and gain a flying speed equal to your current walking speed.

The enchantment process takes 1 hour and can be done during a short rest, without losing the rest's benefits. If an object has already been enchanted in that way and you attempt to enchant a new object, the old one loses its enchantment.

Circle of Witches

At 18th level, you gain the ability to form a coven. Any creature able to make a conscious choice can join your coven. Those who join have to undergo a profane ritual that must take at least 24 hours.

If a creature is charmed when asked to join, they have to make a Wisdom saving throw against your spell save DC. If they succeed, they may refuse to join and cannot be asked to join while being charmed for 1 year. If the saving throw fails, they are not aware of the charm effect that made them join the coven. They remember joining as a choice that they gladly made.

Every member of your coven shares a bond with you. You can send telepathic messages to them and they can send messages in the same manner to you. They cannot communicate in that way with another member of the coven. You always know the exact location of every member of your coven and can communicate telepathically as long as they are on the same plane of existence.

Any member who wants to break free from this bond has to be released from it by you. If you refuse to release them, the only way they can break free from this bond is by killing you. Every attack roll a member of your coven makes against you has disadvantage. Every saving throw you make to contest a member of your coven has advantage.

A creature can only be a member of a single coven at any given time.

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2022 9:50:40 AM
2
0
--
Coming Soon
10/11/2022 2:13:31 PM
3
0
--
Coming Soon
10/11/2022 2:49:58 PM
2
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes