Base Class: Sorcerer
Natures magics, magic infused through the fey wild and even the elemental planes all of it flows through the world and your blood, the beings that govern it in its divine capacity guide those who practise the craft yet it is not there power but your own that fuels your craft, both in casting and craft you follow your life path and your heart.
Witch craft
you get 5 Witch points, gaining more every second level above 3rd level, as a free action you can convert Socerer points into Witch points.
during a short rest you can regain your max Witch points, healing 1D4 for each point
Inner charm-as an action you can spend a Witch point to resist a status effect and granting resistance to future instances of it, only one charm may be active at once
Reading for signs- during a short rest you may expend 3 witch points to attempt to divine answers from the powers in the universe, this follows the Augery spell rules.
World wise- when you make a skill check you may expend 1 Witch point to gain advantage on the roll, at DMs descretion
Potion craft
years of careful practise has allowed you to develop a talent in combining ingrediants to develop potions
during a long rest you can expend remaining witch points to craft potions, with total uses equeling the spent points.
Witch eye potion-this potion allows the drinker to have darkvision up to 30ft, detect magic up to 15ft and able to read all languages
wild spirit potion-this potion grants the drinker the ability to deal aditional 2D4 with unarmed strikes, beast speech and keen sences
Rot wyrm poison-this poison inflicts 3D8 Acid damage and requires targets to make a DC12 CON save, on failure deals aditional 2D8 damage and inflicts disadvantage on DEX and STR rolls and saves,
Mirror mind venom this poison inflicts disadvantage on all ranged attack rolls, target must make a DC 13 WIS saving throw, on fail targets is stuned and blinded till there next turn, at the end of the targets turn they can make a DC 15 WIS saving throw, on success the disadvantage effect ends, on the witches turn they can use there bonus action to learn what the targets next action will be (DM's choise)
Spring weave medicine-this potion heals 4D12, and purges the drinker of all negative status effects (excluding effects from concentraition spells) (5 points required per charge) the witch must roll a D20 if the check fails the potion fails turning out as a Wildweave salve and renders them unable to try again this potion making chance.
Wildweave salve-when applied to a wound the subject can heal upto there max HP and must make a CON save DC15, upon failing the subject takes half there healed damage as psychic damage and halfs all further healing for 24 hours aditionally subjects have disadvantage on concentraition checks, if psychic damage is more than 1/4 max health additional CON save must be made DC11 upon fail subject passes out from pain.
Book of shadows
Your craft has granted you access to a grimuar one that holds magic from many past witches, you may consult it any time as an action, allowing you to channel its gifts and knowledge, aditionally you can gain
Spell entry-you can enter a spell into the book allowing it to be cast as a ritual allowing it to always count as a prepared spell
you may spend a long rest to craft a tool of your trade from instructions in the book of shadows
poppet curse craft- you may use a crafted poppet as a focus of a spell, if used the poppet is expended and destroyed,when used as a focus you can extend the range to any target in sight, when a spell that uses the poppet as a focus hist a target it becomes bound to the poppet where you may also inflict a Poppet curse:
- muddle tongue- interupts next spell cast
- leg lock- inflicts disadvantage in DEX rolls
- Heart pop- inflicts 4D10 necrotic DMG
- fumble finger-forces the target to drop what they are holding
Atheme-a small magic knife that can be thrown or used in spell casting as a focus, melee weopan attack, range 5ft, finesse weopan, 2D4+3 piercing DMG, inflict curse on target
curse-disadvantage on all rolls, half damage on spells and the location of cursed targets are always known to the witch.
Wand-the use of this wand allows a caster to extend the range of a spell and roll at advantage when casting, if a projectile spell misses while using this focus you may alter its target and reroll the attack against the new target, this can only be done once per attack
Cup of Shadows
the cup appeares when the time arrises for practisers of the craft filling slowly through there lives and contains there greatest fonts of magic.
The cup fills with a font of (player total level+max witch points+WIS MOD) when drank from they gain this number as TEMP HP and TEMP spell slots and the cup is spent for the next 1D4+3 days, if lost or destroyed the cup takes 8D8 days to re-imerge
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