Base Class: Wizard
The Hearth Mage is a wizardly tradition which can often be confused for "witches" in a classic setting, yet these spellcasters breach such confusing boundaries due to their expertise in producing potions and consumable goods like breads or drinks; leaving them toiling over cauldrons, cooking in ovens, and generally making magical work occur in and around the hearths or kitchens of the world. This means that these mages are as formulaic as any wizard, as indeed precision recipes and formulas ensure consistent results in cooking and preparations, but their output isn't as often the spells of the warmage, but more commonly the spells that transmute, support, and reinforce others around them, while producing consumables that grant magical results for others around them, also. They brew potions, create philters, and cook up foods that often cause tremendous results when consumed, including mighty transformations no other potion-brewers can match when they work in their own hearth space.
As adventurers, these wizards are actually still yet impressive, being capable of establishing a hearth-fire with magical sheltering even in the pouring rain or the worst of storms. They learn a bevy of spells that often include more utilitarian ends to assist them in their hearth or kitchen, conjuring magical helpers and the like, and magically heating metals rapidly to cook ingredients. Surprisingly, these mages are capable in a conflict as healers, defense support, or also as offensive support, transforming their allies into new and capable forms.
Hearth Magic
2nd-level Hearth Mage feature
At 2nd level when you choose this tradition, you learn the fundamentals of establishing a hearth fire, magically secured in a special method which ensures its sure and continual burning. Once you have established your hearth, you are made safe also by the sheltering magic you create. You learn the Create Bonfire cantrip and when you cast this spell, it succeeds in any condition except underwater in creating a stable fire. Once you have cast this cantrip, you can immediately create a small zone of sheltering magic, emanating within a 10 foot radius of the bonfire, and all creatures within that radius are immune to environmental conditions. The inside of this dome remains relatively dry, temperate and comfortable. The hearth fire is able to be used for cooking, but it will not burn anything nearby for the duration if you choose it not to. This effect lasts for a number of hours equal to twice your Intelligence modifier (minimum 2), after which the hearth fire will go out silently. You can create this sheltering magic twice before you must finish a long rest to use it again.
Additionally, your sheltering space is ideal for spells which involve ritual preparation when around your hearth fire, as you conjure in a sort of "clean magical space" around your hearth fire. If you have cast Create Bonfire and created the zone of sheltering magic, you know very well how to use that magical space best for ritual spellcasting and preparation of magical goods. When you or another spellcaster begins casting a ritual spell or crafting an item within the zone of sheltering magic, the ritual may be cast in half the normal time or the item produced in half the normal time, to a minimum length of one minute in ritual time.
Lastly, you gain knowledge of certain spells when you reach certain levels in this class, as listed on the Hearth Mage Spells table. Once you gain access to one of these spells, you add it to your spellbook, you always have it prepared, and it does not count against the number of spells you prepare:
| WIZARD Level |
Spells |
|---|---|
|
2nd |
cure wounds |
|
4th |
healing spirit |
|
6th |
beacon of hope |
|
8th |
aura of purity |
Exemplary Preparation
2nd-level Hearth Mage feature
At 2nd level, you learn a unique spell that a Hearth Mage may cast: Create Potion.
Create Potion
Conjuration spell
Level: 1st, Casting Time: 1 action (ritual), Range: Self, Components: V, S, M, Duration: Special, Attack/Save: None, Effect: Creation
You cause a potion inside a bottle to come into existence in your empty hand. You create a potion of of your choice of common rarity in your hand which remains for a number of rounds equal to your Intelligence modifier (minimum 1), then vanishes if not consumed within that time. If you cast this spell as a ritual spell and have an empty flask available in your hand, the potion appears filling the flask and remains indefinitely.
At Higher Levels: When you cast this spell using a 3rd level spell slot, you create a potion of of your choice of uncommon rarity. When you cast this spell using a 5th level spell slot, you create a potion of your choice of rare rarity. When you cast this spell using a 7th level or higher spell slot, you create a potion of your choice of very rare rarity. If you are capable of casting spell slots of these higher levels, you may ritually cast this spell as if it were a higher level that you can cast, but doing so adds 2 hours to the ritual casting time for each 2 spell levels you upcast this spell this way.
Additionally, you gain the Chef feat, or you may choose another feat if you already possess this feat.
Recipe for Success
6th-level Hearth Mage feature
At 6th level, you learn a number of spells crucial to your tradition that empower yourself and your allies in important ways, and you empower yourself when you cast spells to help allies. You learn the following spells and add them to your spellbook: Haste, Fly, Magic Circle, and Nondetection. When you finish a long rest, you may choose two of these spells and you treat them as if they are prepared, and these spells do not count against the number of spells you prepare each day. This benefit lasts until you finish a long rest.
Additionally, whenever you cast a spell with the Buff tag, you can choose to gain a number of temporary hit points equal to the level of the spell slot expended.
Perfect Preparation
10th-level and 12th-level Hearth Mage feature
At 10th level, you have learned several unique recipes which you can utilize to create unique consumables to empower yourself and allies. You can engage in a 1-hour process while within 10 feet of your hearth fire which creates special breads, and these consumable items can bestow magic onto those that eat them. You can cast a spell of up to 4th spell level during this process, and when you do, you can choose to not have the effect of the spell take place at that time if the spell can affect a creature, has a range of touch or self, and is of the school of abjuration or transmutation. When you cast a spell this way, you instead create a tiny bread weighing 4 ounces (113 grams), which bestows the effect of the spell upon the creature who uses an action to eat the bread. The spell effect is determined with your spellcasting ability, and if the spell requires concentration, you must concentrate on it to maintain the effect after the bread is consumed, or else the effect lasts 1 turn and then ends. Any creature who consumes the bread is immune to effects of hunger until they finish a long rest. Such a bread lasts for a number of days equal to your proficiency bonus before becoming very stale and inedible as the magic leaves it, the spell slot wasted if not eaten.
Additionally, at 12th level in this class, you learn the Heroes' Feast spell and add it to your spellbook. You are treated as if you always have this spell prepared and it does not count against the number of spells you prepare each day. The material component you require for this spell is a golden bowl worth 100 gold pieces, which the spell consumes.
Mixture Mastery
14th-level Hearth Mage feature
You now posses extraordinary skills in brewing, cooking, and magical preparations, and you can produce far more output than ever before. Whenever you ritually cast the Create Potion spell or use your 1-hour process from your Perfect Preparation feature, you create one additional potion (if you have the empty flasks available), or one additional bread (at no additional costs).
Additionally, whenever you cast a spell with the Buff or Movement tags, you gain an instance of Brewing Magic. You can only have one instance of Brewing Magic at any time. You can expend your instance of Brewing Magic whenever you cast another such spell that meets these criteria to cast a copy of that spell on another target within range without expending spell slots for that copy. For example, when you have an instance of Brewing Magic and cast the Fly spell, you can cast an additional copy of the Fly spell on another creature within touch range, and the effect remains on both creatures for as long as you maintain concentration for the duration of the spell. An unspent instance of Brewing Magic disappears when you finish a long rest.
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